Files
renderdoc/renderdoc/driver/d3d11/d3d11_renderstate.cpp
T
baldurk 0aa5dc2e66 Fix check for over-sized depthtargets with rendertargets
* Was causing some valid output mergers to not be tracked correctly.
2015-03-13 11:29:42 +00:00

1586 lines
47 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* 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_device.h"
#include "driver/d3d11/d3d11_context.h"
#include "driver/d3d11/d3d11_resources.h"
D3D11RenderState::D3D11RenderState(Serialiser *ser)
{
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
Clear();
m_pSerialiser = ser;
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);
*this = other;
m_ImmediatePipeline = false;
m_pDevice = NULL;
}
D3D11RenderState &D3D11RenderState::operator =(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));
m_ImmediatePipeline = false;
m_pDevice = NULL;
AddRefs();
return *this;
}
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 *sh = &VS;
for(int s=0; s < 6; s++)
{
ReleaseRef(sh->Shader);
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_PS_CS_UAV_REGISTER_COUNT; i++)
ReleaseRef(sh->UAVs[i]);
for(UINT i=0; i < D3D11_SHADER_MAX_INTERFACES; i++)
ReleaseRef(sh->Instances[i]);
sh++;
}
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_PS_CS_UAV_REGISTER_COUNT; i++)
ReleaseRef(OM.UAVs[i]);
ReleaseRef(OM.DepthView);
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
}
void D3D11RenderState::MarkDirty(D3D11ResourceManager *manager) const
{
const shader *sh = &VS;
for(int s=0; s < 6; s++)
{
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(sh->UAVs[i])
{
sh->UAVs[i]->GetResource(&res);
manager->MarkDirtyResource(GetIDForResource(res));
SAFE_RELEASE(res);
}
}
sh++;
}
for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
manager->MarkDirtyResource(GetIDForResource(SO.Buffers[i]));
for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(OM.RenderTargets[i])
{
OM.RenderTargets[i]->GetResource(&res);
manager->MarkDirtyResource(GetIDForResource(res));
SAFE_RELEASE(res);
}
}
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(OM.UAVs[i])
{
OM.UAVs[i]->GetResource(&res);
manager->MarkDirtyResource(GetIDForResource(res));
SAFE_RELEASE(res);
}
}
{
ID3D11Resource *res = NULL;
if(OM.DepthView)
{
OM.DepthView->GetResource(&res);
manager->MarkDirtyResource(GetIDForResource(res));
SAFE_RELEASE(res);
}
}
}
void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool initial) const
{
ctx->MarkResourceReferenced(GetIDForResource(IA.IndexBuffer), initial ? eFrameRef_Unknown : eFrameRef_Read);
for(UINT i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(IA.VBs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
const shader *sh = &VS;
for(int s=0; s < 6; s++)
{
ctx->MarkResourceReferenced(GetIDForResource(sh->Shader), initial ? eFrameRef_Unknown : eFrameRef_Read);
for(UINT i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(sh->ConstantBuffers[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
for(UINT i=0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(sh->SRVs[i])
{
sh->SRVs[i]->GetResource(&res);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
SAFE_RELEASE(res);
}
}
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(sh->UAVs[i])
{
sh->UAVs[i]->GetResource(&res);
ctx->m_MissingTracks.insert(GetIDForResource(res));
ctx->m_MissingTracks.insert(GetIDForResource(sh->UAVs[i]));
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(sh->UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(sh->UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
SAFE_RELEASE(res);
}
}
sh++;
}
for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(SO.Buffers[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
// tracks the min region of the enabled viewports plus scissors, to see if we could potentially
// partially-update a render target (ie. we know for sure that we are only
// writing to a region in one of the viewports). In this case we mark the
// RT/DSV as read-write instead of just write, for initial state tracking.
D3D11_RECT viewportScissorMin = { 0, 0, 0xfffffff, 0xfffffff };
D3D11_RASTERIZER_DESC rsdesc;
RDCEraseEl(rsdesc);
rsdesc.ScissorEnable = FALSE;
if(RS.State)
RS.State->GetDesc(&rsdesc);
for(UINT v=0; v < RS.NumViews; v++)
{
D3D11_RECT scissor = { (LONG)RS.Viewports[v].TopLeftX,
(LONG)RS.Viewports[v].TopLeftY,
(LONG)RS.Viewports[v].Width,
(LONG)RS.Viewports[v].Height };
// scissor (if set) is relative to matching viewport)
if(v < RS.NumScissors && rsdesc.ScissorEnable)
{
scissor.left += RS.Scissors[v].left;
scissor.top += RS.Scissors[v].top;
scissor.right = RDCMIN(scissor.right, RS.Scissors[v].right-RS.Scissors[v].left);
scissor.bottom = RDCMIN(scissor.bottom, RS.Scissors[v].bottom-RS.Scissors[v].top);
}
viewportScissorMin.left = RDCMAX(viewportScissorMin.left, scissor.left);
viewportScissorMin.top = RDCMAX(viewportScissorMin.top, scissor.top);
viewportScissorMin.right = RDCMIN(viewportScissorMin.right, scissor.right);
viewportScissorMin.bottom = RDCMIN(viewportScissorMin.bottom, scissor.bottom);
}
bool viewportScissorPartial = false;
if(viewportScissorMin.left > 0 || viewportScissorMin.top > 0)
{
viewportScissorPartial = true;
}
else
{
ID3D11Resource *res = NULL;
if(OM.RenderTargets[0])
OM.RenderTargets[0]->GetResource(&res);
else if(OM.DepthView)
OM.DepthView->GetResource(&res);
if(res)
{
D3D11_RESOURCE_DIMENSION dim;
res->GetType(&dim);
if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
{
// assume partial
viewportScissorPartial = true;
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
D3D11_TEXTURE1D_DESC desc;
((ID3D11Texture1D *)res)->GetDesc(&desc);
if(viewportScissorMin.right < (LONG)desc.Width)
viewportScissorPartial = true;
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
D3D11_TEXTURE2D_DESC desc;
((ID3D11Texture2D *)res)->GetDesc(&desc);
if(viewportScissorMin.right < (LONG)desc.Width || viewportScissorMin.bottom < (LONG)desc.Height)
viewportScissorPartial = true;
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
{
D3D11_TEXTURE3D_DESC desc;
((ID3D11Texture3D *)res)->GetDesc(&desc);
if(viewportScissorMin.right < (LONG)desc.Width || viewportScissorMin.bottom < (LONG)desc.Height)
viewportScissorPartial = true;
}
}
SAFE_RELEASE(res);
}
for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(OM.RenderTargets[i])
{
OM.RenderTargets[i]->GetResource(&res);
ctx->m_MissingTracks.insert(GetIDForResource(res));
if(viewportScissorPartial)
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
SAFE_RELEASE(res);
}
}
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ID3D11Resource *res = NULL;
if(OM.UAVs[i])
{
OM.UAVs[i]->GetResource(&res);
ctx->m_MissingTracks.insert(GetIDForResource(OM.UAVs[i]));
ctx->m_MissingTracks.insert(GetIDForResource(res));
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
SAFE_RELEASE(res);
}
}
{
ID3D11Resource *res = NULL;
if(OM.DepthView)
{
OM.DepthView->GetResource(&res);
ctx->m_MissingTracks.insert(GetIDForResource(res));
if(viewportScissorPartial)
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
SAFE_RELEASE(res);
}
}
}
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 *sh = &VS;
for(int s=0; s < 6; s++)
{
TakeRef(sh->Shader);
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_PS_CS_UAV_REGISTER_COUNT; i++)
TakeRef(sh->UAVs[i]);
for(UINT i=0; i < D3D11_SHADER_MAX_INTERFACES; i++)
TakeRef(sh->Instances[i]);
sh++;
}
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_PS_CS_UAV_REGISTER_COUNT; i++)
TakeRef(OM.UAVs[i]);
TakeRef(OM.DepthView);
}
void D3D11RenderState::Serialise(LogState m_State, WrappedID3D11Device *device)
{
SERIALISE_ELEMENT(ResourceId, IALayout, GetIDForResource(IA.Layout));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(IALayout))
IA.Layout = (ID3D11InputLayout *)device->GetResourceManager()->GetLiveResource(IALayout);
else
IA.Layout = NULL;
}
m_pSerialiser->Serialise("IA.Topo", IA.Topo);
SERIALISE_ELEMENT(ResourceId, IAIndexBuffer, GetIDForResource(IA.IndexBuffer));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(IAIndexBuffer))
IA.IndexBuffer = (ID3D11Buffer *)device->GetResourceManager()->GetLiveResource(IAIndexBuffer);
else
IA.IndexBuffer = NULL;
}
for(int i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
{
ResourceId VB;
if(m_State >= WRITING) VB = GetIDForResource(IA.VBs[i]);
m_pSerialiser->Serialise("IA.VBs", VB);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(VB))
IA.VBs[i] = (ID3D11Buffer *)device->GetResourceManager()->GetLiveResource(VB);
else
IA.VBs[i] = NULL;
}
}
m_pSerialiser->Serialise<D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT>("IA.Strides", IA.Strides);
m_pSerialiser->Serialise<D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT>("IA.Offsets", IA.Offsets);
m_pSerialiser->Serialise("IA.indexFormat", IA.IndexFormat);
m_pSerialiser->Serialise("IA.indexOffset", IA.IndexOffset);
const char *names[] = { "VS", "DS", "HS", "GS", "CS", "PS" };
shader *sh = &VS;
for(int s=0; s < 6; s++)
{
SERIALISE_ELEMENT(ResourceId, Shader, GetIDForResource(sh->Shader));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(Shader))
sh->Shader = (ID3D11DeviceChild *)device->GetResourceManager()->GetLiveResource(Shader);
else
sh->Shader = NULL;
}
for(int i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(sh->ConstantBuffers[i]);
m_pSerialiser->Serialise((string(names[s]) + ".ConstantBuffers").c_str(), id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->ConstantBuffers[i] = (ID3D11Buffer *)device->GetResourceManager()->GetLiveResource(id);
else
sh->ConstantBuffers[i] = NULL;
}
m_pSerialiser->Serialise((string(names[s]) + ".CBOffsets").c_str(), sh->CBOffsets[i]);
m_pSerialiser->Serialise((string(names[s]) + ".CBCounts").c_str(), sh->CBCounts[i]);
}
for(int i=0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(sh->Samplers[i]);
m_pSerialiser->Serialise((string(names[s]) + ".Samplers").c_str(), id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->Samplers[i] = (ID3D11SamplerState *)device->GetResourceManager()->GetLiveResource(id);
else
sh->Samplers[i] = NULL;
}
}
for(int i=0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(sh->SRVs[i]);
m_pSerialiser->Serialise((string(names[s]) + ".SRVs").c_str(), id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->SRVs[i] = (ID3D11ShaderResourceView *)device->GetResourceManager()->GetLiveResource(id);
else
sh->SRVs[i] = NULL;
}
}
for(int i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(sh->UAVs[i]);
m_pSerialiser->Serialise((string(names[s]) + ".UAVs").c_str(), id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->UAVs[i] = (ID3D11UnorderedAccessView *)device->GetResourceManager()->GetLiveResource(id);
else
sh->UAVs[i] = NULL;
}
}
for(int i=0; i < D3D11_SHADER_MAX_INTERFACES; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(sh->Instances[i]);
m_pSerialiser->Serialise((string(names[s]) + ".Instances").c_str(), id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->Instances[i] = (ID3D11ClassInstance *)device->GetResourceManager()->GetLiveResource(id);
else
sh->Instances[i] = NULL;
}
}
sh++;
}
for(int i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING) id = GetIDForResource(SO.Buffers[i]);
m_pSerialiser->Serialise("SO.Buffers", id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
SO.Buffers[i] = (ID3D11Buffer *)device->GetResourceManager()->GetLiveResource(id);
else
SO.Buffers[i] = NULL;
}
m_pSerialiser->Serialise("SO.Offsets", SO.Offsets[i]);
}
SERIALISE_ELEMENT(ResourceId, RSState, GetIDForResource(RS.State));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(RSState))
RS.State = (ID3D11RasterizerState *)device->GetResourceManager()->GetLiveResource(RSState);
else
RS.State = NULL;
}
m_pSerialiser->Serialise("RS.NumViews", RS.NumViews);
m_pSerialiser->Serialise("RS.NumScissors", RS.NumScissors);
m_pSerialiser->Serialise<D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE>("RS.Viewports", RS.Viewports);
m_pSerialiser->Serialise<D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE>("RS.Scissors", RS.Scissors);
SERIALISE_ELEMENT(ResourceId, OMDepthStencilState, GetIDForResource(OM.DepthStencilState));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(OMDepthStencilState))
OM.DepthStencilState = (ID3D11DepthStencilState *)device->GetResourceManager()->GetLiveResource(OMDepthStencilState);
else
OM.DepthStencilState = NULL;
}
m_pSerialiser->Serialise("OM.StencRef", OM.StencRef);
SERIALISE_ELEMENT(ResourceId, OMBlendState, GetIDForResource(OM.BlendState));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(OMBlendState))
OM.BlendState = (ID3D11BlendState *)device->GetResourceManager()->GetLiveResource(OMBlendState);
else
OM.BlendState = NULL;
}
m_pSerialiser->Serialise<4>("OM.BlendFactor", OM.BlendFactor);
m_pSerialiser->Serialise("OM.SampleMask", OM.SampleMask);
SERIALISE_ELEMENT(ResourceId, OMDepthView, GetIDForResource(OM.DepthView));
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(OMDepthView))
OM.DepthView = (ID3D11DepthStencilView *)device->GetResourceManager()->GetLiveResource(OMDepthView);
else
OM.DepthView = NULL;
}
m_pSerialiser->Serialise("OM.UAVStartSlot", OM.UAVStartSlot);
for(int i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ResourceId UAV;
if(m_State >= WRITING) UAV = GetIDForResource(OM.UAVs[i]);
m_pSerialiser->Serialise("OM.UAVs", UAV);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(UAV))
OM.UAVs[i] = (ID3D11UnorderedAccessView *)device->GetResourceManager()->GetLiveResource(UAV);
else
OM.UAVs[i] = NULL;
}
}
for(int i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
ResourceId RTV;
if(m_State >= WRITING) RTV = GetIDForResource(OM.RenderTargets[i]);
m_pSerialiser->Serialise("OM.RenderTargets", RTV);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(RTV))
OM.RenderTargets[i] = (ID3D11RenderTargetView *)device->GetResourceManager()->GetLiveResource(RTV);
else
OM.RenderTargets[i] = NULL;
}
}
if(m_State < WRITING)
AddRefs();
}
D3D11RenderState::D3D11RenderState(WrappedID3D11DeviceContext *context)
{
RDCEraseMem(this, sizeof(D3D11RenderState));
m_pSerialiser = context->GetSerialiser();
// 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.Shader, 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.Shader, 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.Shader, 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.Shader, 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);
context->CSGetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CS.UAVs);
context->CSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
context->CSGetShader((ID3D11ComputeShader **)&CS.Shader, 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.Shader, PS.Instances, &PS.NumInstances);
#if defined(INCLUDE_D3D_11_1)
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);
#else
context->VSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, VS.ConstantBuffers);
context->DSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, DS.ConstantBuffers);
context->HSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, HS.ConstantBuffers);
context->GSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, GS.ConstantBuffers);
context->CSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, CS.ConstantBuffers);
context->PSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, PS.ConstantBuffers);
RDCEraseEl(VS.CBOffsets);
RDCEraseEl(DS.CBOffsets);
RDCEraseEl(HS.CBOffsets);
RDCEraseEl(GS.CBOffsets);
RDCEraseEl(CS.CBOffsets);
RDCEraseEl(PS.CBOffsets);
RDCEraseEl(VS.CBCounts);
RDCEraseEl(DS.CBCounts);
RDCEraseEl(HS.CBCounts);
RDCEraseEl(GS.CBCounts);
RDCEraseEl(CS.CBCounts);
RDCEraseEl(PS.CBCounts);
#endif
// 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]);
}
}
context->OMGetRenderTargetsAndUnorderedAccessViews(OM.UAVStartSlot, OM.RenderTargets,
&OM.DepthView,
OM.UAVStartSlot, D3D11_PS_CS_UAV_REGISTER_COUNT-OM.UAVStartSlot, OM.UAVs);
}
void D3D11RenderState::Clear()
{
ReleaseRefs();
OM.BlendFactor[0] = OM.BlendFactor[1] = OM.BlendFactor[2] = OM.BlendFactor[3] = 1.0f;
OM.SampleMask = 0xffffffff;
}
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context)
{
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.Shader, 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.Shader, 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.Shader, 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.Shader, 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_PS_CS_UAV_REGISTER_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->CSSetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CS.UAVs, UAV_keepcounts);
context->CSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
context->CSSetShader((ID3D11ComputeShader *)CS.Shader, 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.Shader, PS.Instances, PS.NumInstances);
#if defined(INCLUDE_D3D_11_1)
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);
#else
context->VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, VS.ConstantBuffers);
context->DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, DS.ConstantBuffers);
context->HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, HS.ConstantBuffers);
context->GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, GS.ConstantBuffers);
context->CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, CS.ConstantBuffers);
context->PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, PS.ConstantBuffers);
#endif
// OM
context->OMSetBlendState(OM.BlendState, OM.BlendFactor, OM.SampleMask);
context->OMSetDepthStencilState(OM.DepthStencilState, OM.StencRef);
context->OMSetRenderTargetsAndUnorderedAccessViews(OM.UAVStartSlot, OM.RenderTargets,
OM.DepthView,
OM.UAVStartSlot, D3D11_PS_CS_UAV_REGISTER_COUNT-OM.UAVStartSlot, OM.UAVs, UAV_keepcounts);
}
void D3D11RenderState::TakeRef(IUnknown *p)
{
if(p)
{
p->AddRef();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView::IsAlloc(p) ||
WrappedID3D11ShaderResourceView::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) ||
WrappedID3D11UnorderedAccessView::IsAlloc(p))
m_pDevice->InternalRef();
m_pDevice->InternalRef();
}
}
}
void D3D11RenderState::ReleaseRef(IUnknown *p)
{
if(p)
{
p->Release();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView::IsAlloc(p) ||
WrappedID3D11ShaderResourceView::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) ||
WrappedID3D11UnorderedAccessView::IsAlloc(p))
m_pDevice->InternalRelease();
m_pDevice->InternalRelease();
}
}
}
bool D3D11RenderState::IsBoundIUnknownForWrite(IUnknown *resource, bool readDepthOnly, bool readStencilOnly)
{
const char *names[] = { "VS", "DS", "HS", "GS", "CS", "PS" };
shader *sh = &VS;
for(int s=0; s < 6; s++)
{
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(sh->UAVs[i])
{
sh->UAVs[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)sh->UAVs[i])
{
//RDCDEBUG("Resource was bound on %s UAV %u", names[s], i);
return true;
}
}
sh++;
}
for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(resource == (IUnknown *)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++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(OM.RenderTargets[i])
{
OM.RenderTargets[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)OM.RenderTargets[i])
{
//RDCDEBUG("Resource was bound on RTV %u", i);
return true;
}
}
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(OM.UAVs[i])
{
OM.UAVs[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)OM.UAVs[i])
{
//RDCDEBUG("Resource was bound on OM UAV %d", i);
return true;
}
}
{
bool found = false;
UINT depthFlags = 0;
ID3D11Resource *res = NULL;
if(OM.DepthView)
{
OM.DepthView->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
D3D11_DEPTH_STENCIL_VIEW_DESC d;
OM.DepthView->GetDesc(&d);
depthFlags = d.Flags;
}
if(found || resource == (IUnknown *)OM.DepthView)
{
//RDCDEBUG("Resource was bound on OM DSV");
if(depthFlags == (D3D11_DSV_READ_ONLY_DEPTH|D3D11_DSV_READ_ONLY_STENCIL))
{
//RDCDEBUG("but it's a readonly DSV, so that's fine");
}
else if(depthFlags == D3D11_DSV_READ_ONLY_DEPTH && readDepthOnly)
{
//RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(depthFlags == D3D11_DSV_READ_ONLY_STENCIL && readStencilOnly)
{
//RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else
{
return true;
}
}
}
return false;
}
void D3D11RenderState::UnbindIUnknownForWrite(IUnknown *resource)
{
shader *sh = &VS;
for(int s=0; s < 6; s++)
{
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(sh->UAVs[i])
{
sh->UAVs[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)sh->UAVs[i])
{
ReleaseRef(sh->UAVs[i]);
sh->UAVs[i] = NULL;
}
}
sh++;
}
for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(resource == (IUnknown *)SO.Buffers[i])
{
ReleaseRef(SO.Buffers[i]);
SO.Buffers[i] = NULL;
}
}
for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(OM.RenderTargets[i])
{
OM.RenderTargets[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)OM.RenderTargets[i])
{
ReleaseRef(OM.RenderTargets[i]);
OM.RenderTargets[i] = NULL;
}
}
for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
bool found = false;
ID3D11Resource *res = NULL;
if(OM.UAVs[i])
{
OM.UAVs[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)OM.UAVs[i])
{
ReleaseRef(OM.UAVs[i]);
OM.UAVs[i] = NULL;
}
}
{
bool found = false;
UINT depthFlags = 0;
ID3D11Resource *res = NULL;
if(OM.DepthView)
{
OM.DepthView->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
SAFE_RELEASE(res);
D3D11_DEPTH_STENCIL_VIEW_DESC d;
OM.DepthView->GetDesc(&d);
depthFlags = d.Flags;
}
if(found || resource == (IUnknown *)OM.DepthView)
{
ReleaseRef(OM.DepthView);
OM.DepthView = NULL;
}
}
}
void D3D11RenderState::UnbindIUnknownForRead(IUnknown *resource, bool allowDepthOnly, bool allowStencilOnly)
{
for(int i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(resource == (IUnknown *)IA.VBs[i])
{
//RDCDEBUG("Resource was bound on IA VB %u", i);
ReleaseRef(IA.VBs[i]);
IA.VBs[i] = NULL;
}
}
if(resource == (IUnknown *)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 *sh = &VS;
for(int s=0; s < 6; s++)
{
for(UINT i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if(resource == (IUnknown *)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++)
{
bool found = false;
bool readDepthOnly = false;
bool readStencilOnly = false;
D3D11_RESOURCE_DIMENSION dim;
DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
ID3D11Resource *res = NULL;
if(sh->SRVs[i])
{
sh->SRVs[i]->GetResource(&res);
if(resource == (IUnknown *)res)
found = true;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
sh->SRVs[i]->GetDesc(&srvDesc);
fmt = srvDesc.Format;
res->GetType(&dim);
if(fmt == DXGI_FORMAT_UNKNOWN)
{
if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
D3D11_TEXTURE1D_DESC d;
((ID3D11Texture1D *)res)->GetDesc(&d);
fmt = d.Format;
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
D3D11_TEXTURE2D_DESC d;
((ID3D11Texture2D *)res)->GetDesc(&d);
fmt = d.Format;
}
}
if(fmt == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT ||
fmt == DXGI_FORMAT_X24_TYPELESS_G8_UINT)
{
readStencilOnly = true;
}
if(fmt == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS ||
fmt == DXGI_FORMAT_R24_UNORM_X8_TYPELESS)
{
readDepthOnly = true;
}
SAFE_RELEASE(res);
}
if(found || resource == (IUnknown *)sh->SRVs[i])
{
//RDCDEBUG("Resource was bound on %s SRV %u", names[s], i);
if(allowDepthOnly && readDepthOnly)
{
//RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(allowStencilOnly && readStencilOnly)
{
//RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else
{
//RDCDEBUG("Unbinding.");
ReleaseRef(sh->SRVs[i]);
sh->SRVs[i] = NULL;
}
}
}
sh++;
}
}
bool D3D11RenderState::ValidOutputMerger(ID3D11RenderTargetView **RTs, ID3D11DepthStencilView *depth)
{
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(int i=0; RTs && i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; 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;
//////////////////////////////////////////////////////////////////////////
// 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(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_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(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_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(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_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_RTV_DIMENSION_TEXTURE1D)
d3.Depth = 1;
else if(DepthDesc.ViewDimension == D3D11_RTV_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(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_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(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_IncorrectAPIUse,
"Valid but unusual output merger - Depth target is larger than render target(s)");
}
else
{
m_pDevice->AddDebugMessage(eDbgCategory_State_Setting, eDbgSeverity_High, eDbgSource_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 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> *)Shader;
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;
if(slot >= dxbc->m_CBuffers.size())
return false;
if(dxbc->m_CBuffers[slot].variables.empty())
return false;
return true;
}
bool D3D11RenderState::shader::Used_SRV(uint32_t slot) const
{
if(SRVs[slot] == NULL)
return false;
WrappedShader *shad = (WrappedShader*)(WrappedID3D11Shader<ID3D11VertexShader> *)Shader;
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_Resources.size(); i++)
{
if(dxbc->m_Resources[i].bindPoint == slot &&
(dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_TEXTURE ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_STRUCTURED ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_TBUFFER ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_BYTEADDRESS)
)
{
return true;
}
}
return false;
}
bool D3D11RenderState::shader::Used_UAV(uint32_t slot) const
{
WrappedShader *shad = (WrappedShader*)(WrappedID3D11Shader<ID3D11VertexShader> *)Shader;
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_Resources.size(); i++)
{
if(dxbc->m_Resources[i].bindPoint == slot &&
(dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_APPEND_STRUCTURED ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_CONSUME_STRUCTURED ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_RWBYTEADDRESS ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_RWSTRUCTURED ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_RWSTRUCTURED_WITH_COUNTER ||
dxbc->m_Resources[i].type == DXBC::ShaderInputBind::TYPE_UAV_RWTYPED)
)
{
return true;
}
}
return false;
}
D3D11RenderStateTracker::D3D11RenderStateTracker(WrappedID3D11DeviceContext *ctx)
: m_RS(*ctx->GetCurrentPipelineState())
{
m_pContext = ctx;
}
D3D11RenderStateTracker::~D3D11RenderStateTracker()
{
m_RS.ApplyState(m_pContext);
}