Files
renderdoc/renderdoc/driver/d3d11/d3d11_manager.cpp
T
baldurk d452230782 Refactor resource manager initial content data to be driver-specific
* This allows more flexible construction of what params/resources need
  to be saved with initial contents data, as well as allowing better
  type safety where possible by using driver-specific types for the
  stored data.
* Especially it tidies up the ugly 'all data that tags along must be
  a written into a single allocated byte pointer'.
* The initial content struct is responsible for destroying itself and
  freeing any data.
2018-01-25 15:30:20 +00:00

127 lines
3.9 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2018 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/d3d11/d3d11_manager.h"
#include "driver/d3d11/d3d11_context.h"
#include "driver/d3d11/d3d11_resources.h"
byte D3D11ResourceRecord::markerValue[32] = {
0xaa, 0xbb, 0xcc, 0xdd, 0x88, 0x77, 0x66, 0x55, 0x01, 0x23, 0x45, 0x67, 0x98, 0x76, 0x54, 0x32,
};
ID3D11DeviceChild *D3D11ResourceManager::UnwrapResource(ID3D11DeviceChild *res)
{
if(res == NULL)
return res;
if(WrappedID3D11Buffer::IsAlloc(res))
return UNWRAP(WrappedID3D11Buffer, res);
else if(WrappedID3D11Texture1D::IsAlloc(res))
return UNWRAP(WrappedID3D11Texture1D, res);
else if(WrappedID3D11Texture2D1::IsAlloc(res))
return UNWRAP(WrappedID3D11Texture2D1, res);
else if(WrappedID3D11Texture3D1::IsAlloc(res))
return UNWRAP(WrappedID3D11Texture3D1, res);
RDCERR("UnwrapResource(): Unexpected non-wrapped resource");
return res;
}
bool D3D11ResourceManager::SerialisableResource(ResourceId id, D3D11ResourceRecord *record)
{
if(id == m_Device->GetImmediateContext()->GetResourceID())
return false;
if(id == m_Device->GetResourceID())
return true;
if(record->ignoreSerialise)
return false;
bool skip = false;
for(size_t i = 0; i < m_Device->GetNumDeferredContexts(); i++)
{
if(id == m_Device->GetDeferredContext(i)->GetResourceID())
{
skip = true;
break;
}
}
if(skip)
return false;
return true;
}
ResourceId D3D11ResourceManager::GetID(ID3D11DeviceChild *res)
{
return GetIDForResource(res);
}
bool D3D11ResourceManager::ResourceTypeRelease(ID3D11DeviceChild *res)
{
if(res)
res->Release();
return true;
}
bool D3D11ResourceManager::Force_InitialState(ID3D11DeviceChild *res, bool prepare)
{
return IdentifyTypeByPtr(res) == Resource_UnorderedAccessView;
}
bool D3D11ResourceManager::Need_InitialStateChunk(ID3D11DeviceChild *res)
{
return IdentifyTypeByPtr(res) != Resource_Buffer;
}
bool D3D11ResourceManager::Prepare_InitialState(ID3D11DeviceChild *res)
{
return m_Device->Prepare_InitialState(res);
}
uint32_t D3D11ResourceManager::GetSize_InitialState(ResourceId id, ID3D11DeviceChild *res)
{
return m_Device->GetSize_InitialState(id, res);
}
bool D3D11ResourceManager::Serialise_InitialState(WriteSerialiser &ser, ResourceId id,
ID3D11DeviceChild *res)
{
return m_Device->Serialise_InitialState(ser, id, res);
}
void D3D11ResourceManager::Create_InitialState(ResourceId id, ID3D11DeviceChild *live, bool hasData)
{
m_Device->Create_InitialState(id, live, hasData);
}
void D3D11ResourceManager::Apply_InitialState(ID3D11DeviceChild *live, D3D11InitialContents data)
{
m_Device->Apply_InitialState(live, data);
}