Files
renderdoc/renderdoc/driver/d3d11/d3d11_renderstate.cpp
T
baldurk fec5b60c67 Use the cached resource ResourceId inside views
* Slightly faster than calling to get the resource in WrappedView1 then
  looking up its ID.
2017-07-27 16:17:25 +01:00

1716 lines
56 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/d3d11/d3d11_renderstate.h"
#include "driver/d3d11/d3d11_context.h"
#include "driver/d3d11/d3d11_device.h"
#include "driver/d3d11/d3d11_resources.h"
D3D11RenderState::D3D11RenderState(Serialiser *ser)
{
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
Clear();
m_pSerialiser = ser;
m_ImmediatePipeline = false;
m_ViewportScissorPartial = true;
m_pDevice = NULL;
}
D3D11RenderState::D3D11RenderState(const D3D11RenderState &other)
{
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
m_ImmediatePipeline = false;
m_pDevice = NULL;
CopyState(other);
}
void D3D11RenderState::CopyState(const D3D11RenderState &other)
{
ReleaseRefs();
memcpy(&IA, &other.IA, sizeof(IA));
memcpy(&VS, &other.VS, sizeof(VS));
memcpy(&HS, &other.HS, sizeof(HS));
memcpy(&DS, &other.DS, sizeof(DS));
memcpy(&GS, &other.GS, sizeof(GS));
memcpy(&SO, &other.SO, sizeof(SO));
memcpy(&RS, &other.RS, sizeof(RS));
memcpy(&PS, &other.PS, sizeof(PS));
memcpy(&OM, &other.OM, sizeof(OM));
memcpy(&CS, &other.CS, sizeof(CS));
memcpy(&CSUAVs, &other.CSUAVs, sizeof(CSUAVs));
m_ViewportScissorPartial = other.m_ViewportScissorPartial;
AddRefs();
}
D3D11RenderState::~D3D11RenderState()
{
ReleaseRefs();
}
void D3D11RenderState::ReleaseRefs()
{
ReleaseRef(IA.IndexBuffer);
ReleaseRef(IA.Layout);
for(UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ReleaseRef(IA.VBs[i]);
shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
shader *sh = stages[s];
ReleaseRef(sh->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_SHADER_MAX_INTERFACES; i++)
ReleaseRef(sh->Instances[i]);
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
ReleaseRef(CSUAVs[i]);
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ReleaseRef(SO.Buffers[i]);
ReleaseRef(RS.State);
ReleaseRef(OM.BlendState);
ReleaseRef(OM.DepthStencilState);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ReleaseRef(OM.RenderTargets[i]);
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
ReleaseRef(OM.UAVs[i]);
ReleaseRef(OM.DepthView);
RDCEraseEl(IA);
RDCEraseEl(VS);
RDCEraseEl(HS);
RDCEraseEl(DS);
RDCEraseEl(GS);
RDCEraseEl(SO);
RDCEraseEl(RS);
RDCEraseEl(PS);
RDCEraseEl(OM);
RDCEraseEl(CS);
RDCEraseEl(CSUAVs);
}
void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool initial) const
{
ctx->MarkResourceReferenced(GetIDForResource(IA.Layout),
initial ? eFrameRef_Unknown : eFrameRef_Read);
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 *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
const shader *sh = stages[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++)
{
if(sh->SRVs[i])
{
ctx->MarkResourceReferenced(GetIDForResource(sh->SRVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(sh->SRVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
}
}
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i])
{
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(CSUAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(CSUAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
ctx->MarkResourceReferenced(GetViewResourceResID(CSUAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(CSUAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->MarkResourceReferenced(GetIDForResource(SO.Buffers[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i])
{
ctx->MarkResourceReferenced(GetIDForResource(OM.RenderTargets[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
if(m_ViewportScissorPartial)
ctx->MarkResourceReferenced(GetViewResourceResID(OM.RenderTargets[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.RenderTargets[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i])
{
// UAVs we always assume to be partial updates
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetIDForResource(OM.UAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.UAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.UAVs[i]),
initial ? eFrameRef_Unknown : eFrameRef_Write);
}
}
if(OM.DepthView)
{
ctx->MarkResourceReferenced(GetIDForResource(OM.DepthView),
initial ? eFrameRef_Unknown : eFrameRef_Read);
if(m_ViewportScissorPartial)
ctx->MarkResourceReferenced(GetViewResourceResID(OM.DepthView),
initial ? eFrameRef_Unknown : eFrameRef_Read);
ctx->MarkResourceReferenced(GetViewResourceResID(OM.DepthView),
initial ? eFrameRef_Unknown : eFrameRef_Write);
}
}
void D3D11RenderState::CacheViewportPartial()
{
// 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);
}
m_ViewportScissorPartial = false;
if(viewportScissorMin.left > 0 || viewportScissorMin.top > 0)
{
m_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
m_ViewportScissorPartial = true;
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
D3D11_TEXTURE1D_DESC desc;
((ID3D11Texture1D *)res)->GetDesc(&desc);
if(viewportScissorMin.right < (LONG)desc.Width)
m_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)
m_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)
m_ViewportScissorPartial = true;
}
}
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 *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
shader *sh = stages[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_SHADER_MAX_INTERFACES; i++)
TakeRef(sh->Instances[i]);
sh++;
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
TakeRef(CSUAVs[i]);
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
TakeRef(SO.Buffers[i]);
TakeRef(RS.State);
TakeRef(OM.BlendState);
TakeRef(OM.DepthStencilState);
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
TakeRef(OM.RenderTargets[i]);
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
TakeRef(OM.UAVs[i]);
TakeRef(OM.DepthView);
}
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->SerialisePODArray<D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT>("IA.Strides",
IA.Strides);
m_pSerialiser->SerialisePODArray<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);
#define MAKE_NAMES(suffix) \
const char *CONCAT(suffix, _names)[] = {"VS." STRINGIZE(suffix), "HS." STRINGIZE(suffix), \
"DS." STRINGIZE(suffix), "GS." STRINGIZE(suffix), \
"PS." STRINGIZE(suffix), "CS." STRINGIZE(suffix)};
MAKE_NAMES(ConstantBuffers);
MAKE_NAMES(CBOffsets);
MAKE_NAMES(CBCounts);
MAKE_NAMES(Samplers);
MAKE_NAMES(SRVs);
MAKE_NAMES(Instances);
#undef MAKE_NAMES
shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
shader *sh = stages[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(ConstantBuffers_names[s], 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(CBOffsets_names[s], sh->CBOffsets[i]);
m_pSerialiser->Serialise(CBCounts_names[s], 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(Samplers_names[s], 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(SRVs_names[s], id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->SRVs[i] = (ID3D11ShaderResourceView *)device->GetResourceManager()->GetLiveResource(id);
else
sh->SRVs[i] = NULL;
}
}
// Before 0x000008 the UAVs were serialised per-shader (even though it was only for compute)
// here
if(device->GetLogVersion() < 0x000008)
{
for(int i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; i++)
{
ResourceId id;
m_pSerialiser->Serialise("CSUAVs", id);
if(s == 5)
{
if(device->GetResourceManager()->HasLiveResource(id))
CSUAVs[i] =
(ID3D11UnorderedAccessView *)device->GetResourceManager()->GetLiveResource(id);
else
CSUAVs[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(Instances_names[s], id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
sh->Instances[i] = (ID3D11ClassInstance *)device->GetResourceManager()->GetLiveResource(id);
else
sh->Instances[i] = NULL;
}
}
sh++;
}
if(device->GetLogVersion() >= 0x000008)
{
for(int i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
ResourceId id;
if(m_State >= WRITING)
id = GetIDForResource(CSUAVs[i]);
m_pSerialiser->Serialise("CSUAVs", id);
if(m_State < WRITING)
{
if(device->GetResourceManager()->HasLiveResource(id))
CSUAVs[i] = (ID3D11UnorderedAccessView *)device->GetResourceManager()->GetLiveResource(id);
else
CSUAVs[i] = NULL;
}
}
}
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->SerialisePODArray<D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE>(
"RS.Viewports", RS.Viewports);
m_pSerialiser->SerialisePODArray<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->SerialisePODArray<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);
const int numUAVs =
device->GetLogVersion() >= 0x000008 ? D3D11_1_UAV_SLOT_COUNT : D3D11_PS_CS_UAV_REGISTER_COUNT;
for(int i = 0; i < numUAVs; 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);
if(context->IsFL11_1())
context->CSGetUnorderedAccessViews(0, D3D11_1_UAV_SLOT_COUNT, CSUAVs);
else
context->CSGetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CSUAVs);
context->CSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
context->CSGetShader((ID3D11ComputeShader **)&CS.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);
context->VSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
VS.ConstantBuffers, VS.CBOffsets, VS.CBCounts);
context->DSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
DS.ConstantBuffers, DS.CBOffsets, DS.CBCounts);
context->HSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
HS.ConstantBuffers, HS.CBOffsets, HS.CBCounts);
context->GSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
GS.ConstantBuffers, GS.CBOffsets, GS.CBCounts);
context->CSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
CS.ConstantBuffers, CS.CBOffsets, CS.CBCounts);
context->PSGetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
PS.ConstantBuffers, PS.CBOffsets, PS.CBCounts);
// OM
context->OMGetBlendState(&OM.BlendState, OM.BlendFactor, &OM.SampleMask);
context->OMGetDepthStencilState(&OM.DepthStencilState, &OM.StencRef);
ID3D11RenderTargetView *tmpViews[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
context->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, tmpViews, NULL);
OM.UAVStartSlot = 0;
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(tmpViews[i] != NULL)
{
OM.UAVStartSlot = i + 1;
SAFE_RELEASE(tmpViews[i]);
}
}
if(context->IsFL11_1())
context->OMGetRenderTargetsAndUnorderedAccessViews(
OM.UAVStartSlot, OM.RenderTargets, &OM.DepthView, OM.UAVStartSlot,
D3D11_1_UAV_SLOT_COUNT - OM.UAVStartSlot, OM.UAVs);
else
context->OMGetRenderTargetsAndUnorderedAccessViews(
OM.UAVStartSlot, OM.RenderTargets, &OM.DepthView, OM.UAVStartSlot,
D3D11_PS_CS_UAV_REGISTER_COUNT - OM.UAVStartSlot, OM.UAVs);
}
void D3D11RenderState::Clear()
{
ReleaseRefs();
OM.BlendFactor[0] = OM.BlendFactor[1] = OM.BlendFactor[2] = OM.BlendFactor[3] = 1.0f;
OM.SampleMask = 0xffffffff;
for(size_t i = 0; i < ARRAY_COUNT(VS.CBCounts); i++)
VS.CBCounts[i] = HS.CBCounts[i] = DS.CBCounts[i] = GS.CBCounts[i] = PS.CBCounts[i] =
CS.CBCounts[i] = 4096;
}
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_1_UAV_SLOT_COUNT] = {(UINT)-1, (UINT)-1, (UINT)-1, (UINT)-1,
(UINT)-1, (UINT)-1, (UINT)-1, (UINT)-1};
// CS
context->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, CS.SRVs);
context->CSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, CS.Samplers);
if(context->IsFL11_1())
context->CSSetUnorderedAccessViews(0, D3D11_1_UAV_SLOT_COUNT, CSUAVs, UAV_keepcounts);
else
context->CSSetUnorderedAccessViews(0, D3D11_PS_CS_UAV_REGISTER_COUNT, CSUAVs, UAV_keepcounts);
context->CSSetShader((ID3D11ComputeShader *)CS.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);
context->VSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
VS.ConstantBuffers, VS.CBOffsets, VS.CBCounts);
context->DSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
DS.ConstantBuffers, DS.CBOffsets, DS.CBCounts);
context->HSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
HS.ConstantBuffers, HS.CBOffsets, HS.CBCounts);
context->GSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
GS.ConstantBuffers, GS.CBOffsets, GS.CBCounts);
context->CSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
CS.ConstantBuffers, CS.CBOffsets, CS.CBCounts);
context->PSSetConstantBuffers1(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
PS.ConstantBuffers, PS.CBOffsets, PS.CBCounts);
// OM
context->OMSetBlendState(OM.BlendState, OM.BlendFactor, OM.SampleMask);
context->OMSetDepthStencilState(OM.DepthStencilState, OM.StencRef);
if(context->IsFL11_1())
context->OMSetRenderTargetsAndUnorderedAccessViews(
OM.UAVStartSlot, OM.RenderTargets, OM.DepthView, OM.UAVStartSlot,
D3D11_1_UAV_SLOT_COUNT - OM.UAVStartSlot, OM.UAVs, UAV_keepcounts);
else
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(ID3D11DeviceChild *p)
{
if(p)
{
p->AddRef();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView1::IsAlloc(p) || WrappedID3D11ShaderResourceView1::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) || WrappedID3D11UnorderedAccessView1::IsAlloc(p))
m_pDevice->InternalRef();
m_pDevice->InternalRef();
// we can use any specialisation of device child here, as all that is templated
// is the nested pointer type. Saves having another class in the inheritance
// heirarchy :(
((WrappedDeviceChild11<ID3D11Buffer> *)p)->PipelineAddRef();
}
}
}
void D3D11RenderState::ReleaseRef(ID3D11DeviceChild *p)
{
if(p)
{
p->Release();
if(m_ImmediatePipeline)
{
if(WrappedID3D11RenderTargetView1::IsAlloc(p) || WrappedID3D11ShaderResourceView1::IsAlloc(p) ||
WrappedID3D11DepthStencilView::IsAlloc(p) || WrappedID3D11UnorderedAccessView1::IsAlloc(p))
m_pDevice->InternalRelease();
m_pDevice->InternalRelease();
// see above
((WrappedDeviceChild11<ID3D11Buffer> *)p)->PipelineRelease();
}
}
}
bool D3D11RenderState::IsRangeBoundForWrite(const ResourceRange &range)
{
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i] && range.Intersects(GetResourceRange(CSUAVs[i])))
{
// RDCDEBUG("Resource was bound on CS UAV %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(SO.Buffers[i] && range.Intersects(ResourceRange(SO.Buffers[i])))
{
// RDCDEBUG("Resource was bound on SO buffer %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i] && range.Intersects(GetResourceRange(OM.RenderTargets[i])))
{
// RDCDEBUG("Resource was bound on RTV %u", i);
return true;
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i] && range.Intersects(GetResourceRange(OM.UAVs[i])))
{
// RDCDEBUG("Resource was bound on OM UAV %d", i);
return true;
}
}
if(OM.DepthView)
{
const ResourceRange &depthRange = GetResourceRange(OM.DepthView);
if(range.Intersects(depthRange))
{
// RDCDEBUG("Resource was bound on OM DSV");
if(depthRange.IsDepthReadOnly() && depthRange.IsStencilReadOnly())
{
// RDCDEBUG("but it's a readonly DSV, so that's fine");
}
else if(depthRange.IsDepthReadOnly() && range.IsDepthReadOnly())
{
// RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(depthRange.IsStencilReadOnly() && range.IsStencilReadOnly())
{
// RDCDEBUG("but it's a stencil readonly DSV and we're only reading stencil, so that's OK");
}
else
{
return true;
}
}
}
return false;
}
void D3D11RenderState::UnbindRangeForWrite(const ResourceRange &range)
{
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(CSUAVs[i] && range.Intersects(GetResourceRange(CSUAVs[i])))
{
ReleaseRef(CSUAVs[i]);
CSUAVs[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
{
if(SO.Buffers[i] && range.Intersects(ResourceRange(SO.Buffers[i])))
{
ReleaseRef(SO.Buffers[i]);
SO.Buffers[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(OM.RenderTargets[i] && range.Intersects(GetResourceRange(OM.RenderTargets[i])))
{
ReleaseRef(OM.RenderTargets[i]);
OM.RenderTargets[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(OM.UAVs[i] && range.Intersects(GetResourceRange(OM.UAVs[i])))
{
ReleaseRef(OM.UAVs[i]);
OM.UAVs[i] = NULL;
}
}
if(OM.DepthView && range.Intersects(GetResourceRange(OM.DepthView)))
{
ReleaseRef(OM.DepthView);
OM.DepthView = NULL;
}
}
void D3D11RenderState::UnbindRangeForRead(const ResourceRange &range)
{
for(int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(IA.VBs[i] && range.Intersects(ResourceRange(IA.VBs[i])))
{
// RDCDEBUG("Resource was bound on IA VB %u", i);
ReleaseRef(IA.VBs[i]);
IA.VBs[i] = NULL;
}
}
if(IA.IndexBuffer && range.Intersects(ResourceRange(IA.IndexBuffer)))
{
// RDCDEBUG("Resource was bound on IA IB");
ReleaseRef(IA.IndexBuffer);
IA.IndexBuffer = NULL;
}
// const char *names[] = { "VS", "DS", "HS", "GS", "PS", "CS" };
shader *stages[] = {&VS, &HS, &DS, &GS, &PS, &CS};
for(int s = 0; s < 6; s++)
{
shader *sh = stages[s];
for(UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if(sh->ConstantBuffers[i] && range.Intersects(ResourceRange(sh->ConstantBuffers[i])))
{
// RDCDEBUG("Resource was bound on %s CB %u", names[s], i);
ReleaseRef(sh->ConstantBuffers[i]);
sh->ConstantBuffers[i] = NULL;
}
}
for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(!sh->SRVs[i])
continue;
const ResourceRange &srvRange = GetResourceRange(sh->SRVs[i]);
if(range.Intersects(srvRange))
{
// RDCDEBUG("Resource was bound on %s SRV %u", names[s], i);
if(range.IsDepthReadOnly() && srvRange.IsDepthReadOnly())
{
// RDCDEBUG("but it's a depth readonly DSV and we're only reading depth, so that's fine");
}
else if(range.IsStencilReadOnly() && srvRange.IsStencilReadOnly())
{
// RDCDEBUG("but it's a stencil readonly DSV and we're only reading stenc, so that's OK");
}
else
{
// RDCDEBUG("Unbinding.");
ReleaseRef(sh->SRVs[i]);
sh->SRVs[i] = NULL;
}
}
}
sh++;
}
}
bool D3D11RenderState::ValidOutputMerger(ID3D11RenderTargetView **RTs, ID3D11DepthStencilView *depth,
ID3D11UnorderedAccessView **uavs)
{
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;
// check for duplicates and mark as invalid
{
ResourceRange rtvRanges[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
};
ResourceRange depthRange(depth);
ResourceRange uavRanges[D3D11_1_UAV_SLOT_COUNT] = {
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
ResourceRange::Null, ResourceRange::Null, ResourceRange::Null, ResourceRange::Null,
};
for(int i = 0; RTs && i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(RTs[i])
rtvRanges[i] = GetResourceRange(RTs[i]);
else
break;
}
if(depth)
depthRange = GetResourceRange(depth);
int numUAVs = 0;
for(int i = 0; uavs && i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(uavs[i])
{
uavRanges[i] = GetResourceRange(uavs[i]);
numUAVs = i + 1;
}
}
// since constants are low, just do naive check for any intersecting ranges
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(rtvRanges[i].IsNull())
continue;
// does it match any other RTV?
for(int j = i + 1; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
{
if(rtvRanges[i].Intersects(rtvRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render targets %d and %d overlap", i, j));
break;
}
}
// or depth?
if(rtvRanges[i].Intersects(depthRange))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render target %d and depth overlap", i));
break;
}
// or a UAV?
for(int j = 0; j < numUAVs; j++)
{
if(rtvRanges[i].Intersects(uavRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - Render target %d and UAV %d overlap", i, j));
break;
}
}
}
for(int i = 0; valid && i < numUAVs; i++)
{
if(uavRanges[i].IsNull())
continue;
// don't have to check RTVs, that's the reflection of the above check
// does it match depth?
if(uavRanges[i].Intersects(depthRange))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - UAV %d and depth overlap", i));
break;
}
// or another UAV?
for(int j = i + 1; j < numUAVs; j++)
{
if(uavRanges[i].Intersects(uavRanges[j]))
{
valid = false;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
StringFormat::Fmt("Invalid output merger - UAVs %d and %d overlap", i, j));
break;
}
}
}
// don't have to check depth - it was checked against all RTs and UAVs above
}
//////////////////////////////////////////////////////////////////////////
// Resource dimensions of all views must be the same
D3D11_RESOURCE_DIMENSION dim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(renderdim[i] == D3D11_RESOURCE_DIMENSION_UNKNOWN)
continue;
if(dim == D3D11_RESOURCE_DIMENSION_UNKNOWN)
dim = renderdim[i];
if(renderdim[i] != dim)
{
valid = false;
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Render targets of different type");
break;
}
}
if(depthdim != D3D11_RESOURCE_DIMENSION_UNKNOWN && dim != D3D11_RESOURCE_DIMENSION_UNKNOWN &&
depthdim != dim)
{
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Invalid output merger - Render target(s) and depth target of different type");
valid = false;
}
if(!valid)
{
// RDCDEBUG("Resource dimensions don't match between render targets and/or depth stencil");
}
else
{
// pretend all resources are 3D descs just to make the code simpler
// * put arraysize for 1D/2D into the depth for 3D
// * use sampledesc from 2d as it will be identical for 1D/3D
D3D11_TEXTURE3D_DESC desc = {0};
D3D11_TEXTURE2D_DESC desc2 = {0};
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(Resources[i] == NULL)
continue;
D3D11_TEXTURE1D_DESC d1 = {0};
D3D11_TEXTURE2D_DESC d2 = {0};
D3D11_TEXTURE3D_DESC d3 = {0};
if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
{
}
if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
((ID3D11Texture1D *)Resources[i])->GetDesc(&d1);
d3.Width = RDCMAX(1U, d1.Width >> RTDescs[i].Texture1D.MipSlice);
if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1D)
d3.Depth = 1;
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1DARRAY)
d3.Depth = RDCMIN(d1.ArraySize, RTDescs[i].Texture1DArray.ArraySize);
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
((ID3D11Texture2D *)Resources[i])->GetDesc(&d2);
if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2D)
{
d3.Width = RDCMAX(1U, d2.Width >> RTDescs[i].Texture2D.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> RTDescs[i].Texture2D.MipSlice);
d3.Depth = 1;
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMS)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = 1;
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DARRAY)
{
d3.Width = RDCMAX(1U, d2.Width >> RTDescs[i].Texture2DArray.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> RTDescs[i].Texture2DArray.MipSlice);
d3.Depth = RDCMIN(d2.ArraySize, RTDescs[i].Texture2DArray.ArraySize);
}
else if(RTDescs[i].ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = RDCMIN(d2.ArraySize, RTDescs[i].Texture2DMSArray.ArraySize);
}
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
{
((ID3D11Texture3D *)Resources[i])->GetDesc(&d3);
d3.Width = RDCMAX(1U, d3.Width >> RTDescs[i].Texture3D.MipSlice);
d3.Height = RDCMAX(1U, d3.Height >> RTDescs[i].Texture3D.MipSlice);
d3.Depth = RDCMAX(1U, d3.Depth >> RTDescs[i].Texture3D.MipSlice);
d3.Depth = RDCMIN(d3.Depth, RTDescs[i].Texture3D.WSize);
}
if(desc.Width == 0)
{
desc = d3;
desc2 = d2;
continue;
}
if(desc.Width != d3.Width || desc.Height != d3.Height || desc.Depth != d3.Depth ||
desc2.SampleDesc.Count != d2.SampleDesc.Count ||
desc2.SampleDesc.Quality != d2.SampleDesc.Quality)
{
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Invalid output merger - Render targets are different dimensions");
valid = false;
break;
}
}
if(DepthResource && valid)
{
D3D11_TEXTURE1D_DESC d1 = {0};
D3D11_TEXTURE2D_DESC d2 = {0};
D3D11_TEXTURE3D_DESC d3 = {0};
if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D)
{
((ID3D11Texture1D *)DepthResource)->GetDesc(&d1);
d3.Width = RDCMAX(1U, d1.Width >> DepthDesc.Texture1D.MipSlice);
if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE1D)
d3.Depth = 1;
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE1DARRAY)
d3.Depth = RDCMIN(d1.ArraySize, DepthDesc.Texture1DArray.ArraySize);
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
((ID3D11Texture2D *)DepthResource)->GetDesc(&d2);
if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D)
{
d3.Width = RDCMAX(1U, d2.Width >> DepthDesc.Texture2D.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> DepthDesc.Texture2D.MipSlice);
d3.Depth = 1;
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DARRAY)
{
d3.Width = RDCMAX(1U, d2.Width >> DepthDesc.Texture2DArray.MipSlice);
d3.Height = RDCMAX(1U, d2.Height >> DepthDesc.Texture2DArray.MipSlice);
d3.Depth = RDCMIN(d2.ArraySize, DepthDesc.Texture2DArray.ArraySize);
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DMS)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = 1;
}
else if(DepthDesc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY)
{
d3.Width = d2.Width;
d3.Height = d2.Height;
d3.Depth = RDCMIN(d2.ArraySize, DepthDesc.Texture2DMSArray.ArraySize);
}
}
else if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D || dim == D3D11_RESOURCE_DIMENSION_BUFFER)
{
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Depth target is Texture3D or Buffer "
"(shouldn't be possible! How did you create this view?!)");
valid = false;
}
if(desc.Width != 0 && valid)
{
if(desc.Width != d3.Width || desc.Height != d3.Height || desc.Depth != d3.Depth ||
desc2.SampleDesc.Count != d2.SampleDesc.Count ||
desc2.SampleDesc.Quality != d2.SampleDesc.Quality)
{
valid = false;
// explicitly allow over-sized depth targets
if(desc.Width <= d3.Width && desc.Height <= d3.Height && desc.Depth <= d3.Depth &&
desc2.SampleDesc.Count == d2.SampleDesc.Count &&
desc2.SampleDesc.Quality == d2.SampleDesc.Quality)
{
valid = true;
m_pDevice->AddDebugMessage(
MessageCategory::State_Setting, MessageSeverity::High, MessageSource::IncorrectAPIUse,
"Valid but unusual output merger - Depth target is larger than render target(s)");
}
else
{
m_pDevice->AddDebugMessage(MessageCategory::State_Setting, MessageSeverity::High,
MessageSource::IncorrectAPIUse,
"Invalid output merger - Depth target is different size or "
"MS count to render target(s)");
}
}
}
}
}
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
SAFE_RELEASE(Resources[i]);
SAFE_RELEASE(DepthResource);
return valid;
}
bool D3D11RenderState::inputassembler::Used_VB(WrappedID3D11Device *device, uint32_t slot) const
{
if(Layout == NULL)
return false;
const 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;
for(size_t i = 0; i < dxbc->m_CBuffers.size(); i++)
if(dxbc->m_CBuffers[i].reg == slot)
return true;
return false;
}
bool D3D11RenderState::shader::Used_SRV(uint32_t slot) const
{
if(SRVs[slot] == NULL)
return false;
WrappedShader *shad = (WrappedShader *)(WrappedID3D11Shader<ID3D11VertexShader> *)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].reg == 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].reg == 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;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11InputLayout *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11ClassInstance *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11DeviceChild *shader)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11SamplerState *resource)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11BlendState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11RasterizerState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11DepthStencilState *state)
{
return false;
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return false;
return IsRangeBoundForWrite(ResourceRange(buffer));
}
template <>
bool D3D11RenderState::IsBoundForWrite(ID3D11ShaderResourceView *srv)
{
if(srv == NULL)
return false;
return IsRangeBoundForWrite(GetResourceRange(srv));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return;
UnbindRangeForRead(ResourceRange(buffer));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11RenderTargetView *rtv)
{
if(rtv == NULL)
return;
UnbindRangeForRead(GetResourceRange(rtv));
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11DepthStencilView *dsv)
{
if(dsv == NULL)
return;
const ResourceRange &dsvRange = GetResourceRange(dsv);
if(dsvRange.IsDepthReadOnly() && dsvRange.IsStencilReadOnly())
{
// don't need to.
}
else
{
UnbindRangeForRead(dsvRange);
}
}
template <>
void D3D11RenderState::UnbindForRead(ID3D11UnorderedAccessView *uav)
{
if(uav == NULL)
return;
UnbindRangeForRead(GetResourceRange(uav));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11Buffer *buffer)
{
if(buffer == NULL)
return;
UnbindRangeForWrite(ResourceRange(buffer));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11RenderTargetView *rtv)
{
if(rtv == NULL)
return;
UnbindRangeForWrite(GetResourceRange(rtv));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11DepthStencilView *dsv)
{
if(dsv == NULL)
return;
UnbindRangeForWrite(GetResourceRange(dsv));
}
template <>
void D3D11RenderState::UnbindForWrite(ID3D11UnorderedAccessView *uav)
{
if(uav == NULL)
return;
UnbindRangeForWrite(GetResourceRange(uav));
}
D3D11RenderStateTracker::D3D11RenderStateTracker(WrappedID3D11DeviceContext *ctx)
: m_RS(*ctx->GetCurrentPipelineState())
{
m_pContext = ctx;
}
D3D11RenderStateTracker::~D3D11RenderStateTracker()
{
m_RS.ApplyState(m_pContext);
}