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renderdoc/renderdoc/driver/d3d11/d3d11_renderstate.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/d3d11/d3d11_renderstate.h"
#include "driver/d3d11/d3d11_context.h"
#include "driver/d3d11/d3d11_device.h"
#include "driver/d3d11/d3d11_resources.h"
D3D11RenderState::D3D11RenderState(D3D11RenderState::EmptyInit)
{
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
Predicate = NULL;
PredicateValue = FALSE;
Clear();
m_ImmediatePipeline = false;
m_pDevice = NULL;
}
D3D11RenderState::D3D11RenderState(const D3D11RenderState &other)
{
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
Predicate = NULL;
PredicateValue = FALSE;
m_ImmediatePipeline = false;
m_pDevice = NULL;
CopyState(other);
}
void D3D11RenderState::CopyState(const D3D11RenderState &other)
{
ReleaseRefs();
memcpy(&IA, &other.IA, sizeof(IA));
memcpy(&VS, &other.VS, sizeof(VS));
memcpy(&HS, &other.HS, sizeof(HS));
memcpy(&DS, &other.DS, sizeof(DS));
memcpy(&GS, &other.GS, sizeof(GS));
memcpy(&SO, &other.SO, sizeof(SO));
memcpy(&RS, &other.RS, sizeof(RS));
memcpy(&PS, &other.PS, sizeof(PS));
memcpy(&OM, &other.OM, sizeof(OM));
memcpy(&CS, &other.CS, sizeof(CS));
memcpy(&CSUAVs, &other.CSUAVs, sizeof(CSUAVs));
Predicate = other.Predicate;
PredicateValue = other.PredicateValue;
AddRefs();
}
D3D11RenderState::~D3D11RenderState()
{
ReleaseRefs();
}
void D3D11RenderState::ReleaseRefs()
{
ReleaseRef(IA.IndexBuffer);
ReleaseRef(IA.Layout);
for(UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ReleaseRef(IA.VBs[i]);
Shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
Shader *sh = stages[s];
ReleaseRef(sh->Object);
for(UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
ReleaseRef(sh->ConstantBuffers[i]);
for(UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
ReleaseRef(sh->Samplers[i]);
for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
ReleaseRef(sh->SRVs[i]);
for(UINT i = 0; i < D3D11_SHADER_MAX_INTERFACES; i++)
ReleaseRef(sh->Instances[i]);
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
ReleaseRef(CSUAVs[i]);
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ReleaseRef(SO.Buffers[i]);
ReleaseRef(RS.State);
ReleaseRef(OM.BlendState);
ReleaseRef(OM.DepthStencilState);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ReleaseRef(OM.RenderTargets[i]);
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
ReleaseRef(OM.UAVs[i]);
ReleaseRef(OM.DepthView);
ReleaseRef(Predicate);
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
Predicate = NULL;
}
void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool initial) const
{
ctx->MarkResourceReferenced(GetIDForResource(IA.Layout), initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(IA.IndexBuffer),
initial ? eFrameRef_None : eFrameRef_Read);
for(UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(IA.VBs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
const Shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
const Shader *sh = stages[s];
ctx->MarkResourceReferenced(GetIDForResource(sh->Object),
initial ? eFrameRef_None : eFrameRef_Read);
for(UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(sh->ConstantBuffers[i]),
initial ? eFrameRef_None : eFrameRef_Read);
for(UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(sh->Samplers[i]),
initial ? eFrameRef_None : eFrameRef_Read);
for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(sh->SRVs[i])
{
ctx->MarkResourceReferenced(GetIDForResource(sh->SRVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(sh->SRVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
}
}
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i])
{
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(CSUAVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(CSUAVs[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
ctx->MarkResourceReferenced(GetViewResourceResID(CSUAVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(CSUAVs[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(SO.Buffers[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
ctx->MarkResourceReferenced(GetIDForResource(RS.State), initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(OM.BlendState),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(OM.DepthStencilState),
initial ? eFrameRef_None : eFrameRef_Read);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i])
{
ctx->MarkResourceReferenced(GetIDForResource(OM.RenderTargets[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.RenderTargets[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i])
{
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.UAVs[i]),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.UAVs[i]),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
}
}
if(OM.DepthView)
{
ctx->MarkResourceReferenced(GetIDForResource(OM.DepthView),
initial ? eFrameRef_None : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.DepthView),
initial ? eFrameRef_None : eFrameRef_PartialWrite);
}
if(Predicate)
{
ctx->MarkResourceReferenced(GetIDForResource(Predicate),
initial ? eFrameRef_None : eFrameRef_Read);
}
}
void D3D11RenderState::AddRefs()
{
TakeRef(IA.IndexBuffer);
TakeRef(IA.Layout);
for(UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
TakeRef(IA.VBs[i]);
Shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
Shader *sh = stages[s];
TakeRef(sh->Object);
for(UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
TakeRef(sh->ConstantBuffers[i]);
for(UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
TakeRef(sh->Samplers[i]);
for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
TakeRef(sh->SRVs[i]);
for(UINT i = 0; i < D3D11_SHADER_MAX_INTERFACES; i++)
TakeRef(sh->Instances[i]);
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
TakeRef(CSUAVs[i]);
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
TakeRef(SO.Buffers[i]);
TakeRef(RS.State);
TakeRef(OM.BlendState);
TakeRef(OM.DepthStencilState);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
TakeRef(OM.RenderTargets[i]);
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
TakeRef(OM.UAVs[i]);
TakeRef(OM.DepthView);
TakeRef(Predicate);
}
D3D11RenderState::D3D11RenderState(WrappedID3D11DeviceContext *context)
{
RDCEraseMem(this, sizeof(D3D11RenderState));
// IA
context->IAGetInputLayout(&IA.Layout);
context->IAGetPrimitiveTopology(&IA.Topo);
context->IAGetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, IA.VBs,
(UINT *)IA.Strides, (UINT *)IA.Offsets);
context->IAGetIndexBuffer(&IA.IndexBuffer, &IA.IndexFormat, &IA.IndexOffset);
// VS
context->VSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, VS.SRVs);
context->VSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, VS.Samplers);
context->VSGetShader((ID3D11VertexShader **)&VS.Object, VS.Instances, &VS.NumInstances);
// DS
context->DSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, DS.SRVs);
context->DSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, DS.Samplers);
context->DSGetShader((ID3D11DomainShader **)&DS.Object, DS.Instances, &DS.NumInstances);
// HS
context->HSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, HS.SRVs);
context->HSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, HS.Samplers);
context->HSGetShader((ID3D11HullShader **)&HS.Object, HS.Instances, &HS.NumInstances);
// GS
context->GSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, GS.SRVs);
context->GSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, GS.Samplers);
context->GSGetShader((ID3D11GeometryShader **)&GS.Object, GS.Instances, &GS.NumInstances);
context->SOGetTargets(D3D11_SO_BUFFER_SLOT_COUNT, SO.Buffers);
// RS
context->RSGetState(&RS.State);
RDCEraseEl(RS.Viewports);
RS.NumViews = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
context->RSGetViewports(&RS.NumViews, RS.Viewports);
RDCEraseEl(RS.Scissors);
RS.NumScissors = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
context->RSGetScissorRects(&RS.NumScissors, RS.Scissors);
// CS
context->CSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, CS.SRVs);
if(context->IsFL11_1())
context->CSGetUnorderedAccessViews(0, D3D11_1_UAV_SLOT_COUNT, CSUAVs);
else
context->CSGetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CSUAVs);
context->CSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
context->CSGetShader((ID3D11ComputeShader **)&CS.Object, CS.Instances, &CS.NumInstances);
// PS
context->PSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, PS.SRVs);
context->PSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, PS.Samplers);
context->PSGetShader((ID3D11PixelShader **)&PS.Object, PS.Instances, &PS.NumInstances);
context->VSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
VS.ConstantBuffers, VS.CBOffsets, VS.CBCounts);
context->DSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
DS.ConstantBuffers, DS.CBOffsets, DS.CBCounts);
context->HSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
HS.ConstantBuffers, HS.CBOffsets, HS.CBCounts);
context->GSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
GS.ConstantBuffers, GS.CBOffsets, GS.CBCounts);
context->CSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
CS.ConstantBuffers, CS.CBOffsets, CS.CBCounts);
context->PSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
PS.ConstantBuffers, PS.CBOffsets, PS.CBCounts);
// OM
context->OMGetBlendState(&OM.BlendState, OM.BlendFactor, &OM.SampleMask);
context->OMGetDepthStencilState(&OM.DepthStencilState, &OM.StencRef);
ID3D11RenderTargetView *tmpViews[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
context->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, tmpViews, NULL);
OM.UAVStartSlot = 0;
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(tmpViews[i] != NULL)
{
OM.UAVStartSlot = i + 1;
SAFE_RELEASE(tmpViews[i]);
}
}
if(context->IsFL11_1())
context->OMGetRenderTargetsAndUnorderedAccessViews(
OM.UAVStartSlot, OM.RenderTargets, &OM.DepthView, OM.UAVStartSlot,
D3D11_1_UAV_SLOT_COUNT - OM.UAVStartSlot, OM.UAVs);
else
context->OMGetRenderTargetsAndUnorderedAccessViews(
OM.UAVStartSlot, OM.RenderTargets, &OM.DepthView, OM.UAVStartSlot,
D3D11_PS_CS_UAV_REGISTER_COUNT - OM.UAVStartSlot, OM.UAVs);
context->GetPredication(&Predicate, &PredicateValue);
}
void D3D11RenderState::Clear()
{
ReleaseRefs();
OM.BlendFactor[0] = OM.BlendFactor[1] = OM.BlendFactor[2] = OM.BlendFactor[3] = 1.0f;
OM.SampleMask = 0xffffffff;
Predicate = NULL;
PredicateValue = FALSE;
for(size_t i = 0; i < ARRAY_COUNT(VS.CBCounts); i++)
VS.CBCounts[i] = HS.CBCounts[i] = DS.CBCounts[i] = GS.CBCounts[i] = PS.CBCounts[i] =
CS.CBCounts[i] = 4096;
}
bool D3D11RenderState::PredicationWouldPass()
{
if(Predicate == NULL)
return true;
BOOL data = TRUE;
HRESULT hr = S_FALSE;
do
{
hr = m_pDevice->GetImmediateContext()->GetData(Predicate, &data, sizeof(BOOL), 0);
} while(hr == S_FALSE);
RDCASSERTEQUAL(hr, S_OK);
// From SetPredication for PredicateValue:
//
// "If TRUE, rendering will be affected by when the predicate's conditions are met. If FALSE,
// rendering will be affected when the conditions are not met."
//
// Which is really confusingly worded. 'rendering will be affected' means 'no rendering will
// happen', and 'conditions are met' for e.g. an occlusion query means that it passed.
// Thus a passing occlusion query has value TRUE and is 'condition is met', so for a typical "skip
// when occlusion query fails" the value will be FALSE.
return PredicateValue != data;
}
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context) const
{
context->ClearState();
// IA
context->IASetInputLayout(IA.Layout);
context->IASetPrimitiveTopology(IA.Topo);
context->IASetIndexBuffer(IA.IndexBuffer, IA.IndexFormat, IA.IndexOffset);
context->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, IA.VBs, IA.Strides,
IA.Offsets);
// VS
context->VSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, VS.SRVs);
context->VSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, VS.Samplers);
context->VSSetShader((ID3D11VertexShader *)VS.Object, VS.Instances, VS.NumInstances);
// DS
context->DSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, DS.SRVs);
context->DSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, DS.Samplers);
context->DSSetShader((ID3D11DomainShader *)DS.Object, DS.Instances, DS.NumInstances);
// HS
context->HSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, HS.SRVs);
context->HSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, HS.Samplers);
context->HSSetShader((ID3D11HullShader *)HS.Object, HS.Instances, HS.NumInstances);
// GS
context->GSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, GS.SRVs);
context->GSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, GS.Samplers);
context->GSSetShader((ID3D11GeometryShader *)GS.Object, GS.Instances, GS.NumInstances);
context->SOSetTargets(D3D11_SO_BUFFER_SLOT_COUNT, SO.Buffers, SO.Offsets);
// RS
context->RSSetState(RS.State);
context->RSSetViewports(RS.NumViews, RS.Viewports);
context->RSSetScissorRects(RS.NumScissors, RS.Scissors);
UINT UAV_keepcounts[D3D11_1_UAV_SLOT_COUNT] = {(UINT)-1, (UINT)-1, (UINT)-1, (UINT)-1,
(UINT)-1, (UINT)-1, (UINT)-1, (UINT)-1};
// CS
context->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, CS.SRVs);
context->CSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
if(context->IsFL11_1())
context->CSSetUnorderedAccessViews(0, D3D11_1_UAV_SLOT_COUNT, CSUAVs, UAV_keepcounts);
else
context->CSSetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CSUAVs, UAV_keepcounts);
context->CSSetShader((ID3D11ComputeShader *)CS.Object, CS.Instances, CS.NumInstances);
// PS
context->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, PS.SRVs);
context->PSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, PS.Samplers);
context->PSSetShader((ID3D11PixelShader *)PS.Object, PS.Instances, PS.NumInstances);
context->VSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
VS.ConstantBuffers, VS.CBOffsets, VS.CBCounts);
context->DSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
DS.ConstantBuffers, DS.CBOffsets, DS.CBCounts);
context->HSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
HS.ConstantBuffers, HS.CBOffsets, HS.CBCounts);
context->GSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
GS.ConstantBuffers, GS.CBOffsets, GS.CBCounts);
context->CSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
CS.ConstantBuffers, CS.CBOffsets, CS.CBCounts);
context->PSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
PS.ConstantBuffers, PS.CBOffsets, PS.CBCounts);
// OM
context->OMSetBlendState(OM.BlendState, OM.BlendFactor, OM.SampleMask);
context->OMSetDepthStencilState(OM.DepthStencilState, OM.StencRef);
if(context->IsFL11_1())
{
context->OMSetRenderTargetsAndUnorderedAccessViews(
RDCMIN(OM.UAVStartSlot, (UINT)D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT), OM.RenderTargets,
OM.DepthView, OM.UAVStartSlot, D3D11_1_UAV_SLOT_COUNT - OM.UAVStartSlot, OM.UAVs,
UAV_keepcounts);
}
else
{
if(OM.UAVStartSlot == D3D11_PS_CS_UAV_REGISTER_COUNT)
context->OMSetRenderTargets(
RDCMIN(OM.UAVStartSlot, (UINT)D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT), OM.RenderTargets,
OM.DepthView);
else
context->OMSetRenderTargetsAndUnorderedAccessViews(
RDCMIN(OM.UAVStartSlot, (UINT)D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT), OM.RenderTargets,
OM.DepthView, OM.UAVStartSlot, D3D11_PS_CS_UAV_REGISTER_COUNT - OM.UAVStartSlot, OM.UAVs,
UAV_keepcounts);
}
context->SetPredication(Predicate, PredicateValue);
}
void D3D11RenderState::TakeRef(ID3D11DeviceChild *p)
{
if(p)
{
p->AddRef();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView1::IsAlloc(p) || WrappedID3D11ShaderResourceView1::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) || WrappedID3D11UnorderedAccessView1::IsAlloc(p))
m_pDevice->InternalRef();
m_pDevice->InternalRef();
// we can use any specialisation of device child here, as all that is templated
// is the nested pointer type. Saves having another class in the inheritance
// heirarchy :(
((WrappedDeviceChild11<ID3D11Buffer> *)p)->PipelineAddRef();
}
}
}
void D3D11RenderState::ReleaseRef(ID3D11DeviceChild *p)
{
if(p)
{
p->Release();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView1::IsAlloc(p) || WrappedID3D11ShaderResourceView1::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) || WrappedID3D11UnorderedAccessView1::IsAlloc(p))
m_pDevice->InternalRelease();
m_pDevice->InternalRelease();
// see above
((WrappedDeviceChild11<ID3D11Buffer> *)p)->PipelineRelease();
}
}
}
bool D3D11RenderState::IsRangeBoundForWrite(const ResourceRange &range)
{
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i] && range.Intersects(GetResourceRange(CSUAVs[i])))
{
// RDCDEBUG("Resource was bound on CS UAV %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(SO.Buffers[i] && range.Intersects(ResourceRange(SO.Buffers[i])))
{
// RDCDEBUG("Resource was bound on SO buffer %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i] && range.Intersects(GetResourceRange(OM.RenderTargets[i])))
{
// RDCDEBUG("Resource was bound on RTV %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i] && range.Intersects(GetResourceRange(OM.UAVs[i])))
{
// RDCDEBUG("Resource was bound on OM UAV %d", i);
return true;
}
}
if(OM.DepthView)
{
const ResourceRange &depthRange = GetResourceRange(OM.DepthView);
if(range.Intersects(depthRange))
{
// RDCDEBUG("Resource was bound on OM DSV");
if(depthRange.IsDepthReadOnly() && depthRange.IsStencilReadOnly())
{
// RDCDEBUG("but it's a readonly DSV, so that's fine");
}
else if(depthRange.IsDepthReadOnly() && range.IsDepthReadOnly())
{
// RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(depthRange.IsStencilReadOnly() && range.IsStencilReadOnly())
{
// RDCDEBUG("but it's a stencil readonly DSV and we're only reading stencil, so that's OK");
}
else
{
return true;
}
}
}
return false;
}
void D3D11RenderState::UnbindRangeForWrite(const ResourceRange &range)
{
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i] && range.Intersects(GetResourceRange(CSUAVs[i])))
{
ReleaseRef(CSUAVs[i]);
CSUAVs[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(SO.Buffers[i] && range.Intersects(ResourceRange(SO.Buffers[i])))
{
ReleaseRef(SO.Buffers[i]);
SO.Buffers[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i] && range.Intersects(GetResourceRange(OM.RenderTargets[i])))
{
ReleaseRef(OM.RenderTargets[i]);
OM.RenderTargets[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i] && range.Intersects(GetResourceRange(OM.UAVs[i])))
{
ReleaseRef(OM.UAVs[i]);
OM.UAVs[i] = NULL;
}
}
if(OM.DepthView && range.Intersects(GetResourceRange(OM.DepthView)))
{
ReleaseRef(OM.DepthView);
OM.DepthView = NULL;
}
}
void D3D11RenderState::UnbindRangeForRead(const ResourceRange &range)
{
for(int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(IA.VBs[i] && range.Intersects(ResourceRange(IA.VBs[i])))
{
// RDCDEBUG("Resource was bound on IA VB %u", i);
ReleaseRef(IA.VBs[i]);
IA.VBs[i] = NULL;
}
}
if(IA.IndexBuffer && range.Intersects(ResourceRange(IA.IndexBuffer)))
{
// RDCDEBUG("Resource was bound on IA IB");
ReleaseRef(IA.IndexBuffer);
IA.IndexBuffer = NULL;
}
// const char *names[] = { "VS", "DS", "HS", "GS", "PS", "CS" };
Shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
Shader *sh = stages[s];
for(UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if(sh->ConstantBuffers[i] && range.Intersects(ResourceRange(sh->ConstantBuffers[i])))
{
// RDCDEBUG("Resource was bound on %s CB %u", names[s], i);
ReleaseRef(sh->ConstantBuffers[i]);
sh->ConstantBuffers[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(!sh->SRVs[i])
continue;
const ResourceRange &srvRange = GetResourceRange(sh->SRVs[i]);
if(range.Intersects(srvRange))
{
// RDCDEBUG("Resource was bound on %s SRV %u", names[s], i);
if(range.IsDepthReadOnly() && srvRange.IsDepthReadOnly())
{
// RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(range.IsStencilReadOnly() && srvRange.IsStencilReadOnly())
{
// RDCDEBUG("but it's a stencil readonly DSV and we're only reading stenc, so that's OK");
}
else
{
// RDCDEBUG("Unbinding.");
ReleaseRef(sh->SRVs[i]);
sh->SRVs[i] = NULL;
}
}
}
sh++;
}
}
bool D3D11RenderState::ValidOutputMerger(ID3D11RenderTargetView *const RTs[], UINT NumRTs,
ID3D11DepthStencilView *depth,
ID3D11UnorderedAccessView *const uavs[], UINT NumUAVs)
{
D3D11_RENDER_TARGET_VIEW_DESC RTDescs[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
D3D11_DEPTH_STENCIL_VIEW_DESC DepthDesc;
RDCEraseEl(RTDescs);
RDCEraseEl(DepthDesc);
ID3D11Resource *Resources[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D11Resource *DepthResource = NULL;
D3D11_RESOURCE_DIMENSION renderdim[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {
D3D11_RESOURCE_DIMENSION_UNKNOWN};
D3D11_RESOURCE_DIMENSION depthdim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
for(UINT i = 0; RTs && i < NumRTs; i++)
{
if(RTs[i])
{
RTs[i]->GetDesc(&RTDescs[i]);
RTs[i]->GetResource(&Resources[i]);
Resources[i]->GetType(&renderdim[i]);
}
}
if(depth)
{
depth->GetDesc(&DepthDesc);
depth->GetResource(&DepthResource);
DepthResource->GetType(&depthdim);
}
bool valid = true;
// check for duplicates and mark as invalid
{
ResourceRange rtvRanges[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
};
ResourceRange depthRange(depth);
ResourceRange uavRanges[D3D11_1_UAV_SLOT_COUNT] = {
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
};
for(UINT i = 0; RTs && i < NumRTs; i++)
{
if(RTs[i])
rtvRanges[i] = GetResourceRange(RTs[i]);
else
break;
}
if(depth)
depthRange = GetResourceRange(depth);
int numUAVs = 0;
for(UINT i = 0; uavs && i < NumUAVs; i++)
{
if(uavs[i])
{
uavRanges[i] = GetResourceRange(uavs[i]);
numUAVs = i + 1;
}
}
// since constants are low, just do naive check for any intersecting ranges
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(rtvRanges[i].IsNull())
continue;
// does it match any other RTV?
for(int j = i + 1; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
{
if(rtvRanges[i].Intersects(rtvRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render targets %d and %d overlap", i, j));
break;
}
}
// or depth?
if(rtvRanges[i].Intersects(depthRange))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render target %d and depth overlap", i));
break;
}
// or a UAV?
for(int j = 0; j < numUAVs; j++)
{
if(rtvRanges[i].Intersects(uavRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render target %d and UAV %d overlap", i, j));
break;
}
}
}
for(int i = 0; valid && i < numUAVs; i++)
{
if(uavRanges[i].IsNull())
continue;
// don't have to check RTVs, that's the reflection of the above check
// does it match depth?
if(uavRanges[i].Intersects(depthRange))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - UAV %d and depth overlap", i));
break;
}
// or another UAV?
for(int j = i + 1; j < numUAVs; j++)
{
if(uavRanges[i].Intersects(uavRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - UAVs %d and %d overlap", i, j));
break;
}
}
}
// don't have to check depth - it was checked against all RTs and UAVs above
}
//////////////////////////////////////////////////////////////////////////
// Resource dimensions of all views must be the same
D3D11_RESOURCE_DIMENSION dim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(renderdim[i] == D3D11_RESOURCE_DIMENSION_UNKNOWN)
continue;
if(dim == D3D11_RESOURCE_DIMENSION_UNKNOWN)
dim = renderdim[i];
if(renderdim[i] != dim)
{
valid = false;
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Render targets of different type");
break;
}
}
if(depthdim != D3D11_RESOURCE_DIMENSION_UNKNOWN && dim != D3D11_RESOURCE_DIMENSION_UNKNOWN &&
depthdim != dim)
{
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Invalid output merger - Render target(s) and depth target of different type");
valid = false;
}
if(!valid)
{
// RDCDEBUG("Resource dimensions don't match between render targets and/or depth stencil");
}
else
{
// pretend all resources are 3D descs just to make the code simpler
// * put arraysize for 1D/2D into the depth for 3D
// * use sampledesc from 2d as it will be identical for 1D/3D
D3D11_TEXTURE3D_DESC desc = {0};
D3D11_TEXTURE2D_DESC desc2 = {0};
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(Resources[i] == NULL)
continue;
D3D11_TEXTURE1D_DESC d1 = {0};
D3D11_TEXTURE2D_DESC d2 = {0};
D3D11_TEXTURE3D_DESC d3 = {0};
if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
{
}
if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
((ID3D11Texture1D *)Resources[i])->GetDesc(&d1);
d3.Width = RDCMAX(1U, d1.Width >> RTDescs[i].Texture1D.MipSlice);
if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1D)
d3.Depth = 1;
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1DARRAY)
d3.Depth = RDCMIN(d1.ArraySize, RTDescs[i].Texture1DArray.ArraySize);
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
((ID3D11Texture2D *)Resources[i])->GetDesc(&d2);
if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2D)
{
d3.Width = RDCMAX(1U, d2.Width >> RTDescs[i].Texture2D.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> RTDescs[i].Texture2D.MipSlice);
d3.Depth = 1;
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMS)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = 1;
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DARRAY)
{
d3.Width = RDCMAX(1U, d2.Width >> RTDescs[i].Texture2DArray.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> RTDescs[i].Texture2DArray.MipSlice);
d3.Depth = RDCMIN(d2.ArraySize, RTDescs[i].Texture2DArray.ArraySize);
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = RDCMIN(d2.ArraySize, RTDescs[i].Texture2DMSArray.ArraySize);
}
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
{
((ID3D11Texture3D *)Resources[i])->GetDesc(&d3);
d3.Width = RDCMAX(1U, d3.Width >> RTDescs[i].Texture3D.MipSlice);
d3.Height = RDCMAX(1U, d3.Height >> RTDescs[i].Texture3D.MipSlice);
d3.Depth = RDCMAX(1U, d3.Depth >> RTDescs[i].Texture3D.MipSlice);
d3.Depth = RDCMIN(d3.Depth, RTDescs[i].Texture3D.WSize);
}
if(desc.Width == 0)
{
desc = d3;
desc2 = d2;
continue;
}
if(desc.Width != d3.Width || desc.Height != d3.Height || desc.Depth != d3.Depth ||
desc2.SampleDesc.Count != d2.SampleDesc.Count ||
desc2.SampleDesc.Quality != d2.SampleDesc.Quality)
{
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Invalid output merger - Render targets are different dimensions");
valid = false;
break;
}
}
if(DepthResource && valid)
{
D3D11_TEXTURE1D_DESC d1 = {0};
D3D11_TEXTURE2D_DESC d2 = {0};
D3D11_TEXTURE3D_DESC d3 = {0};
if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
((ID3D11Texture1D *)DepthResource)->GetDesc(&d1);
d3.Width = RDCMAX(1U, d1.Width >> DepthDesc.Texture1D.MipSlice);
if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE1D)
d3.Depth = 1;
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE1DARRAY)
d3.Depth = RDCMIN(d1.ArraySize, DepthDesc.Texture1DArray.ArraySize);
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
((ID3D11Texture2D *)DepthResource)->GetDesc(&d2);
if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D)
{
d3.Width = RDCMAX(1U, d2.Width >> DepthDesc.Texture2D.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> DepthDesc.Texture2D.MipSlice);
d3.Depth = 1;
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DARRAY)
{
d3.Width = RDCMAX(1U, d2.Width >> DepthDesc.Texture2DArray.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> DepthDesc.Texture2DArray.MipSlice);
d3.Depth = RDCMIN(d2.ArraySize, DepthDesc.Texture2DArray.ArraySize);
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DMS)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = 1;
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = RDCMIN(d2.ArraySize, DepthDesc.Texture2DMSArray.ArraySize);
}
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D || dim == D3D11_RESOURCE_DIMENSION_BUFFER)
{
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Depth target is Texture3D or Buffer "
"(shouldn't be possible! How did you create this view?!)");
valid = false;
}
if(desc.Width != 0 && valid)
{
if(desc.Width != d3.Width || desc.Height != d3.Height || desc.Depth != d3.Depth ||
desc2.SampleDesc.Count != d2.SampleDesc.Count ||
desc2.SampleDesc.Quality != d2.SampleDesc.Quality)
{
valid = false;
// explicitly allow over-sized depth targets
if(desc.Width <= d3.Width && desc.Height <= d3.Height && desc.Depth <= d3.Depth &&
desc2.SampleDesc.Count == d2.SampleDesc.Count &&
desc2.SampleDesc.Quality == d2.SampleDesc.Quality)
{
valid = true;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Valid but unusual output merger - Depth target is larger than render target(s)");
}
else
{
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Depth target is different size or "
"MS count to render target(s)");
}
}
}
}
}
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
SAFE_RELEASE(Resources[i]);
SAFE_RELEASE(DepthResource);
return valid;
}
bool D3D11RenderState::InputAssembler::Used_VB(WrappedID3D11Device *device, uint32_t slot) const
{
if(Layout == NULL)
return false;
const std::vector<D3D11_INPUT_ELEMENT_DESC> &vec = device->GetLayoutDesc(Layout);
for(size_t i = 0; i < vec.size(); i++)
if(vec[i].InputSlot == slot)
return true;
return false;
}
bool D3D11RenderState::Shader::Used_CB(uint32_t slot) const
{
if(ConstantBuffers[slot] == NULL)
return false;
WrappedShader *shad = (WrappedShader *)(WrappedID3D11Shader<ID3D11VertexShader> *)Object;
if(shad == NULL)
return false;
DXBC::DXBCFile *dxbc = shad->GetDXBC();
// have to assume it's used if there's no DXBC
if(dxbc == NULL)
return true;
for(size_t i = 0; i < dxbc->m_CBuffers.size(); i++)
if(dxbc->m_CBuffers[i].reg == slot)
return true;
return false;
}
bool D3D11RenderState::Shader::Used_SRV(uint32_t slot) const
{
if(SRVs[slot] == NULL)
return false;
WrappedShader *shad = (WrappedShader *)(WrappedID3D11Shader<ID3D11VertexShader> *)Object;
if(shad == NULL)
return false;
DXBC::DXBCFile *dxbc = shad->GetDXBC();
// have to assume it's used if there's no DXBC
if(dxbc == NULL)
return true;
for(const DXBC::ShaderInputBind &bind : dxbc->m_SRVs)
if(bind.reg == slot)
return true;
return false;
}
bool D3D11RenderState::Shader::Used_UAV(uint32_t slot) const
{
WrappedShader *shad = (WrappedShader *)(WrappedID3D11Shader<ID3D11VertexShader> *)Object;
if(shad == NULL)
return false;
DXBC::DXBCFile *dxbc = shad->GetDXBC();
// have to assume it's used if there's no DXBC
if(dxbc == NULL)
return true;
for(const DXBC::ShaderInputBind &bind : dxbc->m_UAVs)
if(bind.reg == slot)
return true;
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11InputLayout *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11Predicate *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11ClassInstance *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11DeviceChild *shader)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11SamplerState *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11BlendState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11RasterizerState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11DepthStencilState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return false;
return IsRangeBoundForWrite(ResourceRange(buffer));
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11ShaderResourceView *srv)
{
if(srv == NULL)
return false;
return IsRangeBoundForWrite(GetResourceRange(srv));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return;
UnbindRangeForRead(ResourceRange(buffer));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11RenderTargetView *rtv)
{
if(rtv == NULL)
return;
UnbindRangeForRead(GetResourceRange(rtv));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11DepthStencilView *dsv)
{
if(dsv == NULL)
return;
const ResourceRange &dsvRange = GetResourceRange(dsv);
if(dsvRange.IsDepthReadOnly() && dsvRange.IsStencilReadOnly())
{
// don't need to.
}
else
{
UnbindRangeForRead(dsvRange);
}
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11UnorderedAccessView *uav)
{
if(uav == NULL)
return;
UnbindRangeForRead(GetResourceRange(uav));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return;
UnbindRangeForWrite(ResourceRange(buffer));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11RenderTargetView *rtv)
{
if(rtv == NULL)
return;
UnbindRangeForWrite(GetResourceRange(rtv));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11DepthStencilView *dsv)
{
if(dsv == NULL)
return;
UnbindRangeForWrite(GetResourceRange(dsv));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11UnorderedAccessView *uav)
{
if(uav == NULL)
return;
UnbindRangeForWrite(GetResourceRange(uav));
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState::InputAssembler &el)
{
SERIALISE_MEMBER(Layout);
SERIALISE_MEMBER(Topo);
SERIALISE_MEMBER(VBs);
SERIALISE_MEMBER(Strides);
SERIALISE_MEMBER(Offsets);
SERIALISE_MEMBER(IndexBuffer);
SERIALISE_MEMBER(IndexFormat);
SERIALISE_MEMBER(IndexOffset);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState::Shader &el)
{
SERIALISE_MEMBER(Object);
SERIALISE_MEMBER(ConstantBuffers);
SERIALISE_MEMBER(CBOffsets);
SERIALISE_MEMBER(CBCounts);
SERIALISE_MEMBER(SRVs);
SERIALISE_MEMBER(Samplers);
SERIALISE_MEMBER(Instances);
SERIALISE_MEMBER(NumInstances);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState::StreamOut &el)
{
SERIALISE_MEMBER(Buffers);
SERIALISE_MEMBER(Offsets);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState::Rasterizer &el)
{
SERIALISE_MEMBER(NumViews);
SERIALISE_MEMBER(NumScissors);
SERIALISE_MEMBER(Viewports);
SERIALISE_MEMBER(Scissors);
SERIALISE_MEMBER(State);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState::OutputMerger &el)
{
SERIALISE_MEMBER(DepthStencilState);
SERIALISE_MEMBER(StencRef);
SERIALISE_MEMBER(BlendState);
SERIALISE_MEMBER(BlendFactor);
SERIALISE_MEMBER(SampleMask);
SERIALISE_MEMBER(DepthView);
SERIALISE_MEMBER(RenderTargets);
SERIALISE_MEMBER(UAVStartSlot);
SERIALISE_MEMBER(UAVs);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D11RenderState &el)
{
SERIALISE_MEMBER(IA);
SERIALISE_MEMBER(VS);
SERIALISE_MEMBER(HS);
SERIALISE_MEMBER(DS);
SERIALISE_MEMBER(GS);
SERIALISE_MEMBER(PS);
SERIALISE_MEMBER(CS);
SERIALISE_MEMBER(CSUAVs);
SERIALISE_MEMBER(SO);
SERIALISE_MEMBER(RS);
SERIALISE_MEMBER(OM);
SERIALISE_MEMBER(Predicate);
SERIALISE_MEMBER(PredicateValue);
if(ser.IsReading())
el.AddRefs();
}
INSTANTIATE_SERIALISE_TYPE(D3D11RenderState);
D3D11RenderStateTracker::D3D11RenderStateTracker(WrappedID3D11DeviceContext *ctx)
: m_RS(*ctx->GetCurrentPipelineState())
{
m_pContext = ctx;
}
D3D11RenderStateTracker::~D3D11RenderStateTracker()
{
m_RS.ApplyState(m_pContext);
}