+++ /dev/null
-/**************************************************************************
- *
- * 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;
- void *map = pipe->transfer_map(pipe, resource->resource, level, usage, &box, &transfer);
- if(!map) {
- 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 = map;
- 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);
- 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)
- {
-#if 0
- 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);
-#endif
- }
-
-#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