blob: a7b761c707fa163505dc60949828a37796b650a3 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2010 Luca Barbieri
*
* 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 (including the
* next paragraph) 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/* used to unbind things, we need 128 due to resources */
static const void* zero_data[128];
#define UPDATE_VIEWS_SHIFT (D3D11_STAGES * 0)
#define UPDATE_SAMPLERS_SHIFT (D3D11_STAGES * 1)
#define UPDATE_VERTEX_BUFFERS (1 << (D3D11_STAGES * 2))
#if API >= 11
template<typename PtrTraits>
struct GalliumD3D11DeviceContext :
public GalliumD3D11DeviceChild<ID3D11DeviceContext>
{
#else
template<bool threadsafe>
struct GalliumD3D10Device : public GalliumD3D10ScreenImpl<threadsafe>
{
typedef simple_ptr_traits PtrTraits;
typedef GalliumD3D10Device GalliumD3D10DeviceContext;
#endif
refcnt_ptr<GalliumD3D11Shader<>, PtrTraits> shaders[D3D11_STAGES];
refcnt_ptr<GalliumD3D11InputLayout, PtrTraits> input_layout;
refcnt_ptr<GalliumD3D11Buffer, PtrTraits> index_buffer;
refcnt_ptr<GalliumD3D11RasterizerState, PtrTraits> rasterizer_state;
refcnt_ptr<GalliumD3D11DepthStencilState, PtrTraits> depth_stencil_state;
refcnt_ptr<GalliumD3D11BlendState, PtrTraits> blend_state;
refcnt_ptr<GalliumD3D11DepthStencilView, PtrTraits> depth_stencil_view;
refcnt_ptr<GalliumD3D11Predicate, PtrTraits> render_predicate;
refcnt_ptr<GalliumD3D11Buffer, PtrTraits> constant_buffers[D3D11_STAGES][D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
refcnt_ptr<GalliumD3D11ShaderResourceView, PtrTraits> shader_resource_views[D3D11_STAGES][D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
refcnt_ptr<GalliumD3D11SamplerState, PtrTraits> samplers[D3D11_STAGES][D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
refcnt_ptr<GalliumD3D11Buffer, PtrTraits> input_buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
refcnt_ptr<GalliumD3D11RenderTargetView, PtrTraits> render_target_views[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
refcnt_ptr<GalliumD3D11Buffer, PtrTraits> so_buffers[D3D11_SO_BUFFER_SLOT_COUNT];
#if API >= 11
refcnt_ptr<ID3D11UnorderedAccessView, PtrTraits> cs_unordered_access_views[D3D11_PS_CS_UAV_REGISTER_COUNT];
refcnt_ptr<ID3D11UnorderedAccessView, PtrTraits> om_unordered_access_views[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
#endif
D3D11_VIEWPORT viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_RECT scissor_rects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_PRIMITIVE_TOPOLOGY primitive_topology;
DXGI_FORMAT index_format;
unsigned index_offset;
uint32_t strip_cut_index;
BOOL render_predicate_value;
float blend_color[4];
unsigned sample_mask;
unsigned stencil_ref;
void* default_input_layout;
void* default_rasterizer;
void* default_depth_stencil;
void* default_blend;
void* default_sampler;
void* default_shaders[D3D11_STAGES];
// derived state
int primitive_mode;
struct pipe_vertex_buffer vertex_buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
struct pipe_stream_output_target* so_targets[D3D11_SO_BUFFER_SLOT_COUNT];
struct pipe_sampler_view* sampler_views[D3D11_STAGES][D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
void* sampler_csos[D3D11_STAGES][D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
unsigned num_shader_resource_views[D3D11_STAGES];
unsigned num_samplers[D3D11_STAGES];
unsigned num_vertex_buffers;
unsigned num_render_target_views;
unsigned num_viewports;
unsigned num_scissor_rects;
unsigned num_so_targets;
struct pipe_context* pipe;
unsigned update_flags;
bool owns_pipe;
unsigned context_flags;
GalliumD3D11Caps caps;
cso_context* cso_ctx;
gen_mipmap_state* gen_mipmap;
#if API >= 11
#define SYNCHRONIZED do {} while(0)
GalliumD3D11DeviceContext(GalliumD3D11Screen* device, pipe_context* pipe, bool owns_pipe, unsigned context_flags = 0)
: GalliumD3D11DeviceChild<ID3D11DeviceContext>(device), pipe(pipe), owns_pipe(owns_pipe), context_flags(context_flags)
{
caps = device->screen_caps;
init_context();
}
~GalliumD3D11DeviceContext()
{
destroy_context();
}
#else
#define SYNCHRONIZED lock_t<maybe_mutex_t<threadsafe> > lock_(this->mutex)
GalliumD3D10Device(pipe_screen* screen, pipe_context* pipe, bool owns_pipe, unsigned creation_flags, IDXGIAdapter* adapter)
: GalliumD3D10ScreenImpl<threadsafe>(screen, pipe, owns_pipe, creation_flags, adapter), pipe(pipe), owns_pipe(owns_pipe), context_flags(0)
{
caps = this->screen_caps;
init_context();
}
~GalliumD3D10Device()
{
destroy_context();
}
#endif
void init_context()
{
if(!pipe->begin_query)
caps.queries = false;
if(!pipe->bind_gs_state)
{
caps.gs = false;
caps.stages = 2;
}
assert(!caps.so || pipe->set_stream_output_targets);
if(!pipe->set_geometry_sampler_views)
caps.stages_with_sampling &=~ (1 << PIPE_SHADER_GEOMETRY);
if(!pipe->set_fragment_sampler_views)
caps.stages_with_sampling &=~ (1 << PIPE_SHADER_FRAGMENT);
if(!pipe->set_vertex_sampler_views)
caps.stages_with_sampling &=~ (1 << PIPE_SHADER_VERTEX);
update_flags = 0;
// pipeline state
memset(viewports, 0, sizeof(viewports));
memset(scissor_rects, 0, sizeof(scissor_rects));
primitive_topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
index_format = DXGI_FORMAT_UNKNOWN;
index_offset = 0;
strip_cut_index = 0xffffffff;
render_predicate_value = 0;
memset(blend_color, 0, sizeof(blend_color));
sample_mask = ~0;
stencil_ref = 0;
// derived state
primitive_mode = 0;
memset(vertex_buffers, 0, sizeof(vertex_buffers));
memset(so_targets, 0, sizeof(so_buffers));
memset(sampler_views, 0, sizeof(sampler_views));
memset(sampler_csos, 0, sizeof(sampler_csos));
memset(num_shader_resource_views, 0, sizeof(num_shader_resource_views));
memset(num_samplers, 0, sizeof(num_samplers));
num_vertex_buffers = 0;
num_render_target_views = 0;
num_viewports = 0;
num_scissor_rects = 0;
num_so_targets = 0;
default_input_layout = pipe->create_vertex_elements_state(pipe, 0, 0);
struct pipe_rasterizer_state rasterizerd;
memset(&rasterizerd, 0, sizeof(rasterizerd));
rasterizerd.gl_rasterization_rules = 1;
rasterizerd.cull_face = PIPE_FACE_BACK;
rasterizerd.flatshade_first = 1;
rasterizerd.line_width = 1.0f;
rasterizerd.point_size = 1.0f;
rasterizerd.depth_clip = TRUE;
default_rasterizer = pipe->create_rasterizer_state(pipe, &rasterizerd);
struct pipe_depth_stencil_alpha_state depth_stencild;
memset(&depth_stencild, 0, sizeof(depth_stencild));
depth_stencild.depth.enabled = TRUE;
depth_stencild.depth.writemask = 1;
depth_stencild.depth.func = PIPE_FUNC_LESS;
default_depth_stencil = pipe->create_depth_stencil_alpha_state(pipe, &depth_stencild);
struct pipe_blend_state blendd;
memset(&blendd, 0, sizeof(blendd));
blendd.rt[0].colormask = 0xf;
default_blend = pipe->create_blend_state(pipe, &blendd);
struct pipe_sampler_state samplerd;
memset(&samplerd, 0, sizeof(samplerd));
samplerd.normalized_coords = 1;
samplerd.min_img_filter = PIPE_TEX_FILTER_LINEAR;
samplerd.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
samplerd.min_mip_filter = PIPE_TEX_MIPFILTER_LINEAR;
samplerd.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samplerd.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samplerd.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samplerd.border_color.f[0] = 1.0f;
samplerd.border_color.f[1] = 1.0f;
samplerd.border_color.f[2] = 1.0f;
samplerd.border_color.f[3] = 1.0f;
samplerd.min_lod = -FLT_MAX;
samplerd.max_lod = FLT_MAX;
samplerd.max_anisotropy = 1;
default_sampler = pipe->create_sampler_state(pipe, &samplerd);
memset(&samplerd, 0, sizeof(samplerd));
samplerd.normalized_coords = 0;
samplerd.min_img_filter = PIPE_TEX_FILTER_NEAREST;
samplerd.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
samplerd.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
samplerd.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
samplerd.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
samplerd.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
samplerd.min_lod = -FLT_MAX;
samplerd.max_lod = FLT_MAX;
samplerd.max_anisotropy = 1;
for(unsigned s = 0; s < D3D11_STAGES; ++s)
for(unsigned i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
sampler_csos[s][i] = default_sampler;
// TODO: should this really be empty shaders, or should they be all-passthrough?
memset(default_shaders, 0, sizeof(default_shaders));
struct ureg_program *ureg;
ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
ureg_END(ureg);
default_shaders[PIPE_SHADER_FRAGMENT] = ureg_create_shader_and_destroy(ureg, pipe);
ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
ureg_END(ureg);
default_shaders[PIPE_SHADER_VERTEX] = ureg_create_shader_and_destroy(ureg, pipe);
cso_ctx = cso_create_context(pipe);
gen_mipmap = util_create_gen_mipmap(pipe, cso_ctx);
RestoreGalliumState();
}
void destroy_context()
{
util_destroy_gen_mipmap(gen_mipmap);
cso_destroy_context(cso_ctx);
pipe->bind_vertex_elements_state(pipe, 0);
pipe->delete_vertex_elements_state(pipe, default_input_layout);
pipe->bind_rasterizer_state(pipe, 0);
pipe->delete_rasterizer_state(pipe, default_rasterizer);
pipe->bind_depth_stencil_alpha_state(pipe, 0);
pipe->delete_depth_stencil_alpha_state(pipe, default_depth_stencil);
pipe->bind_blend_state(pipe, 0);
pipe->delete_blend_state(pipe, default_blend);
pipe->bind_fragment_sampler_states(pipe, 0, 0);
pipe->bind_vertex_sampler_states(pipe, 0, 0);
if(pipe->bind_geometry_sampler_states)
pipe->bind_geometry_sampler_states(pipe, 0, 0);
pipe->delete_sampler_state(pipe, default_sampler);
pipe->bind_fs_state(pipe, 0);
pipe->delete_fs_state(pipe, default_shaders[PIPE_SHADER_FRAGMENT]);
pipe->bind_vs_state(pipe, 0);
pipe->delete_vs_state(pipe, default_shaders[PIPE_SHADER_VERTEX]);
if(owns_pipe)
pipe->destroy(pipe);
}
virtual unsigned STDMETHODCALLTYPE GetContextFlags(void)
{
return context_flags;
}
#if API >= 11
#define SET_SHADER_EXTRA_ARGS , \
ID3D11ClassInstance *const *ppClassInstances, \
unsigned count
#define GET_SHADER_EXTRA_ARGS , \
ID3D11ClassInstance **ppClassInstances, \
unsigned *out_count
#else
#define SET_SHADER_EXTRA_ARGS
#define GET_SHADER_EXTRA_ARGS
#endif
/* On Windows D3D11, SetConstantBuffers and SetShaderResources crash if passed a null pointer.
* Instead, you have to pass a pointer to nulls to unbind things.
* We do the same.
* TODO: is D3D10 the same?
*/
template<unsigned s>
void xs_set_shader(GalliumD3D11Shader<>* shader)
{
if(shader != shaders[s].p)
{
shaders[s] = shader;
void* shader_cso = shader ? shader->object : default_shaders[s];
switch(s)
{
case PIPE_SHADER_VERTEX:
pipe->bind_vs_state(pipe, shader_cso);
break;
case PIPE_SHADER_FRAGMENT:
pipe->bind_fs_state(pipe, shader_cso);
break;
case PIPE_SHADER_GEOMETRY:
pipe->bind_gs_state(pipe, shader_cso);
break;
}
update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + s)) | (1 << (UPDATE_VIEWS_SHIFT + s));
}
}
template<unsigned s>
void xs_set_constant_buffers(unsigned start, unsigned count, GalliumD3D11Buffer *const *constbufs)
{
for(unsigned i = 0; i < count; ++i)
{
if(constbufs[i] != constant_buffers[s][start + i].p)
{
constant_buffers[s][start + i] = constbufs[i];
if(s < caps.stages && start + i < caps.constant_buffers[s])
pipe_set_constant_buffer(pipe, s, start + i, constbufs[i] ? constbufs[i]->resource : NULL);
}
}
}
template<unsigned s>
void xs_set_shader_resources(unsigned start, unsigned count, GalliumD3D11ShaderResourceView *const *srvs)
{
int last_different = -1;
for(unsigned i = 0; i < count; ++i)
{
if(shader_resource_views[s][start + i].p != srvs[i])
{
shader_resource_views[s][start + i] = srvs[i];
sampler_views[s][start + i] = srvs[i] ? srvs[i]->object : 0;
last_different = i;
}
}
if(last_different >= 0)
{
num_shader_resource_views[s] = std::max(num_shader_resource_views[s], start + last_different + 1);
update_flags |= 1 << (UPDATE_VIEWS_SHIFT + s);
}
}
template<unsigned s>
void xs_set_samplers(unsigned start, unsigned count, GalliumD3D11SamplerState *const *samps)
{
int last_different = -1;
for(unsigned i = 0; i < count; ++i)
{
if(samplers[s][start + i].p != samps[i])
{
samplers[s][start + i] = samps[i];
sampler_csos[s][start + i] = samps[i] ? samps[i]->object : default_sampler;
last_different = i;
}
}
if(last_different >= 0)
{
num_samplers[s] = std::max(num_samplers[s], start + last_different + 1);
update_flags |= 1 << (UPDATE_SAMPLERS_SHIFT + s);
}
}
#define IMPLEMENT_SHADER_STAGE(XS, Stage) \
virtual void STDMETHODCALLTYPE XS##SetShader( \
ID3D11##Stage##Shader *pShader \
SET_SHADER_EXTRA_ARGS) \
{ \
SYNCHRONIZED; \
xs_set_shader<D3D11_STAGE_##XS>((GalliumD3D11Shader<>*)pShader); \
} \
virtual void STDMETHODCALLTYPE XS##GetShader(\
ID3D11##Stage##Shader **ppShader \
GET_SHADER_EXTRA_ARGS) \
{ \
SYNCHRONIZED; \
*ppShader = (ID3D11##Stage##Shader*)shaders[D3D11_STAGE_##XS].ref(); \
} \
virtual void STDMETHODCALLTYPE XS##SetConstantBuffers(\
unsigned start, \
unsigned count, \
ID3D11Buffer *const* constant_buffers) \
{ \
SYNCHRONIZED; \
xs_set_constant_buffers<D3D11_STAGE_##XS>(start, count, (GalliumD3D11Buffer *const *)constant_buffers); \
} \
virtual void STDMETHODCALLTYPE XS##GetConstantBuffers(\
unsigned start, \
unsigned count, \
ID3D11Buffer **out_constant_buffers) \
{ \
SYNCHRONIZED; \
for(unsigned i = 0; i < count; ++i) \
out_constant_buffers[i] = constant_buffers[D3D11_STAGE_##XS][start + i].ref(); \
} \
virtual void STDMETHODCALLTYPE XS##SetShaderResources(\
unsigned start, \
unsigned count, \
ID3D11ShaderResourceView *const *new_shader_resource_views) \
{ \
SYNCHRONIZED; \
xs_set_shader_resources<D3D11_STAGE_##XS>(start, count, (GalliumD3D11ShaderResourceView *const *)new_shader_resource_views); \
} \
virtual void STDMETHODCALLTYPE XS##GetShaderResources(\
unsigned start, \
unsigned count, \
ID3D11ShaderResourceView **out_shader_resource_views) \
{ \
SYNCHRONIZED; \
for(unsigned i = 0; i < count; ++i) \
out_shader_resource_views[i] = shader_resource_views[D3D11_STAGE_##XS][start + i].ref(); \
} \
virtual void STDMETHODCALLTYPE XS##SetSamplers(\
unsigned start, \
unsigned count, \
ID3D11SamplerState *const *new_samplers) \
{ \
SYNCHRONIZED; \
xs_set_samplers<D3D11_STAGE_##XS>(start, count, (GalliumD3D11SamplerState *const *)new_samplers); \
} \
virtual void STDMETHODCALLTYPE XS##GetSamplers( \
unsigned start, \
unsigned count, \
ID3D11SamplerState **out_samplers) \
{ \
SYNCHRONIZED; \
for(unsigned i = 0; i < count; ++i) \
out_samplers[i] = samplers[D3D11_STAGE_##XS][start + i].ref(); \
}
#define DO_VS(x) x
#define DO_GS(x) do {if(caps.gs) {x;}} while(0)
#define DO_PS(x) x
#define DO_HS(x)
#define DO_DS(x)
#define DO_CS(x)
IMPLEMENT_SHADER_STAGE(VS, Vertex)
IMPLEMENT_SHADER_STAGE(GS, Geometry)
IMPLEMENT_SHADER_STAGE(PS, Pixel)
#if API >= 11
IMPLEMENT_SHADER_STAGE(HS, Hull)
IMPLEMENT_SHADER_STAGE(DS, Domain)
IMPLEMENT_SHADER_STAGE(CS, Compute)
virtual void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
unsigned start,
unsigned count,
ID3D11UnorderedAccessView *const *new_unordered_access_views,
const unsigned *new_uav_initial_counts)
{
SYNCHRONIZED;
for(unsigned i = 0; i < count; ++i)
cs_unordered_access_views[start + i] = new_unordered_access_views[i];
}
virtual void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
unsigned start,
unsigned count,
ID3D11UnorderedAccessView **out_unordered_access_views)
{
SYNCHRONIZED;
for(unsigned i = 0; i < count; ++i)
out_unordered_access_views[i] = cs_unordered_access_views[start + i].ref();
}
#endif
template<unsigned s>
void update_stage()
{
if(update_flags & (1 << (UPDATE_VIEWS_SHIFT + s)))
{
while(num_shader_resource_views[s] && !sampler_views[s][num_shader_resource_views[s] - 1]) \
--num_shader_resource_views[s];
if((1 << s) & caps.stages_with_sampling)
{
const unsigned num_views_to_bind = num_shader_resource_views[s];
switch(s)
{
case PIPE_SHADER_VERTEX:
pipe->set_vertex_sampler_views(pipe, num_views_to_bind, sampler_views[s]);
break;
case PIPE_SHADER_FRAGMENT:
pipe->set_fragment_sampler_views(pipe, num_views_to_bind, sampler_views[s]);
break;
case PIPE_SHADER_GEOMETRY:
pipe->set_geometry_sampler_views(pipe, num_views_to_bind, sampler_views[s]);
break;
}
}
}
if(update_flags & (1 << (UPDATE_SAMPLERS_SHIFT + s)))
{
while(num_samplers[s] && !sampler_csos[s][num_samplers[s] - 1])
--num_samplers[s];
if((1 << s) & caps.stages_with_sampling)
{
const unsigned num_samplers_to_bind = num_samplers[s];
switch(s)
{
case PIPE_SHADER_VERTEX:
pipe->bind_vertex_sampler_states(pipe, num_samplers_to_bind, sampler_csos[s]);
break;
case PIPE_SHADER_FRAGMENT:
pipe->bind_fragment_sampler_states(pipe, num_samplers_to_bind, sampler_csos[s]);
break;
case PIPE_SHADER_GEOMETRY:
pipe->bind_geometry_sampler_states(pipe, num_samplers_to_bind, sampler_csos[s]);
break;
}
}
}
}
void update_state()
{
update_stage<D3D11_STAGE_PS>();
update_stage<D3D11_STAGE_VS>();
update_stage<D3D11_STAGE_GS>();
#if API >= 11
update_stage<D3D11_STAGE_HS>();
update_stage<D3D11_STAGE_DS>();
update_stage<D3D11_STAGE_CS>();
#endif
if(update_flags & UPDATE_VERTEX_BUFFERS)
{
while(num_vertex_buffers && !vertex_buffers[num_vertex_buffers - 1].buffer)
--num_vertex_buffers;
pipe->set_vertex_buffers(pipe, num_vertex_buffers, vertex_buffers);
}
update_flags = 0;
}
virtual void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout *new_input_layout)
{
SYNCHRONIZED;
if(new_input_layout != input_layout.p)
{
input_layout = new_input_layout;
pipe->bind_vertex_elements_state(pipe, new_input_layout ? ((GalliumD3D11InputLayout*)new_input_layout)->object : default_input_layout);
}
}
virtual void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout **out_input_layout)
{
SYNCHRONIZED;
*out_input_layout = input_layout.ref();
}
virtual void STDMETHODCALLTYPE IASetVertexBuffers(
unsigned start,
unsigned count,
ID3D11Buffer *const *new_vertex_buffers,
const unsigned *new_strides,
const unsigned *new_offsets)
{
SYNCHRONIZED;
int last_different = -1;
for(unsigned i = 0; i < count; ++i)
{
ID3D11Buffer* buffer = new_vertex_buffers[i];
if(buffer != input_buffers[start + i].p
|| vertex_buffers[start + i].buffer_offset != new_offsets[i]
|| vertex_buffers[start + i].stride != new_strides[i]
)
{
input_buffers[start + i] = buffer;
vertex_buffers[start + i].buffer = buffer ? ((GalliumD3D11Buffer*)buffer)->resource : 0;
vertex_buffers[start + i].buffer_offset = new_offsets[i];
vertex_buffers[start + i].stride = new_strides[i];
last_different = i;
}
}
if(last_different >= 0)
{
num_vertex_buffers = std::max(num_vertex_buffers, start + count);
update_flags |= UPDATE_VERTEX_BUFFERS;
}
}
virtual void STDMETHODCALLTYPE IAGetVertexBuffers(
unsigned start,
unsigned count,
ID3D11Buffer **out_vertex_buffers,
unsigned *out_strides,
unsigned *out_offsets)
{
SYNCHRONIZED;
if(out_vertex_buffers)
{
for(unsigned i = 0; i < count; ++i)
out_vertex_buffers[i] = input_buffers[start + i].ref();
}
if(out_offsets)
{
for(unsigned i = 0; i < count; ++i)
out_offsets[i] = vertex_buffers[start + i].buffer_offset;
}
if(out_strides)
{
for(unsigned i = 0; i < count; ++i)
out_strides[i] = vertex_buffers[start + i].stride;
}
}
void set_index_buffer()
{
pipe_index_buffer ib;
if(!index_buffer)
{
memset(&ib, 0, sizeof(ib));
}
else
{
switch(index_format) {
case DXGI_FORMAT_R32_UINT:
ib.index_size = 4;
strip_cut_index = 0xffffffff;
break;
case DXGI_FORMAT_R16_UINT:
ib.index_size = 2;
strip_cut_index = 0xffff;
break;
default:
ib.index_size = 1;
strip_cut_index = 0xff;
break;
}
ib.offset = index_offset;
ib.buffer = index_buffer ? ((GalliumD3D11Buffer*)index_buffer.p)->resource : 0;
}
pipe->set_index_buffer(pipe, &ib);
}
virtual void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer *new_index_buffer,
DXGI_FORMAT new_index_format,
unsigned new_index_offset)
{
SYNCHRONIZED;
if(index_buffer.p != new_index_buffer || index_format != new_index_format || index_offset != new_index_offset)
{
index_buffer = new_index_buffer;
index_format = new_index_format;
index_offset = new_index_offset;
set_index_buffer();
}
}
virtual void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer **out_index_buffer,
DXGI_FORMAT *out_index_format,
unsigned *out_index_offset)
{
SYNCHRONIZED;
if(out_index_buffer)
*out_index_buffer = index_buffer.ref();
if(out_index_format)
*out_index_format = index_format;
if(out_index_offset)
*out_index_offset = index_offset;
}
virtual void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY new_primitive_topology)
{
SYNCHRONIZED;
if(primitive_topology != new_primitive_topology)
{
if(new_primitive_topology < D3D_PRIMITIVE_TOPOLOGY_COUNT)
primitive_mode = d3d_to_pipe_prim[new_primitive_topology];
else
primitive_mode = 0;
primitive_topology = new_primitive_topology;
}
}
virtual void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY *out_primitive_topology)
{
SYNCHRONIZED;
*out_primitive_topology = primitive_topology;
}
virtual void STDMETHODCALLTYPE DrawIndexed(
unsigned index_count,
unsigned start_index_location,
int base_vertex_location)
{
SYNCHRONIZED;
if(update_flags)
update_state();
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = TRUE;
info.count = index_count;
info.start = start_index_location;
info.index_bias = base_vertex_location;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = 0;
info.instance_count = 1;
info.primitive_restart = TRUE;
info.restart_index = strip_cut_index;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE Draw(
unsigned vertex_count,
unsigned start_vertex_location)
{
SYNCHRONIZED;
if(update_flags)
update_state();
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = FALSE;
info.count = vertex_count;
info.start = start_vertex_location;
info.index_bias = 0;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = 0;
info.instance_count = 1;
info.primitive_restart = FALSE;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE DrawIndexedInstanced(
unsigned index_countPerInstance,
unsigned instance_count,
unsigned start_index_location,
int base_vertex_location,
unsigned start_instance_location)
{
SYNCHRONIZED;
if(update_flags)
update_state();
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = TRUE;
info.count = index_countPerInstance;
info.start = start_index_location;
info.index_bias = base_vertex_location;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = start_instance_location;
info.instance_count = instance_count;
info.primitive_restart = TRUE;
info.restart_index = strip_cut_index;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE DrawInstanced(
unsigned vertex_countPerInstance,
unsigned instance_count,
unsigned start_vertex_location,
unsigned start_instance_location)
{
SYNCHRONIZED;
if(update_flags)
update_state();
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = FALSE;
info.count = vertex_countPerInstance;
info.start = start_vertex_location;
info.index_bias = 0;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = start_instance_location;
info.instance_count = instance_count;
info.primitive_restart = FALSE;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE DrawAuto(void)
{
if(!caps.so)
return;
SYNCHRONIZED;
if(update_flags)
update_state();
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = FALSE;
info.count = 0;
info.start = 0;
info.index_bias = 0;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = 0;
info.instance_count = 1;
info.primitive_restart = FALSE;
info.restart_index = 0;
info.count_from_stream_output = input_buffers[0].p->so_target;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
ID3D11Buffer *buffer,
unsigned aligned_byte_offset)
{
SYNCHRONIZED;
if(update_flags)
update_state();
struct {
unsigned count;
unsigned instance_count;
unsigned start;
unsigned index_bias;
} data;
pipe_buffer_read(pipe, ((GalliumD3D11Buffer*)buffer)->resource, aligned_byte_offset, sizeof(data), &data);
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = TRUE;
info.start = data.start;
info.count = data.count;
info.index_bias = data.index_bias;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = 0;
info.instance_count = data.instance_count;
info.primitive_restart = TRUE;
info.restart_index = strip_cut_index;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
virtual void STDMETHODCALLTYPE DrawInstancedIndirect(
ID3D11Buffer *buffer,
unsigned aligned_byte_offset)
{
SYNCHRONIZED;
if(update_flags)
update_state();
struct {
unsigned count;
unsigned instance_count;
unsigned start;
} data;
pipe_buffer_read(pipe, ((GalliumD3D11Buffer*)buffer)->resource, aligned_byte_offset, sizeof(data), &data);
pipe_draw_info info;
info.mode = primitive_mode;
info.indexed = FALSE;
info.start = data.start;
info.count = data.count;
info.index_bias = 0;
info.min_index = 0;
info.max_index = ~0;
info.start_instance = 0;
info.instance_count = data.instance_count;
info.primitive_restart = FALSE;
info.count_from_stream_output = NULL;
pipe->draw_vbo(pipe, &info);
}
#if API >= 11
virtual void STDMETHODCALLTYPE Dispatch(
unsigned thread_group_count_x,
unsigned thread_group_count_y,
unsigned thread_group_count_z)
{
// uncomment this when this is implemented
// SYNCHRONIZED;
// if(update_flags)
// update_state();
}
virtual void STDMETHODCALLTYPE DispatchIndirect(
ID3D11Buffer *buffer,
unsigned aligned_byte_offset)
{
// uncomment this when this is implemented
// SYNCHRONIZED;
// if(update_flags)
// update_state();
}
#endif
virtual void STDMETHODCALLTYPE RSSetState(
ID3D11RasterizerState *new_rasterizer_state)
{
SYNCHRONIZED;
if(new_rasterizer_state != rasterizer_state.p)
{
rasterizer_state = new_rasterizer_state;
pipe->bind_rasterizer_state(pipe, new_rasterizer_state ? ((GalliumD3D11RasterizerState*)new_rasterizer_state)->object : default_rasterizer);
}
}
virtual void STDMETHODCALLTYPE RSGetState(
ID3D11RasterizerState **out_rasterizer_state)
{
SYNCHRONIZED;
*out_rasterizer_state = rasterizer_state.ref();
}
void set_viewport()
{
// TODO: is depth correct? it seems D3D10/11 uses a [-1,1]x[-1,1]x[0,1] cube
pipe_viewport_state viewport;
float half_width = viewports[0].Width * 0.5f;
float half_height = viewports[0].Height * 0.5f;
viewport.scale[0] = half_width;
viewport.scale[1] = -half_height;
viewport.scale[2] = (viewports[0].MaxDepth - viewports[0].MinDepth);
viewport.scale[3] = 1.0f;
viewport.translate[0] = half_width + viewports[0].TopLeftX;
viewport.translate[1] = half_height + viewports[0].TopLeftY;
viewport.translate[2] = viewports[0].MinDepth;
viewport.translate[3] = 1.0f;
pipe->set_viewport_state(pipe, &viewport);
}
virtual void STDMETHODCALLTYPE RSSetViewports(
unsigned count,
const D3D11_VIEWPORT *new_viewports)
{
SYNCHRONIZED;
if(count)
{
if(memcmp(&viewports[0], &new_viewports[0], sizeof(viewports[0])))
{
viewports[0] = new_viewports[0];
set_viewport();
}
for(unsigned i = 1; i < count; ++i)
viewports[i] = new_viewports[i];
}
else if(num_viewports)
{
// TODO: what should we do here?
memset(&viewports[0], 0, sizeof(viewports[0]));
set_viewport();
}
num_viewports = count;
}
virtual void STDMETHODCALLTYPE RSGetViewports(
unsigned *out_count,
D3D11_VIEWPORT *out_viewports)
{
SYNCHRONIZED;
if(out_viewports)
{
unsigned i;
for(i = 0; i < std::min(*out_count, num_viewports); ++i)
out_viewports[i] = viewports[i];
memset(out_viewports + i, 0, (*out_count - i) * sizeof(D3D11_VIEWPORT));
}
*out_count = num_viewports;
}
void set_scissor()
{
pipe_scissor_state scissor;
scissor.minx = scissor_rects[0].left;
scissor.miny = scissor_rects[0].top;
scissor.maxx = scissor_rects[0].right;
scissor.maxy = scissor_rects[0].bottom;
pipe->set_scissor_state(pipe, &scissor);
}
virtual void STDMETHODCALLTYPE RSSetScissorRects(
unsigned count,
const D3D11_RECT *new_rects)
{
SYNCHRONIZED;
if(count)
{
if(memcmp(&scissor_rects[0], &new_rects[0], sizeof(scissor_rects[0])))
{
scissor_rects[0] = new_rects[0];
set_scissor();
}
for(unsigned i = 1; i < count; ++i)
scissor_rects[i] = new_rects[i];
}
else if(num_scissor_rects)
{
// TODO: what should we do here?
memset(&scissor_rects[0], 0, sizeof(scissor_rects[0]));
set_scissor();
}
num_scissor_rects = count;
}
virtual void STDMETHODCALLTYPE RSGetScissorRects(
unsigned *out_count,
D3D11_RECT *out_rects)
{
SYNCHRONIZED;
if(out_rects)
{
unsigned i;
for(i = 0; i < std::min(*out_count, num_scissor_rects); ++i)
out_rects[i] = scissor_rects[i];
memset(out_rects + i, 0, (*out_count - i) * sizeof(D3D11_RECT));
}
*out_count = num_scissor_rects;
}
virtual void STDMETHODCALLTYPE OMSetBlendState(
ID3D11BlendState *new_blend_state,
const float new_blend_factor[4],
unsigned new_sample_mask)
{
SYNCHRONIZED;
float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
if(blend_state.p != new_blend_state)
{
pipe->bind_blend_state(pipe, new_blend_state ? ((GalliumD3D11BlendState*)new_blend_state)->object : default_blend);
blend_state = new_blend_state;
}
// Windows D3D11 does this, even though it's apparently undocumented
if(!new_blend_factor)
new_blend_factor = white;
if(memcmp(blend_color, new_blend_factor, sizeof(blend_color)))
{
pipe->set_blend_color(pipe, (struct pipe_blend_color*)new_blend_factor);
memcpy(blend_color, new_blend_factor, sizeof(blend_color));
}
if(sample_mask != new_sample_mask)
{
pipe->set_sample_mask(pipe, new_sample_mask);
sample_mask = new_sample_mask;
}
}
virtual void STDMETHODCALLTYPE OMGetBlendState(
ID3D11BlendState **out_blend_state,
float out_blend_factor[4],
unsigned *out_sample_mask)
{
SYNCHRONIZED;
if(out_blend_state)
*out_blend_state = blend_state.ref();
if(out_blend_factor)
memcpy(out_blend_factor, blend_color, sizeof(blend_color));
if(out_sample_mask)
*out_sample_mask = sample_mask;
}
void set_stencil_ref()
{
struct pipe_stencil_ref sref;
sref.ref_value[0] = stencil_ref;
sref.ref_value[1] = stencil_ref;
pipe->set_stencil_ref(pipe, &sref);
}
virtual void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D11DepthStencilState *new_depth_stencil_state,
unsigned new_stencil_ref)
{
SYNCHRONIZED;
if(new_depth_stencil_state != depth_stencil_state.p)
{
pipe->bind_depth_stencil_alpha_state(pipe, new_depth_stencil_state ? ((GalliumD3D11DepthStencilState*)new_depth_stencil_state)->object : default_depth_stencil);
depth_stencil_state = new_depth_stencil_state;
}
if(new_stencil_ref != stencil_ref)
{
stencil_ref = new_stencil_ref;
set_stencil_ref();
}
}
virtual void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D11DepthStencilState **out_depth_stencil_state,
unsigned *out_stencil_ref)
{
SYNCHRONIZED;
if(*out_depth_stencil_state)
*out_depth_stencil_state = depth_stencil_state.ref();
if(out_stencil_ref)
*out_stencil_ref = stencil_ref;
}
void set_framebuffer()
{
struct pipe_framebuffer_state fb;
memset(&fb, 0, sizeof(fb));
if(depth_stencil_view)
{
struct pipe_surface* surf = ((GalliumD3D11DepthStencilView*)depth_stencil_view.p)->object;
fb.zsbuf = surf;
if(surf->width > fb.width)
fb.width = surf->width;
if(surf->height > fb.height)
fb.height = surf->height;
}
fb.nr_cbufs = num_render_target_views;
unsigned i;
for(i = 0; i < num_render_target_views; ++i)
{
if(render_target_views[i])
{
struct pipe_surface* surf = ((GalliumD3D11RenderTargetView*)render_target_views[i].p)->object;
fb.cbufs[i] = surf;
if(surf->width > fb.width)
fb.width = surf->width;
if(surf->height > fb.height)
fb.height = surf->height;
}
}
pipe->set_framebuffer_state(pipe, &fb);
}
/* TODO: the docs say that we should unbind conflicting resources (e.g. those bound for read while we are binding them for write too), but we aren't.
* Hopefully nobody relies on this happening
*/
virtual void STDMETHODCALLTYPE OMSetRenderTargets(
unsigned count,
ID3D11RenderTargetView *const *new_render_target_views,
ID3D11DepthStencilView *new_depth_stencil_view)
{
SYNCHRONIZED;
bool update = false;
unsigned i, num;
if(depth_stencil_view.p != new_depth_stencil_view) {
update = true;
depth_stencil_view = new_depth_stencil_view;
}
if(!new_render_target_views)
count = 0;
for(num = 0, i = 0; i < count; ++i) {
#if API >= 11
// XXX: is unbinding the UAVs here correct ?
om_unordered_access_views[i] = (ID3D11UnorderedAccessView*)NULL;
#endif
if(new_render_target_views[i] != render_target_views[i].p) {
update = true;
render_target_views[i] = new_render_target_views[i];
}
if(new_render_target_views[i])
num = i + 1;
}
if(num != num_render_target_views) {
update = true;
for(; i < num_render_target_views; ++i)
render_target_views[i] = (ID3D11RenderTargetView*)NULL;
}
num_render_target_views = num;
if(update)
set_framebuffer();
}
virtual void STDMETHODCALLTYPE OMGetRenderTargets(
unsigned count,
ID3D11RenderTargetView **out_render_target_views,
ID3D11DepthStencilView **out_depth_stencil_view)
{
SYNCHRONIZED;
if(out_render_target_views)
{
unsigned i;
for(i = 0; i < std::min(num_render_target_views, count); ++i)
out_render_target_views[i] = render_target_views[i].ref();
for(; i < count; ++i)
out_render_target_views[i] = 0;
}
if(out_depth_stencil_view)
*out_depth_stencil_view = depth_stencil_view.ref();
}
#if API >= 11
/* TODO: what is this supposed to do _exactly_? are we doing the right thing? */
virtual void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
unsigned rtv_count,
ID3D11RenderTargetView *const *new_render_target_views,
ID3D11DepthStencilView *new_depth_stencil_view,
unsigned uav_start,
unsigned uav_count,
ID3D11UnorderedAccessView *const *new_unordered_access_views,
const unsigned *new_uav_initial_counts)
{
SYNCHRONIZED;
if(rtv_count != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
OMSetRenderTargets(rtv_count, new_render_target_views, new_depth_stencil_view);
if(uav_count != D3D11_KEEP_UNORDERED_ACCESS_VIEWS)
{
for(unsigned i = 0; i < uav_count; ++i)
{
om_unordered_access_views[uav_start + i] = new_unordered_access_views[i];
render_target_views[uav_start + i] = (ID3D11RenderTargetView*)0;
}
}
}
virtual void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
unsigned rtv_count,
ID3D11RenderTargetView **out_render_target_views,
ID3D11DepthStencilView **out_depth_stencil_view,
unsigned uav_start,
unsigned uav_count,
ID3D11UnorderedAccessView **out_unordered_access_views)
{
SYNCHRONIZED;
if(out_render_target_views)
OMGetRenderTargets(rtv_count, out_render_target_views, out_depth_stencil_view);
if(out_unordered_access_views)
{
for(unsigned i = 0; i < uav_count; ++i)
out_unordered_access_views[i] = om_unordered_access_views[uav_start + i].ref();
}
}
#endif
virtual void STDMETHODCALLTYPE SOSetTargets(
unsigned count,
ID3D11Buffer *const *new_so_targets,
const unsigned *new_offsets)
{
SYNCHRONIZED;
unsigned new_count, i;
bool changed = false;
uint32_t append_mask = 0xffffffff;
if(!new_so_targets)
count = 0;
for(new_count = 0, i = 0; i < count; ++i)
{
GalliumD3D11Buffer* buffer = static_cast<GalliumD3D11Buffer*>(new_so_targets[i]);
if(buffer != so_buffers[i].p)
{
changed = true;
so_buffers[i] = buffer;
so_targets[i] = buffer ? buffer->so_target : 0;
}
if(!buffer)
continue;
new_count = i + 1;
if(new_offsets[i] == (unsigned)-1)
{
assert(so_targets[i]);
continue;
}
append_mask &= ~(1 << i);
if(!so_targets[i] || new_offsets[i] != so_targets[i]->buffer_offset)
{
pipe_so_target_reference(&buffer->so_target, NULL);
buffer->so_target = pipe->create_stream_output_target(
pipe, buffer->resource, new_offsets[i], buffer->resource->width0 - new_offsets[i]);
so_targets[i] = buffer->so_target;
changed = true;
}
}
if(i < num_so_targets) {
changed = true;
for(; i < num_so_targets; ++i)
so_buffers[i] = (GalliumD3D11Buffer*)0;
}
num_so_targets = new_count;
if(likely(caps.so) && (changed || append_mask != 0xffffffff))
pipe->set_stream_output_targets(pipe, num_so_targets, so_targets, append_mask);
}
virtual void STDMETHODCALLTYPE SOGetTargets(
unsigned count,
ID3D11Buffer **out_so_targets
#if API < 11
, UINT *out_offsets
#endif
)
{
SYNCHRONIZED;
for(unsigned i = 0; i < count; ++i)
{
out_so_targets[i] = so_buffers[i].ref();
#if API < 11
out_offsets[i] = so_targets[i]->buffer_offset;
#endif
}
}
virtual void STDMETHODCALLTYPE Begin(
ID3D11Asynchronous *async)
{
SYNCHRONIZED;
if(caps.queries)
pipe->begin_query(pipe, ((GalliumD3D11Asynchronous<>*)async)->query);
}
virtual void STDMETHODCALLTYPE End(
ID3D11Asynchronous *async)
{
SYNCHRONIZED;
if(caps.queries)
pipe->end_query(pipe, ((GalliumD3D11Asynchronous<>*)async)->query);
}
virtual HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous *iasync,
void *out_data,
unsigned data_size,
unsigned get_data_flags)
{
SYNCHRONIZED;
if(!caps.queries)
return E_NOTIMPL;
GalliumD3D11Asynchronous<>* async = (GalliumD3D11Asynchronous<>*)iasync;
void* tmp_data = alloca(async->data_size);
memset(tmp_data, 0, async->data_size); // sizeof(BOOL) is 4, sizeof(boolean) is 1
boolean ret = pipe->get_query_result(pipe, async->query, !(get_data_flags & D3D11_ASYNC_GETDATA_DONOTFLUSH), tmp_data);
if(out_data)
{
memcpy(out_data, tmp_data, std::min(async->data_size, data_size));
}
return ret ? S_OK : S_FALSE;
}
void set_render_condition()
{
if(caps.render_condition)
{
if(!render_predicate)
pipe->render_condition(pipe, 0, 0);
else
{
GalliumD3D11Predicate* predicate = (GalliumD3D11Predicate*)render_predicate.p;
if(!render_predicate_value && predicate->desc.Query == D3D11_QUERY_OCCLUSION_PREDICATE)
{
unsigned mode = (predicate->desc.MiscFlags & D3D11_QUERY_MISC_PREDICATEHINT) ? PIPE_RENDER_COND_NO_WAIT : PIPE_RENDER_COND_WAIT;
pipe->render_condition(pipe, predicate->query, mode);
}
else
{
/* TODO: add inverted predication to Gallium*/
pipe->render_condition(pipe, 0, 0);
}
}
}
}
virtual void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate *new_predicate,
BOOL new_predicate_value)
{
SYNCHRONIZED;
if(render_predicate.p != new_predicate || render_predicate_value != new_predicate_value)
{
render_predicate = new_predicate;
render_predicate_value = new_predicate_value;
set_render_condition();
}
}
virtual void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate **out_predicate,
BOOL *out_predicate_value)
{
SYNCHRONIZED;
if(out_predicate)
*out_predicate = render_predicate.ref();
if(out_predicate_value)
*out_predicate_value = render_predicate_value;
}
static unsigned d3d11_subresource_to_level(struct pipe_resource* resource, unsigned subresource)
{
if(subresource <= resource->last_level)
{
return subresource;
}
else
{
unsigned levels = resource->last_level + 1;
return subresource % levels;
}
}
static unsigned d3d11_subresource_to_layer(struct pipe_resource* resource, unsigned subresource)
{
if(subresource <= resource->last_level)
{
return 0;
}
else
{
unsigned levels = resource->last_level + 1;
return subresource / levels;
}
}
/* TODO: deferred contexts will need a different implementation of this,
* because we can't put the transfer info into the resource itself.
* Also, there are very different restrictions, for obvious reasons.
*/
virtual HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource *iresource,
unsigned subresource,
D3D11_MAP map_type,
unsigned map_flags,
D3D11_MAPPED_SUBRESOURCE *mapped_resource)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
if(resource->transfers.count(subresource))
return E_FAIL;
unsigned level = d3d11_subresource_to_level(resource->resource, subresource);
unsigned layer = d3d11_subresource_to_layer(resource->resource, subresource);
pipe_box box = d3d11_to_pipe_box(resource->resource, level, 0);
box.z += layer;
unsigned usage = 0;
if(map_type == D3D11_MAP_READ)
usage = PIPE_TRANSFER_READ;
else if(map_type == D3D11_MAP_WRITE)
usage = PIPE_TRANSFER_WRITE;
else if(map_type == D3D11_MAP_READ_WRITE)
usage = PIPE_TRANSFER_READ_WRITE;
else if(map_type == D3D11_MAP_WRITE_DISCARD)
usage = PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD;
else if(map_type == D3D11_MAP_WRITE_NO_OVERWRITE)
usage = PIPE_TRANSFER_WRITE | PIPE_TRANSFER_UNSYNCHRONIZED;
else
return E_INVALIDARG;
if(map_type & D3D10_MAP_FLAG_DO_NOT_WAIT)
usage |= PIPE_TRANSFER_DONTBLOCK;
struct pipe_transfer* transfer = pipe->get_transfer(pipe, resource->resource, level, usage, &box);
if(!transfer) {
if(map_type & D3D10_MAP_FLAG_DO_NOT_WAIT)
return DXGI_ERROR_WAS_STILL_DRAWING;
else
return E_FAIL;
}
resource->transfers[subresource] = transfer;
mapped_resource->pData = pipe->transfer_map(pipe, transfer);
mapped_resource->RowPitch = transfer->stride;
mapped_resource->DepthPitch = transfer->layer_stride;
return S_OK;
}
virtual void STDMETHODCALLTYPE Unmap(
ID3D11Resource *iresource,
unsigned subresource)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
std::unordered_map<unsigned, pipe_transfer*>::iterator i = resource->transfers.find(subresource);
if(i != resource->transfers.end())
{
pipe->transfer_unmap(pipe, i->second);
pipe->transfer_destroy(pipe, i->second);
resource->transfers.erase(i);
}
}
virtual void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource *dst_resource,
unsigned dst_subresource,
unsigned dst_x,
unsigned dst_y,
unsigned dst_z,
ID3D11Resource *src_resource,
unsigned src_subresource,
const D3D11_BOX *src_box)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
unsigned dst_level = d3d11_subresource_to_level(dst->resource, dst_subresource);
unsigned dst_layer = d3d11_subresource_to_layer(dst->resource, dst_subresource);
unsigned src_level = d3d11_subresource_to_level(src->resource, src_subresource);
unsigned src_layer = d3d11_subresource_to_layer(src->resource, src_subresource);
pipe_box box = d3d11_to_pipe_box(src->resource, src_level, src_box);
dst_z += dst_layer;
box.z += src_layer;
{
pipe->resource_copy_region(pipe,
dst->resource, dst_level, dst_x, dst_y, dst_z,
src->resource, src_level, &box);
}
}
virtual void STDMETHODCALLTYPE CopyResource(
ID3D11Resource *dst_resource,
ID3D11Resource *src_resource)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
unsigned level;
for(level = 0; level <= dst->resource->last_level; ++level)
{
pipe_box box;
box.x = box.y = box.z = 0;
box.width = u_minify(dst->resource->width0, level);
box.height = u_minify(dst->resource->height0, level);
if(dst->resource->target == PIPE_TEXTURE_3D)
box.depth = u_minify(dst->resource->depth0, level);
else
box.depth = dst->resource->array_size;
pipe->resource_copy_region(pipe,
dst->resource, level, 0, 0, 0,
src->resource, level, &box);
}
}
virtual void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource *dst_resource,
unsigned dst_subresource,
const D3D11_BOX *pDstBox,
const void *pSrcData,
unsigned src_row_pitch,
unsigned src_depth_pitch)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
unsigned dst_level = d3d11_subresource_to_level(dst->resource, dst_subresource);
unsigned dst_layer = d3d11_subresource_to_layer(dst->resource, dst_subresource);
pipe_box box = d3d11_to_pipe_box(dst->resource, dst_level, pDstBox);
box.z += dst_layer;
pipe->transfer_inline_write(pipe, dst->resource, dst_level, PIPE_TRANSFER_WRITE, &box, pSrcData, src_row_pitch, src_depth_pitch);
}
#if API >= 11
virtual void STDMETHODCALLTYPE CopyStructureCount(
ID3D11Buffer *dst_buffer,
unsigned dst_aligned_byte_offset,
ID3D11UnorderedAccessView *src_view)
{
SYNCHRONIZED;
}
#endif
virtual void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView *render_target_view,
const float color[4])
{
SYNCHRONIZED;
GalliumD3D11RenderTargetView* view = ((GalliumD3D11RenderTargetView*)render_target_view);
union pipe_color_union cc;
cc.f[0] = color[0];
cc.f[1] = color[1];
cc.f[2] = color[2];
cc.f[3] = color[3];
pipe->clear_render_target(pipe, view->object, &cc, 0, 0, view->object->width, view->object->height);
}
virtual void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView *depth_stencil_view,
unsigned clear_flags,
float depth,
UINT8 stencil)
{
SYNCHRONIZED;
GalliumD3D11DepthStencilView* view = ((GalliumD3D11DepthStencilView*)depth_stencil_view);
unsigned flags = 0;
if(clear_flags & D3D11_CLEAR_DEPTH)
flags |= PIPE_CLEAR_DEPTH;
if(clear_flags & D3D11_CLEAR_STENCIL)
flags |= PIPE_CLEAR_STENCIL;
pipe->clear_depth_stencil(pipe, view->object, flags, depth, stencil, 0, 0, view->object->width, view->object->height);
}
#if API >= 11
virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView *unordered_access_view,
const unsigned values[4])
{
SYNCHRONIZED;
}
virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView *unordered_access_view,
const float values[4])
{
SYNCHRONIZED;
}
#endif
void restore_gallium_state_blit_only()
{
pipe->bind_blend_state(pipe, blend_state.p ? blend_state.p->object : default_blend);
pipe->bind_depth_stencil_alpha_state(pipe, depth_stencil_state.p ? depth_stencil_state.p->object : default_depth_stencil);
pipe->bind_rasterizer_state(pipe, rasterizer_state.p ? rasterizer_state.p->object : default_rasterizer);
pipe->bind_vertex_elements_state(pipe, input_layout.p ? input_layout.p->object : default_input_layout);
pipe->bind_fs_state(pipe, shaders[D3D11_STAGE_PS].p ? shaders[D3D11_STAGE_PS].p->object : default_shaders[PIPE_SHADER_FRAGMENT]);
pipe->bind_vs_state(pipe, shaders[D3D11_STAGE_VS].p ? shaders[D3D11_STAGE_VS].p->object : default_shaders[PIPE_SHADER_VERTEX]);
if(caps.gs)
pipe->bind_gs_state(pipe, shaders[D3D11_STAGE_GS].p ? shaders[D3D11_STAGE_GS].p->object : default_shaders[PIPE_SHADER_GEOMETRY]);
if(caps.so && num_so_targets)
pipe->set_stream_output_targets(pipe, num_so_targets, so_targets, ~0);
set_framebuffer();
set_viewport();
set_render_condition();
update_flags |= UPDATE_VERTEX_BUFFERS | (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_PS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_PS));
}
virtual void STDMETHODCALLTYPE RestoreGalliumStateBlitOnly()
{
SYNCHRONIZED;
restore_gallium_state_blit_only();
}
virtual void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView *shader_resource_view)
{
SYNCHRONIZED;
GalliumD3D11ShaderResourceView* view = (GalliumD3D11ShaderResourceView*)shader_resource_view;
if(caps.gs)
pipe->bind_gs_state(pipe, 0);
if(caps.so && num_so_targets)
pipe->set_stream_output_targets(pipe, 0, NULL, 0);
if(pipe->render_condition)
pipe->render_condition(pipe, 0, 0);
for(unsigned layer = view->object->u.tex.first_layer; layer <= view->object->u.tex.last_layer; ++layer)
util_gen_mipmap(gen_mipmap, view->object, layer, view->object->u.tex.first_level, view->object->u.tex.last_level, PIPE_TEX_FILTER_LINEAR);
restore_gallium_state_blit_only();
}
virtual void STDMETHODCALLTYPE RestoreGalliumState()
{
SYNCHRONIZED;
restore_gallium_state_blit_only();
set_index_buffer();
set_stencil_ref();
pipe->set_blend_color(pipe, (struct pipe_blend_color*)blend_color);
pipe->set_sample_mask(pipe, sample_mask);
for(unsigned s = 0; s < 3; ++s)
{
unsigned num = std::min(caps.constant_buffers[s], (unsigned)D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
for(unsigned i = 0; i < num; ++i)
pipe_set_constant_buffer(pipe, s, i, constant_buffers[s][i].p ? constant_buffers[s][i].p->resource : 0);
}
update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_VS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_VS));
update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_GS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_GS));
set_scissor();
}
#if API >= 11
/* TODO: hack SRVs or sampler states to handle this, or add to Gallium */
virtual void STDMETHODCALLTYPE SetResourceMinLOD(
ID3D11Resource *iresource,
float min_lod)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
if(resource->min_lod != min_lod)
{
// TODO: actually do anything?
resource->min_lod = min_lod;
}
}
virtual float STDMETHODCALLTYPE GetResourceMinLOD(
ID3D11Resource *iresource)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
return resource->min_lod;
}
#endif
virtual void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource *dst_resource,
unsigned dst_subresource,
ID3D11Resource *src_resource,
unsigned src_subresource,
DXGI_FORMAT format)
{
SYNCHRONIZED;
GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
struct pipe_resolve_info info;
info.dst.res = dst->resource;
info.src.res = src->resource;
info.dst.level = 0;
info.dst.layer = d3d11_subresource_to_layer(dst->resource, dst_subresource);
info.src.layer = d3d11_subresource_to_layer(src->resource, src_subresource);
info.src.x0 = 0;
info.src.x1 = info.src.res->width0;
info.src.y0 = 0;
info.src.y1 = info.src.res->height0;
info.dst.x0 = 0;
info.dst.x1 = info.dst.res->width0;
info.dst.y0 = 0;
info.dst.y1 = info.dst.res->height0;
info.mask = PIPE_MASK_RGBA | PIPE_MASK_ZS;
pipe->resource_resolve(pipe, &info);
}
#if API >= 11
virtual void STDMETHODCALLTYPE ExecuteCommandList(
ID3D11CommandList *command_list,
BOOL restore_context_state)
{
SYNCHRONIZED;
}
virtual HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL restore_deferred_context_state,
ID3D11CommandList **out_command_list)
{
SYNCHRONIZED;
return E_NOTIMPL;
}
#endif
virtual void STDMETHODCALLTYPE ClearState(void)
{
/* we don't take a lock here because we would deadlock otherwise
* TODO: this is probably incorrect, because ClearState should likely be atomic.
* However, I can't think of any correct usage that would be affected by this
* being non-atomic, and making this atomic is quite expensive and complicates
* the code
*/
// we qualify all calls so that we avoid virtual dispatch and might get them inlined
// TODO: make sure all this gets inlined, which might require more compiler flags
// TODO: optimize this
#if API >= 11
GalliumD3D11DeviceContext::PSSetShader(0, 0, 0);
GalliumD3D11DeviceContext::GSSetShader(0, 0, 0);
GalliumD3D11DeviceContext::VSSetShader(0, 0, 0);
GalliumD3D11DeviceContext::HSSetShader(0, 0, 0);
GalliumD3D11DeviceContext::DSSetShader(0, 0, 0);
GalliumD3D11DeviceContext::CSSetShader(0, 0, 0);
#else
GalliumD3D11DeviceContext::PSSetShader(0);
GalliumD3D11DeviceContext::GSSetShader(0);
GalliumD3D11DeviceContext::VSSetShader(0);
#endif
GalliumD3D11DeviceContext::IASetInputLayout(0);
GalliumD3D11DeviceContext::IASetIndexBuffer(0, DXGI_FORMAT_UNKNOWN, 0);
GalliumD3D11DeviceContext::RSSetState(0);
GalliumD3D11DeviceContext::OMSetDepthStencilState(0, 0);
GalliumD3D11DeviceContext::OMSetBlendState(0, (float*)zero_data, ~0);
GalliumD3D11DeviceContext::SetPredication(0, 0);
GalliumD3D11DeviceContext::IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_UNDEFINED);
GalliumD3D11DeviceContext::PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
GalliumD3D11DeviceContext::GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
GalliumD3D11DeviceContext::VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
#if API >= 11
GalliumD3D11DeviceContext::HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
GalliumD3D11DeviceContext::DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
GalliumD3D11DeviceContext::CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
#endif
GalliumD3D11DeviceContext::IASetVertexBuffers(0, num_vertex_buffers, (ID3D11Buffer**)zero_data, (unsigned*)zero_data, (unsigned*)zero_data);
#if API >= 11
GalliumD3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, 0, 0 , 0, 0, 0, 0);
#else
GalliumD3D11DeviceContext::OMSetRenderTargets(0, 0, 0 );
#endif
GalliumD3D11DeviceContext::SOSetTargets(0, 0, 0);
GalliumD3D11DeviceContext::PSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_PS], (ID3D11ShaderResourceView**)zero_data);
GalliumD3D11DeviceContext::GSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_GS], (ID3D11ShaderResourceView**)zero_data);
GalliumD3D11DeviceContext::VSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_VS], (ID3D11ShaderResourceView**)zero_data);
#if API >= 11
GalliumD3D11DeviceContext::HSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_HS], (ID3D11ShaderResourceView**)zero_data);
GalliumD3D11DeviceContext::DSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_DS], (ID3D11ShaderResourceView**)zero_data);
GalliumD3D11DeviceContext::CSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_CS], (ID3D11ShaderResourceView**)zero_data);
#endif
GalliumD3D11DeviceContext::PSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_PS], (ID3D11SamplerState**)zero_data);
GalliumD3D11DeviceContext::GSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_GS], (ID3D11SamplerState**)zero_data);
GalliumD3D11DeviceContext::VSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_VS], (ID3D11SamplerState**)zero_data);
#if API >= 11
GalliumD3D11DeviceContext::HSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_HS], (ID3D11SamplerState**)zero_data);
GalliumD3D11DeviceContext::DSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_DS], (ID3D11SamplerState**)zero_data);
GalliumD3D11DeviceContext::CSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_CS], (ID3D11SamplerState**)zero_data);
#endif
GalliumD3D11DeviceContext::RSSetViewports(0, 0);
GalliumD3D11DeviceContext::RSSetScissorRects(0, 0);
}
virtual void STDMETHODCALLTYPE Flush(void)
{
SYNCHRONIZED;
pipe->flush(pipe, 0);
}
/* In Direct3D 10, if the reference count of an object drops to 0, it is automatically
* cleanly unbound from the pipeline.
* In Direct3D 11, the pipeline holds a reference.
*
* Note that instead of always scanning the pipeline on destruction, we could
* maintain the internal reference count on DirectX 10 and use it to check if an
* object is still bound.
* Presumably, on average, scanning is faster if the application is well written.
*/
#if API < 11
#define IMPLEMENT_SIMPLE_UNBIND(name, member, gallium, def) \
void Unbind##name(ID3D11##name* state) \
{ \
SYNCHRONIZED; \
if((void*)state == (void*)member.p) \
{ \
member.p = 0; \
pipe->bind_##gallium##_state(pipe, default_##def); \
} \
}
IMPLEMENT_SIMPLE_UNBIND(BlendState, blend_state, blend, blend)
IMPLEMENT_SIMPLE_UNBIND(RasterizerState, rasterizer_state, rasterizer, rasterizer)
IMPLEMENT_SIMPLE_UNBIND(DepthStencilState, depth_stencil_state, depth_stencil_alpha, depth_stencil)
IMPLEMENT_SIMPLE_UNBIND(InputLayout, input_layout, vertex_elements, input_layout)
IMPLEMENT_SIMPLE_UNBIND(PixelShader, shaders[D3D11_STAGE_PS], fs, shaders[D3D11_STAGE_PS])
IMPLEMENT_SIMPLE_UNBIND(VertexShader, shaders[D3D11_STAGE_VS], vs, shaders[D3D11_STAGE_VS])
IMPLEMENT_SIMPLE_UNBIND(GeometryShader, shaders[D3D11_STAGE_GS], gs, shaders[D3D11_STAGE_GS])
void UnbindPredicate(ID3D11Predicate* predicate)
{
SYNCHRONIZED;
if(predicate == render_predicate)
{
render_predicate.p = NULL;
render_predicate_value = 0;
pipe->render_condition(pipe, 0, 0);
}
}
void UnbindSamplerState(ID3D11SamplerState* state)
{
SYNCHRONIZED;
for(unsigned s = 0; s < D3D11_STAGES; ++s)
{
for(unsigned i = 0; i < num_samplers[s]; ++i)
{
if(samplers[s][i] == state)
{
samplers[s][i].p = NULL;
sampler_csos[s][i] = NULL;
update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + s));
}
}
}
}
void UnbindBuffer(ID3D11Buffer* buffer)
{
SYNCHRONIZED;
if(buffer == index_buffer)
{
index_buffer.p = 0;
index_format = DXGI_FORMAT_UNKNOWN;
index_offset = 0;
struct pipe_index_buffer ib;
memset(&ib, 0, sizeof(ib));
pipe->set_index_buffer(pipe, &ib);
}
for(unsigned i = 0; i < num_vertex_buffers; ++i)
{
if(buffer == input_buffers[i])
{
input_buffers[i].p = 0;
memset(&vertex_buffers[num_vertex_buffers], 0, sizeof(vertex_buffers[num_vertex_buffers]));
update_flags |= UPDATE_VERTEX_BUFFERS;
}
}
for(unsigned s = 0; s < D3D11_STAGES; ++s)
{
for(unsigned i = 0; i < sizeof(constant_buffers) / sizeof(constant_buffers[0]); ++i)
{
if(constant_buffers[s][i] == buffer)
{
constant_buffers[s][i] = (ID3D10Buffer*)NULL;
pipe_set_constant_buffer(pipe, s, i, NULL);
}
}
}
}
void UnbindDepthStencilView(ID3D11DepthStencilView * view)
{
SYNCHRONIZED;
if(view == depth_stencil_view)
{
depth_stencil_view.p = NULL;
set_framebuffer();
}
}
void UnbindRenderTargetView(ID3D11RenderTargetView* view)
{
SYNCHRONIZED;
bool any_bound = false;
for(unsigned i = 0; i < num_render_target_views; ++i)
{
if(render_target_views[i] == view)
{
render_target_views[i].p = NULL;
any_bound = true;
}
}
if(any_bound)
set_framebuffer();
}
void UnbindShaderResourceView(ID3D11ShaderResourceView* view)
{
SYNCHRONIZED;
for(unsigned s = 0; s < D3D11_STAGES; ++s)
{
for(unsigned i = 0; i < num_shader_resource_views[s]; ++i)
{
if(shader_resource_views[s][i] == view)
{
shader_resource_views[s][i].p = NULL;
sampler_views[s][i] = NULL;
update_flags |= (1 << (UPDATE_VIEWS_SHIFT + s));
}
}
}
}
#endif
#undef SYNCHRONIZED
};
#if API >= 11
/* This approach serves two purposes.
* First, we don't want to do an atomic operation to manipulate the reference
* count every time something is bound/unbound to the pipeline, since they are
* expensive.
* Fortunately, the immediate context can only be used by a single thread, so
* we don't have to use them, as long as a separate reference count is used
* (see dual_refcnt_t).
*
* Second, we want to avoid the Device -> DeviceContext -> bound DeviceChild -> Device
* garbage cycle.
* To avoid it, DeviceChild doesn't hold a reference to Device as usual, but adds
* one for each external reference count, while internal nonatomic_add_ref doesn't
* add any.
*
* Note that ideally we would to eliminate the non-atomic op too, but this is more
* complicated, since we would either need to use garbage collection and give up
* deterministic destruction (especially bad for large textures), or scan the whole
* pipeline state every time the reference count of object drops to 0, which risks
* pathological slowdowns.
*
* Since this microoptimization should matter relatively little, let's avoid it for now.
*
* Note that deferred contexts don't use this, since as a whole, they must thread-safe.
* Eliminating the atomic ops for deferred contexts seems substantially harder.
* This might be a problem if they are used in a one-shot multithreaded rendering
* fashion, where SMP cacheline bouncing on the reference count may be visible.
*
* The idea would be to attach a structure of reference counts indexed by deferred
* context id to each object. Ideally, this should be organized like ext2 block pointers.
*
* Every deferred context would get a reference count in its own cacheline.
* The external count is protected by a lock bit, and there is also a "lock bit" in each
* internal count.
*
* When the external count has to be dropped to 0, the lock bit is taken and all internal
* reference counts are scanned, taking a count of them. A flag would also be set on them.
* Deferred context manipulation would notice the flag, and update the count.
* Once the count goes to zero, the object is freed.
*
* The problem of this is that if the external reference count ping-pongs between
* zero and non-zero, the scans will take a lot of time.
*
* The idea to solve this is to compute the scans in a binary-tree like fashion, where
* each binary tree node would have a "determined bit", which would be invalidated
* by manipulations.
*
* However, all this complexity might actually be a loss in most cases, so let's just
* stick to a single atomic refcnt for now.
*
* Also, we don't even support deferred contexts yet, so this can wait.
*/
struct nonatomic_device_child_ptr_traits
{
static void add_ref(void* p)
{
if(p)
((GalliumD3D11DeviceChild<>*)p)->nonatomic_add_ref();
}
static void release(void* p)
{
if(p)
((GalliumD3D11DeviceChild<>*)p)->nonatomic_release();
}
};
struct GalliumD3D11ImmediateDeviceContext
: public GalliumD3D11DeviceContext<nonatomic_device_child_ptr_traits>
{
GalliumD3D11ImmediateDeviceContext(GalliumD3D11Screen* device, pipe_context* pipe, unsigned context_flags = 0)
: GalliumD3D11DeviceContext<nonatomic_device_child_ptr_traits>(device, pipe, context_flags)
{
// not necessary, but tests that the API at least basically works
ClearState();
}
/* we do this since otherwise we would have a garbage cycle between this and the device */
virtual ULONG STDMETHODCALLTYPE AddRef()
{
return this->device->AddRef();
}
virtual ULONG STDMETHODCALLTYPE Release()
{
return this->device->Release();
}
virtual D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType()
{
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
}
};
static ID3D11DeviceContext* GalliumD3D11ImmediateDeviceContext_Create(GalliumD3D11Screen* device, struct pipe_context* pipe, bool owns_pipe)
{
return new GalliumD3D11ImmediateDeviceContext(device, pipe, owns_pipe);
}
static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(ID3D11DeviceContext* context)
{
((GalliumD3D11ImmediateDeviceContext*)context)->RestoreGalliumState();
}
static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(ID3D11DeviceContext* context)
{
((GalliumD3D11ImmediateDeviceContext*)context)->RestoreGalliumStateBlitOnly();
}
static void GalliumD3D11ImmediateDeviceContext_Destroy(ID3D11DeviceContext* context)
{
delete (GalliumD3D11ImmediateDeviceContext*)context;
}
#endif