mirror of
https://github.com/baldurk/renderdoc.git
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0aa5dc2e66
* Was causing some valid output mergers to not be tracked correctly.
1586 lines
47 KiB
C++
1586 lines
47 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "driver/d3d11/d3d11_renderstate.h"
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#include "driver/d3d11/d3d11_device.h"
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#include "driver/d3d11/d3d11_context.h"
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#include "driver/d3d11/d3d11_resources.h"
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D3D11RenderState::D3D11RenderState(Serialiser *ser)
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{
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RDCEraseEl(IA);
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RDCEraseEl(VS);
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RDCEraseEl(HS);
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RDCEraseEl(DS);
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RDCEraseEl(GS);
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RDCEraseEl(SO);
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RDCEraseEl(RS);
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RDCEraseEl(PS);
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RDCEraseEl(OM);
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RDCEraseEl(CS);
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Clear();
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m_pSerialiser = ser;
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m_ImmediatePipeline = false;
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m_pDevice = NULL;
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}
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D3D11RenderState::D3D11RenderState(const D3D11RenderState &other)
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{
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RDCEraseEl(IA);
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RDCEraseEl(VS);
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RDCEraseEl(HS);
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RDCEraseEl(DS);
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RDCEraseEl(GS);
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RDCEraseEl(SO);
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RDCEraseEl(RS);
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RDCEraseEl(PS);
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RDCEraseEl(OM);
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RDCEraseEl(CS);
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*this = other;
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m_ImmediatePipeline = false;
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m_pDevice = NULL;
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}
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D3D11RenderState &D3D11RenderState::operator =(const D3D11RenderState &other)
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{
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ReleaseRefs();
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memcpy(&IA, &other.IA, sizeof(IA));
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memcpy(&VS, &other.VS, sizeof(VS));
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memcpy(&HS, &other.HS, sizeof(HS));
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memcpy(&DS, &other.DS, sizeof(DS));
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memcpy(&GS, &other.GS, sizeof(GS));
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memcpy(&SO, &other.SO, sizeof(SO));
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memcpy(&RS, &other.RS, sizeof(RS));
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memcpy(&PS, &other.PS, sizeof(PS));
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memcpy(&OM, &other.OM, sizeof(OM));
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memcpy(&CS, &other.CS, sizeof(CS));
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m_ImmediatePipeline = false;
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m_pDevice = NULL;
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AddRefs();
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return *this;
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}
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D3D11RenderState::~D3D11RenderState()
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{
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ReleaseRefs();
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}
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void D3D11RenderState::ReleaseRefs()
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{
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ReleaseRef(IA.IndexBuffer);
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ReleaseRef(IA.Layout);
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for(UINT i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
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ReleaseRef(IA.VBs[i]);
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shader *sh = &VS;
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for(int s=0; s < 6; s++)
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{
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ReleaseRef(sh->Shader);
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for(UINT i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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ReleaseRef(sh->ConstantBuffers[i]);
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for(UINT i=0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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ReleaseRef(sh->Samplers[i]);
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for(UINT i=0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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ReleaseRef(sh->SRVs[i]);
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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ReleaseRef(sh->UAVs[i]);
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for(UINT i=0; i < D3D11_SHADER_MAX_INTERFACES; i++)
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ReleaseRef(sh->Instances[i]);
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sh++;
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}
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for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
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ReleaseRef(SO.Buffers[i]);
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ReleaseRef(RS.State);
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ReleaseRef(OM.BlendState);
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ReleaseRef(OM.DepthStencilState);
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for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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ReleaseRef(OM.RenderTargets[i]);
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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ReleaseRef(OM.UAVs[i]);
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ReleaseRef(OM.DepthView);
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RDCEraseEl(IA);
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RDCEraseEl(VS);
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RDCEraseEl(HS);
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RDCEraseEl(DS);
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RDCEraseEl(GS);
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RDCEraseEl(SO);
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RDCEraseEl(RS);
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RDCEraseEl(PS);
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RDCEraseEl(OM);
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RDCEraseEl(CS);
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}
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void D3D11RenderState::MarkDirty(D3D11ResourceManager *manager) const
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{
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const shader *sh = &VS;
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for(int s=0; s < 6; s++)
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{
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(sh->UAVs[i])
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{
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sh->UAVs[i]->GetResource(&res);
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manager->MarkDirtyResource(GetIDForResource(res));
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SAFE_RELEASE(res);
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}
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}
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sh++;
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}
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for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
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manager->MarkDirtyResource(GetIDForResource(SO.Buffers[i]));
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for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(OM.RenderTargets[i])
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{
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OM.RenderTargets[i]->GetResource(&res);
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manager->MarkDirtyResource(GetIDForResource(res));
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SAFE_RELEASE(res);
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}
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}
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(OM.UAVs[i])
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{
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OM.UAVs[i]->GetResource(&res);
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manager->MarkDirtyResource(GetIDForResource(res));
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SAFE_RELEASE(res);
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}
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}
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{
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ID3D11Resource *res = NULL;
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if(OM.DepthView)
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{
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OM.DepthView->GetResource(&res);
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manager->MarkDirtyResource(GetIDForResource(res));
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SAFE_RELEASE(res);
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}
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}
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}
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void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool initial) const
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{
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ctx->MarkResourceReferenced(GetIDForResource(IA.IndexBuffer), initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
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ctx->MarkResourceReferenced(GetIDForResource(IA.VBs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
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const shader *sh = &VS;
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for(int s=0; s < 6; s++)
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{
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ctx->MarkResourceReferenced(GetIDForResource(sh->Shader), initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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ctx->MarkResourceReferenced(GetIDForResource(sh->ConstantBuffers[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i=0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(sh->SRVs[i])
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{
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sh->SRVs[i]->GetResource(&res);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
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SAFE_RELEASE(res);
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}
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}
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(sh->UAVs[i])
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{
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sh->UAVs[i]->GetResource(&res);
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ctx->m_MissingTracks.insert(GetIDForResource(res));
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ctx->m_MissingTracks.insert(GetIDForResource(sh->UAVs[i]));
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// UAVs we always assume to be partial updates
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ctx->MarkResourceReferenced(GetIDForResource(sh->UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(sh->UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
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SAFE_RELEASE(res);
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}
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}
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sh++;
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}
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for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
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ctx->MarkResourceReferenced(GetIDForResource(SO.Buffers[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
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// tracks the min region of the enabled viewports plus scissors, to see if we could potentially
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// partially-update a render target (ie. we know for sure that we are only
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// writing to a region in one of the viewports). In this case we mark the
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// RT/DSV as read-write instead of just write, for initial state tracking.
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D3D11_RECT viewportScissorMin = { 0, 0, 0xfffffff, 0xfffffff };
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D3D11_RASTERIZER_DESC rsdesc;
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RDCEraseEl(rsdesc);
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rsdesc.ScissorEnable = FALSE;
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if(RS.State)
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RS.State->GetDesc(&rsdesc);
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for(UINT v=0; v < RS.NumViews; v++)
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{
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D3D11_RECT scissor = { (LONG)RS.Viewports[v].TopLeftX,
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(LONG)RS.Viewports[v].TopLeftY,
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(LONG)RS.Viewports[v].Width,
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(LONG)RS.Viewports[v].Height };
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// scissor (if set) is relative to matching viewport)
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if(v < RS.NumScissors && rsdesc.ScissorEnable)
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{
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scissor.left += RS.Scissors[v].left;
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scissor.top += RS.Scissors[v].top;
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scissor.right = RDCMIN(scissor.right, RS.Scissors[v].right-RS.Scissors[v].left);
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scissor.bottom = RDCMIN(scissor.bottom, RS.Scissors[v].bottom-RS.Scissors[v].top);
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}
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viewportScissorMin.left = RDCMAX(viewportScissorMin.left, scissor.left);
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viewportScissorMin.top = RDCMAX(viewportScissorMin.top, scissor.top);
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viewportScissorMin.right = RDCMIN(viewportScissorMin.right, scissor.right);
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viewportScissorMin.bottom = RDCMIN(viewportScissorMin.bottom, scissor.bottom);
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}
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bool viewportScissorPartial = false;
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if(viewportScissorMin.left > 0 || viewportScissorMin.top > 0)
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{
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viewportScissorPartial = true;
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}
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else
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{
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ID3D11Resource *res = NULL;
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if(OM.RenderTargets[0])
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OM.RenderTargets[0]->GetResource(&res);
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else if(OM.DepthView)
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OM.DepthView->GetResource(&res);
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if(res)
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{
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D3D11_RESOURCE_DIMENSION dim;
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res->GetType(&dim);
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if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
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{
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// assume partial
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viewportScissorPartial = true;
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}
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else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
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{
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D3D11_TEXTURE1D_DESC desc;
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((ID3D11Texture1D *)res)->GetDesc(&desc);
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if(viewportScissorMin.right < (LONG)desc.Width)
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viewportScissorPartial = true;
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}
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else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
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{
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D3D11_TEXTURE2D_DESC desc;
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((ID3D11Texture2D *)res)->GetDesc(&desc);
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if(viewportScissorMin.right < (LONG)desc.Width || viewportScissorMin.bottom < (LONG)desc.Height)
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viewportScissorPartial = true;
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}
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else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
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{
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D3D11_TEXTURE3D_DESC desc;
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((ID3D11Texture3D *)res)->GetDesc(&desc);
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if(viewportScissorMin.right < (LONG)desc.Width || viewportScissorMin.bottom < (LONG)desc.Height)
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viewportScissorPartial = true;
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}
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}
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SAFE_RELEASE(res);
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}
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for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(OM.RenderTargets[i])
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{
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OM.RenderTargets[i]->GetResource(&res);
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ctx->m_MissingTracks.insert(GetIDForResource(res));
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if(viewportScissorPartial)
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
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SAFE_RELEASE(res);
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}
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}
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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{
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ID3D11Resource *res = NULL;
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if(OM.UAVs[i])
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{
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OM.UAVs[i]->GetResource(&res);
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ctx->m_MissingTracks.insert(GetIDForResource(OM.UAVs[i]));
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ctx->m_MissingTracks.insert(GetIDForResource(res));
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// UAVs we always assume to be partial updates
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ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]), initial ? eFrameRef_Unknown : eFrameRef_Write);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
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SAFE_RELEASE(res);
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}
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}
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{
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ID3D11Resource *res = NULL;
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if(OM.DepthView)
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{
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OM.DepthView->GetResource(&res);
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ctx->m_MissingTracks.insert(GetIDForResource(res));
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if(viewportScissorPartial)
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(res), initial ? eFrameRef_Unknown : eFrameRef_Write);
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SAFE_RELEASE(res);
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}
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}
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}
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void D3D11RenderState::AddRefs()
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{
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TakeRef(IA.IndexBuffer);
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TakeRef(IA.Layout);
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for(UINT i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
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TakeRef(IA.VBs[i]);
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shader *sh = &VS;
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for(int s=0; s < 6; s++)
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{
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TakeRef(sh->Shader);
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for(UINT i=0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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TakeRef(sh->ConstantBuffers[i]);
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for(UINT i=0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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TakeRef(sh->Samplers[i]);
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for(UINT i=0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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TakeRef(sh->SRVs[i]);
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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TakeRef(sh->UAVs[i]);
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for(UINT i=0; i < D3D11_SHADER_MAX_INTERFACES; i++)
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TakeRef(sh->Instances[i]);
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sh++;
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}
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for(UINT i=0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
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TakeRef(SO.Buffers[i]);
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TakeRef(RS.State);
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TakeRef(OM.BlendState);
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TakeRef(OM.DepthStencilState);
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for(UINT i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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TakeRef(OM.RenderTargets[i]);
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for(UINT i=0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
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TakeRef(OM.UAVs[i]);
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TakeRef(OM.DepthView);
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}
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void D3D11RenderState::Serialise(LogState m_State, WrappedID3D11Device *device)
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{
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SERIALISE_ELEMENT(ResourceId, IALayout, GetIDForResource(IA.Layout));
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if(m_State < WRITING)
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{
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if(device->GetResourceManager()->HasLiveResource(IALayout))
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IA.Layout = (ID3D11InputLayout *)device->GetResourceManager()->GetLiveResource(IALayout);
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else
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IA.Layout = NULL;
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}
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m_pSerialiser->Serialise("IA.Topo", IA.Topo);
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SERIALISE_ELEMENT(ResourceId, IAIndexBuffer, GetIDForResource(IA.IndexBuffer));
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if(m_State < WRITING)
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{
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if(device->GetResourceManager()->HasLiveResource(IAIndexBuffer))
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IA.IndexBuffer = (ID3D11Buffer *)device->GetResourceManager()->GetLiveResource(IAIndexBuffer);
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else
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IA.IndexBuffer = NULL;
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}
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for(int i=0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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ResourceId VB;
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if(m_State >= WRITING) VB = GetIDForResource(IA.VBs[i]);
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m_pSerialiser->Serialise("IA.VBs", VB);
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|
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);
|
|
}
|