1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_blit.h"
25 #include "d3d12_cmd_signature.h"
26 #include "d3d12_context.h"
27 #include "d3d12_compiler.h"
28 #include "d3d12_compute_transforms.h"
29 #include "d3d12_debug.h"
30 #include "d3d12_fence.h"
31 #include "d3d12_format.h"
32 #include "d3d12_query.h"
33 #include "d3d12_resource.h"
34 #include "d3d12_root_signature.h"
35 #include "d3d12_screen.h"
36 #include "d3d12_surface.h"
37 #include "indices/u_primconvert.h"
38 #include "util/u_atomic.h"
39 #include "util/u_blitter.h"
40 #include "util/u_dual_blend.h"
41 #include "util/u_framebuffer.h"
42 #include "util/u_helpers.h"
43 #include "util/u_inlines.h"
44 #include "util/u_memory.h"
45 #include "util/u_upload_mgr.h"
46 #include "util/u_pstipple.h"
47 #include "util/u_sample_positions.h"
48 #include "util/u_dl.h"
49 #include "nir_to_dxil.h"
50
51 #include <dxguids/dxguids.h>
52
53 #include <string.h>
54
55 #ifdef _WIN32
56 #include "dxil_validator.h"
57 #endif
58
59 #ifdef _GAMING_XBOX
60 typedef D3D12_DEPTH_STENCILOP_DESC d3d12_depth_stencil_op_desc_type;
61 #else
62 typedef D3D12_DEPTH_STENCILOP_DESC1 d3d12_depth_stencil_op_desc_type;
63 #endif
64
65 static void *
d3d12_create_vertex_elements_state(struct pipe_context * pctx,unsigned num_elements,const struct pipe_vertex_element * elements)66 d3d12_create_vertex_elements_state(struct pipe_context *pctx,
67 unsigned num_elements,
68 const struct pipe_vertex_element *elements)
69 {
70 struct d3d12_vertex_elements_state *cso = CALLOC_STRUCT(d3d12_vertex_elements_state);
71 if (!cso)
72 return NULL;
73
74 unsigned max_vb = 0;
75 for (unsigned i = 0; i < num_elements; ++i) {
76 cso->elements[i].SemanticName = "TEXCOORD";
77
78 enum pipe_format format_helper =
79 d3d12_emulated_vtx_format((enum pipe_format)elements[i].src_format);
80 bool needs_emulation = format_helper != elements[i].src_format;
81 cso->needs_format_emulation |= needs_emulation;
82 cso->format_conversion[i] =
83 needs_emulation ? (enum pipe_format)elements[i].src_format : PIPE_FORMAT_NONE;
84
85 cso->elements[i].Format = d3d12_get_format(format_helper);
86 assert(cso->elements[i].Format != DXGI_FORMAT_UNKNOWN);
87 cso->elements[i].InputSlot = elements[i].vertex_buffer_index;
88 cso->elements[i].AlignedByteOffset = elements[i].src_offset;
89
90 if (elements[i].instance_divisor) {
91 cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
92 cso->elements[i].InstanceDataStepRate = elements[i].instance_divisor;
93 } else {
94 cso->elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
95 cso->elements[i].InstanceDataStepRate = 0;
96 }
97 max_vb = MAX2(max_vb, elements[i].vertex_buffer_index);
98 cso->strides[elements[i].vertex_buffer_index] = elements[i].src_stride;
99 }
100
101 cso->num_elements = num_elements;
102 cso->num_buffers = num_elements ? max_vb + 1 : 0;
103 return cso;
104 }
105
106 static void
d3d12_bind_vertex_elements_state(struct pipe_context * pctx,void * ve)107 d3d12_bind_vertex_elements_state(struct pipe_context *pctx,
108 void *ve)
109 {
110 struct d3d12_context *ctx = d3d12_context(pctx);
111 ctx->gfx_pipeline_state.ves = (struct d3d12_vertex_elements_state *)ve;
112 ctx->state_dirty |= D3D12_DIRTY_VERTEX_ELEMENTS;
113 }
114
115 static void
d3d12_delete_vertex_elements_state(struct pipe_context * pctx,void * ve)116 d3d12_delete_vertex_elements_state(struct pipe_context *pctx,
117 void *ve)
118 {
119 FREE(ve);
120 }
121
122 static D3D12_BLEND
blend_factor_rgb(enum pipe_blendfactor factor)123 blend_factor_rgb(enum pipe_blendfactor factor)
124 {
125 switch (factor) {
126 case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
127 case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
128 case PIPE_BLENDFACTOR_SRC_COLOR: return D3D12_BLEND_SRC_COLOR;
129 case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
130 case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
131 case PIPE_BLENDFACTOR_DST_COLOR: return D3D12_BLEND_DEST_COLOR;
132 case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
133 case PIPE_BLENDFACTOR_CONST_COLOR: return D3D12_BLEND_BLEND_FACTOR;
134 case PIPE_BLENDFACTOR_SRC1_COLOR: return D3D12_BLEND_SRC1_COLOR;
135 case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
136 case PIPE_BLENDFACTOR_INV_SRC_COLOR: return D3D12_BLEND_INV_SRC_COLOR;
137 case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
138 case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
139 case PIPE_BLENDFACTOR_INV_DST_COLOR: return D3D12_BLEND_INV_DEST_COLOR;
140 case PIPE_BLENDFACTOR_INV_CONST_COLOR: return D3D12_BLEND_INV_BLEND_FACTOR;
141 case PIPE_BLENDFACTOR_INV_SRC1_COLOR: return D3D12_BLEND_INV_SRC1_COLOR;
142 case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
143 case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR; /* Doesn't exist in D3D12 */
144 case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR; /* Doesn't exist in D3D12 */
145 }
146 unreachable("unexpected blend factor");
147 }
148
149 static D3D12_BLEND
blend_factor_alpha(enum pipe_blendfactor factor)150 blend_factor_alpha(enum pipe_blendfactor factor)
151 {
152 switch (factor) {
153 case PIPE_BLENDFACTOR_ZERO: return D3D12_BLEND_ZERO;
154 case PIPE_BLENDFACTOR_ONE: return D3D12_BLEND_ONE;
155 case PIPE_BLENDFACTOR_SRC_COLOR:
156 case PIPE_BLENDFACTOR_SRC_ALPHA: return D3D12_BLEND_SRC_ALPHA;
157 case PIPE_BLENDFACTOR_DST_COLOR:
158 case PIPE_BLENDFACTOR_DST_ALPHA: return D3D12_BLEND_DEST_ALPHA;
159 case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return D3D12_BLEND_SRC_ALPHA_SAT;
160 case PIPE_BLENDFACTOR_CONST_COLOR:
161 case PIPE_BLENDFACTOR_CONST_ALPHA: return D3D12_BLEND_BLEND_FACTOR;
162 case PIPE_BLENDFACTOR_SRC1_COLOR:
163 case PIPE_BLENDFACTOR_SRC1_ALPHA: return D3D12_BLEND_SRC1_ALPHA;
164 case PIPE_BLENDFACTOR_INV_SRC_COLOR:
165 case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return D3D12_BLEND_INV_SRC_ALPHA;
166 case PIPE_BLENDFACTOR_INV_DST_COLOR:
167 case PIPE_BLENDFACTOR_INV_DST_ALPHA: return D3D12_BLEND_INV_DEST_ALPHA;
168 case PIPE_BLENDFACTOR_INV_SRC1_COLOR:
169 case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return D3D12_BLEND_INV_SRC1_ALPHA;
170 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
171 case PIPE_BLENDFACTOR_INV_CONST_ALPHA: return D3D12_BLEND_INV_BLEND_FACTOR;
172 }
173 unreachable("unexpected blend factor");
174 }
175
176 static unsigned
need_blend_factor_rgb(enum pipe_blendfactor factor)177 need_blend_factor_rgb(enum pipe_blendfactor factor)
178 {
179 switch (factor) {
180 case PIPE_BLENDFACTOR_CONST_COLOR:
181 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
182 return D3D12_BLEND_FACTOR_COLOR;
183 case PIPE_BLENDFACTOR_CONST_ALPHA:
184 case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
185 return D3D12_BLEND_FACTOR_ALPHA;
186
187 default:
188 return D3D12_BLEND_FACTOR_NONE;
189 }
190 }
191
192 static unsigned
need_blend_factor_alpha(enum pipe_blendfactor factor)193 need_blend_factor_alpha(enum pipe_blendfactor factor)
194 {
195 switch (factor) {
196 case PIPE_BLENDFACTOR_CONST_COLOR:
197 case PIPE_BLENDFACTOR_INV_CONST_COLOR:
198 case PIPE_BLENDFACTOR_CONST_ALPHA:
199 case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
200 return D3D12_BLEND_FACTOR_ANY;
201
202 default:
203 return D3D12_BLEND_FACTOR_NONE;
204 }
205 }
206
207 static D3D12_BLEND_OP
blend_op(enum pipe_blend_func func)208 blend_op(enum pipe_blend_func func)
209 {
210 switch (func) {
211 case PIPE_BLEND_ADD: return D3D12_BLEND_OP_ADD;
212 case PIPE_BLEND_SUBTRACT: return D3D12_BLEND_OP_SUBTRACT;
213 case PIPE_BLEND_REVERSE_SUBTRACT: return D3D12_BLEND_OP_REV_SUBTRACT;
214 case PIPE_BLEND_MIN: return D3D12_BLEND_OP_MIN;
215 case PIPE_BLEND_MAX: return D3D12_BLEND_OP_MAX;
216 }
217 unreachable("unexpected blend function");
218 }
219
220 static D3D12_COMPARISON_FUNC
compare_op(enum pipe_compare_func op)221 compare_op(enum pipe_compare_func op)
222 {
223 switch (op) {
224 case PIPE_FUNC_NEVER: return D3D12_COMPARISON_FUNC_NEVER;
225 case PIPE_FUNC_LESS: return D3D12_COMPARISON_FUNC_LESS;
226 case PIPE_FUNC_EQUAL: return D3D12_COMPARISON_FUNC_EQUAL;
227 case PIPE_FUNC_LEQUAL: return D3D12_COMPARISON_FUNC_LESS_EQUAL;
228 case PIPE_FUNC_GREATER: return D3D12_COMPARISON_FUNC_GREATER;
229 case PIPE_FUNC_NOTEQUAL: return D3D12_COMPARISON_FUNC_NOT_EQUAL;
230 case PIPE_FUNC_GEQUAL: return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
231 case PIPE_FUNC_ALWAYS: return D3D12_COMPARISON_FUNC_ALWAYS;
232 }
233 unreachable("unexpected compare");
234 }
235
236 static D3D12_LOGIC_OP
logic_op(enum pipe_logicop func)237 logic_op(enum pipe_logicop func)
238 {
239 switch (func) {
240 case PIPE_LOGICOP_CLEAR: return D3D12_LOGIC_OP_CLEAR;
241 case PIPE_LOGICOP_NOR: return D3D12_LOGIC_OP_NOR;
242 case PIPE_LOGICOP_AND_INVERTED: return D3D12_LOGIC_OP_AND_INVERTED;
243 case PIPE_LOGICOP_COPY_INVERTED: return D3D12_LOGIC_OP_COPY_INVERTED;
244 case PIPE_LOGICOP_AND_REVERSE: return D3D12_LOGIC_OP_AND_REVERSE;
245 case PIPE_LOGICOP_INVERT: return D3D12_LOGIC_OP_INVERT;
246 case PIPE_LOGICOP_XOR: return D3D12_LOGIC_OP_XOR;
247 case PIPE_LOGICOP_NAND: return D3D12_LOGIC_OP_NAND;
248 case PIPE_LOGICOP_AND: return D3D12_LOGIC_OP_AND;
249 case PIPE_LOGICOP_EQUIV: return D3D12_LOGIC_OP_EQUIV;
250 case PIPE_LOGICOP_NOOP: return D3D12_LOGIC_OP_NOOP;
251 case PIPE_LOGICOP_OR_INVERTED: return D3D12_LOGIC_OP_OR_INVERTED;
252 case PIPE_LOGICOP_COPY: return D3D12_LOGIC_OP_COPY;
253 case PIPE_LOGICOP_OR_REVERSE: return D3D12_LOGIC_OP_OR_REVERSE;
254 case PIPE_LOGICOP_OR: return D3D12_LOGIC_OP_OR;
255 case PIPE_LOGICOP_SET: return D3D12_LOGIC_OP_SET;
256 }
257 unreachable("unexpected logicop function");
258 }
259
260 static UINT8
color_write_mask(unsigned colormask)261 color_write_mask(unsigned colormask)
262 {
263 UINT8 mask = 0;
264
265 if (colormask & PIPE_MASK_R)
266 mask |= D3D12_COLOR_WRITE_ENABLE_RED;
267 if (colormask & PIPE_MASK_G)
268 mask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
269 if (colormask & PIPE_MASK_B)
270 mask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
271 if (colormask & PIPE_MASK_A)
272 mask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
273
274 return mask;
275 }
276
277 static void *
d3d12_create_blend_state(struct pipe_context * pctx,const struct pipe_blend_state * blend_state)278 d3d12_create_blend_state(struct pipe_context *pctx,
279 const struct pipe_blend_state *blend_state)
280 {
281 struct d3d12_blend_state *state = CALLOC_STRUCT(d3d12_blend_state);
282 if (!state)
283 return NULL;
284
285 if (blend_state->logicop_enable) {
286 state->desc.RenderTarget[0].LogicOpEnable = true;
287 state->desc.RenderTarget[0].LogicOp = logic_op((pipe_logicop) blend_state->logicop_func);
288 }
289
290 /* TODO Dithering */
291
292 state->desc.AlphaToCoverageEnable = blend_state->alpha_to_coverage;
293
294 int num_targets = 1;
295 if (blend_state->independent_blend_enable) {
296 state->desc.IndependentBlendEnable = true;
297 num_targets = PIPE_MAX_COLOR_BUFS;
298 }
299
300 for (int i = 0; i < num_targets; ++i) {
301 const struct pipe_rt_blend_state *rt = blend_state->rt + i;
302
303 if (rt->blend_enable) {
304 state->desc.RenderTarget[i].BlendEnable = true;
305 state->desc.RenderTarget[i].SrcBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
306 state->desc.RenderTarget[i].DestBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
307 state->desc.RenderTarget[i].BlendOp = blend_op((pipe_blend_func) rt->rgb_func);
308 state->desc.RenderTarget[i].SrcBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
309 state->desc.RenderTarget[i].DestBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
310 state->desc.RenderTarget[i].BlendOpAlpha = blend_op((pipe_blend_func) rt->alpha_func);
311
312 state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
313 state->blend_factor_flags |= need_blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
314 state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
315 state->blend_factor_flags |= need_blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
316
317 if (state->blend_factor_flags == (D3D12_BLEND_FACTOR_COLOR | D3D12_BLEND_FACTOR_ALPHA) &&
318 (d3d12_debug & D3D12_DEBUG_VERBOSE)) {
319 /* We can't set a blend factor for both constant color and constant alpha */
320 debug_printf("D3D12: unsupported blend factors combination (const color and const alpha)\n");
321 }
322
323 if (util_blend_state_is_dual(blend_state, i))
324 state->is_dual_src = true;
325 }
326
327 state->desc.RenderTarget[i].RenderTargetWriteMask = color_write_mask(rt->colormask);
328 }
329
330 return state;
331 }
332
333 static void
d3d12_bind_blend_state(struct pipe_context * pctx,void * blend_state)334 d3d12_bind_blend_state(struct pipe_context *pctx, void *blend_state)
335 {
336 struct d3d12_context *ctx = d3d12_context(pctx);
337 struct d3d12_blend_state *new_state = (struct d3d12_blend_state *) blend_state;
338 struct d3d12_blend_state *old_state = ctx->gfx_pipeline_state.blend;
339
340 ctx->gfx_pipeline_state.blend = new_state;
341 ctx->state_dirty |= D3D12_DIRTY_BLEND;
342 if (new_state == NULL || old_state == NULL ||
343 new_state->blend_factor_flags != old_state->blend_factor_flags)
344 ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
345
346 if (new_state == NULL)
347 ctx->missing_dual_src_outputs = false;
348 else if (new_state != NULL && (old_state == NULL || old_state->is_dual_src != new_state->is_dual_src))
349 ctx->missing_dual_src_outputs = missing_dual_src_outputs(ctx);
350 }
351
352 static void
d3d12_delete_blend_state(struct pipe_context * pctx,void * blend_state)353 d3d12_delete_blend_state(struct pipe_context *pctx, void *blend_state)
354 {
355 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), blend_state);
356 FREE(blend_state);
357 }
358
359 static D3D12_STENCIL_OP
stencil_op(enum pipe_stencil_op op)360 stencil_op(enum pipe_stencil_op op)
361 {
362 switch (op) {
363 case PIPE_STENCIL_OP_KEEP: return D3D12_STENCIL_OP_KEEP;
364 case PIPE_STENCIL_OP_ZERO: return D3D12_STENCIL_OP_ZERO;
365 case PIPE_STENCIL_OP_REPLACE: return D3D12_STENCIL_OP_REPLACE;
366 case PIPE_STENCIL_OP_INCR: return D3D12_STENCIL_OP_INCR_SAT;
367 case PIPE_STENCIL_OP_DECR: return D3D12_STENCIL_OP_DECR_SAT;
368 case PIPE_STENCIL_OP_INCR_WRAP: return D3D12_STENCIL_OP_INCR;
369 case PIPE_STENCIL_OP_DECR_WRAP: return D3D12_STENCIL_OP_DECR;
370 case PIPE_STENCIL_OP_INVERT: return D3D12_STENCIL_OP_INVERT;
371 }
372 unreachable("unexpected op");
373 }
374
375 static d3d12_depth_stencil_op_desc_type
stencil_op_state(const struct pipe_stencil_state * src)376 stencil_op_state(const struct pipe_stencil_state *src)
377 {
378 d3d12_depth_stencil_op_desc_type ret;
379 ret.StencilFailOp = stencil_op((pipe_stencil_op) src->fail_op);
380 ret.StencilPassOp = stencil_op((pipe_stencil_op) src->zpass_op);
381 ret.StencilDepthFailOp = stencil_op((pipe_stencil_op) src->zfail_op);
382 ret.StencilFunc = compare_op((pipe_compare_func) src->func);
383 #ifndef _GAMING_XBOX
384 ret.StencilReadMask = src->valuemask;
385 ret.StencilWriteMask = src->writemask;
386 #endif
387 return ret;
388 }
389
390 static void *
d3d12_create_depth_stencil_alpha_state(struct pipe_context * pctx,const struct pipe_depth_stencil_alpha_state * depth_stencil_alpha)391 d3d12_create_depth_stencil_alpha_state(struct pipe_context *pctx,
392 const struct pipe_depth_stencil_alpha_state *depth_stencil_alpha)
393 {
394 struct d3d12_depth_stencil_alpha_state *dsa = CALLOC_STRUCT(d3d12_depth_stencil_alpha_state);
395 if (!dsa)
396 return NULL;
397
398 if (depth_stencil_alpha->depth_enabled) {
399 dsa->desc.DepthEnable = true;
400 dsa->desc.DepthFunc = compare_op((pipe_compare_func) depth_stencil_alpha->depth_func);
401 }
402
403 /* TODO Add support for GL_depth_bound_tests */
404 #if 0
405 if (depth_stencil_alpha->depth.bounds_test) {
406 dsa->desc.DepthBoundsTestEnable = true;
407 dsa->min_depth_bounds = depth_stencil_alpha->depth.bounds_min;
408 dsa->max_depth_bounds = depth_stencil_alpha->depth.bounds_max;
409 }
410 #endif
411
412 if (depth_stencil_alpha->stencil[0].enabled) {
413 dsa->desc.StencilEnable = true;
414 dsa->desc.FrontFace = stencil_op_state(depth_stencil_alpha->stencil);
415 }
416
417 if (depth_stencil_alpha->stencil[1].enabled) {
418 dsa->backface_enabled = true;
419 dsa->desc.BackFace = stencil_op_state(depth_stencil_alpha->stencil + 1);
420
421 #ifndef _GAMING_XBOX
422 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
423
424 if (!screen->opts14.IndependentFrontAndBackStencilRefMaskSupported) {
425 dsa->desc.BackFace.StencilReadMask = dsa->desc.FrontFace.StencilReadMask;
426 dsa->desc.BackFace.StencilWriteMask = dsa->desc.FrontFace.StencilWriteMask;
427 }
428 #endif
429 }
430 else {
431 dsa->desc.BackFace = dsa->desc.FrontFace;
432 }
433
434 dsa->desc.DepthWriteMask = (D3D12_DEPTH_WRITE_MASK) depth_stencil_alpha->depth_writemask;
435
436 return dsa;
437 }
438
439 static void
d3d12_bind_depth_stencil_alpha_state(struct pipe_context * pctx,void * dsa)440 d3d12_bind_depth_stencil_alpha_state(struct pipe_context *pctx,
441 void *dsa)
442 {
443 struct d3d12_context *ctx = d3d12_context(pctx);
444 ctx->gfx_pipeline_state.zsa = (struct d3d12_depth_stencil_alpha_state *) dsa;
445 ctx->state_dirty |= D3D12_DIRTY_ZSA;
446 }
447
448 static void
d3d12_delete_depth_stencil_alpha_state(struct pipe_context * pctx,void * dsa_state)449 d3d12_delete_depth_stencil_alpha_state(struct pipe_context *pctx,
450 void *dsa_state)
451 {
452 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), dsa_state);
453 FREE(dsa_state);
454 }
455
456 static D3D12_FILL_MODE
fill_mode(unsigned mode)457 fill_mode(unsigned mode)
458 {
459 switch (mode) {
460 case PIPE_POLYGON_MODE_FILL:
461 return D3D12_FILL_MODE_SOLID;
462 case PIPE_POLYGON_MODE_LINE:
463 return D3D12_FILL_MODE_WIREFRAME;
464 case PIPE_POLYGON_MODE_POINT:
465 return D3D12_FILL_MODE_SOLID;
466
467 default:
468 unreachable("unsupported fill-mode");
469 }
470 }
471
472 static void *
d3d12_create_rasterizer_state(struct pipe_context * pctx,const struct pipe_rasterizer_state * rs_state)473 d3d12_create_rasterizer_state(struct pipe_context *pctx,
474 const struct pipe_rasterizer_state *rs_state)
475 {
476 struct d3d12_rasterizer_state *cso = CALLOC_STRUCT(d3d12_rasterizer_state);
477 if (!cso)
478 return NULL;
479
480 cso->base = *rs_state;
481
482 assert(rs_state->depth_clip_near == rs_state->depth_clip_far);
483
484 switch (rs_state->cull_face) {
485 case PIPE_FACE_NONE:
486 if (rs_state->fill_front != rs_state->fill_back) {
487 cso->base.cull_face = PIPE_FACE_BACK;
488 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
489 cso->desc.FillMode = fill_mode(rs_state->fill_front);
490
491 /* create a modified CSO for the back-state, so we can draw with
492 * either.
493 */
494 struct pipe_rasterizer_state templ = *rs_state;
495 templ.cull_face = PIPE_FACE_FRONT;
496 templ.fill_front = rs_state->fill_back;
497 cso->twoface_back = d3d12_create_rasterizer_state(pctx, &templ);
498
499 if (!cso->twoface_back) {
500 FREE(cso);
501 return NULL;
502 }
503 } else {
504 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
505 cso->desc.FillMode = fill_mode(rs_state->fill_front);
506 }
507 break;
508
509 case PIPE_FACE_FRONT:
510 cso->desc.CullMode = D3D12_CULL_MODE_FRONT;
511 cso->desc.FillMode = fill_mode(rs_state->fill_back);
512 break;
513
514 case PIPE_FACE_BACK:
515 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
516 cso->desc.FillMode = fill_mode(rs_state->fill_front);
517 break;
518
519 case PIPE_FACE_FRONT_AND_BACK:
520 /* this is wrong, and we shouldn't actually have to support this! */
521 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
522 cso->desc.FillMode = D3D12_FILL_MODE_SOLID;
523 break;
524
525 default:
526 unreachable("unsupported cull-mode");
527 }
528
529 cso->desc.FrontCounterClockwise = rs_state->front_ccw;
530 cso->desc.DepthClipEnable = rs_state->depth_clip_near;
531 cso->desc.MultisampleEnable = rs_state->multisample;
532 cso->desc.AntialiasedLineEnable = rs_state->line_smooth;
533 cso->desc.ForcedSampleCount = 0; // TODO
534 cso->desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; /* Not Implemented */
535
536 return cso;
537 }
538
539 static void
d3d12_bind_rasterizer_state(struct pipe_context * pctx,void * rs_state)540 d3d12_bind_rasterizer_state(struct pipe_context *pctx, void *rs_state)
541 {
542 struct d3d12_context *ctx = d3d12_context(pctx);
543 ctx->gfx_pipeline_state.rast = (struct d3d12_rasterizer_state *)rs_state;
544 ctx->state_dirty |= D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_SCISSOR;
545 }
546
547 static void
d3d12_delete_rasterizer_state(struct pipe_context * pctx,void * rs_state)548 d3d12_delete_rasterizer_state(struct pipe_context *pctx, void *rs_state)
549 {
550 d3d12_gfx_pipeline_state_cache_invalidate(d3d12_context(pctx), rs_state);
551 FREE(rs_state);
552 }
553
554 static D3D12_TEXTURE_ADDRESS_MODE
sampler_address_mode(enum pipe_tex_wrap wrap,enum pipe_tex_filter filter)555 sampler_address_mode(enum pipe_tex_wrap wrap, enum pipe_tex_filter filter)
556 {
557 switch (wrap) {
558 case PIPE_TEX_WRAP_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
559 case PIPE_TEX_WRAP_CLAMP: return filter == PIPE_TEX_FILTER_NEAREST ?
560 D3D12_TEXTURE_ADDRESS_MODE_CLAMP :
561 D3D12_TEXTURE_ADDRESS_MODE_BORDER;
562 case PIPE_TEX_WRAP_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
563 case PIPE_TEX_WRAP_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
564 case PIPE_TEX_WRAP_MIRROR_REPEAT: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
565 case PIPE_TEX_WRAP_MIRROR_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* not technically correct, but kinda works */
566 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
567 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; /* FIXME: Doesn't exist in D3D12 */
568 }
569 unreachable("unexpected wrap");
570 }
571
572 static D3D12_FILTER
get_filter(const struct pipe_sampler_state * state)573 get_filter(const struct pipe_sampler_state *state)
574 {
575 static const D3D12_FILTER lut[16] = {
576 D3D12_FILTER_MIN_MAG_MIP_POINT,
577 D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR,
578 D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
579 D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR,
580 D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT,
581 D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
582 D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
583 D3D12_FILTER_MIN_MAG_MIP_LINEAR,
584 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,
585 D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,
586 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
587 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,
588 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,
589 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
590 D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
591 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,
592 };
593
594 static const D3D12_FILTER anisotropic_lut[2] = {
595 D3D12_FILTER_ANISOTROPIC,
596 D3D12_FILTER_COMPARISON_ANISOTROPIC,
597 };
598
599 if (state->max_anisotropy > 1) {
600 return anisotropic_lut[state->compare_mode];
601 } else {
602 int idx = (state->mag_img_filter << 1) |
603 (state->min_img_filter << 2) |
604 (state->compare_mode << 3);
605 if (state->min_mip_filter != PIPE_TEX_MIPFILTER_NONE)
606 idx |= state->min_mip_filter;
607 return lut[idx];
608 }
609 }
610
611 static void *
d3d12_create_sampler_state(struct pipe_context * pctx,const struct pipe_sampler_state * state)612 d3d12_create_sampler_state(struct pipe_context *pctx,
613 const struct pipe_sampler_state *state)
614 {
615 struct d3d12_context *ctx = d3d12_context(pctx);
616 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
617 struct d3d12_sampler_state *ss;
618 D3D12_SAMPLER_DESC desc = {};
619 if (!state)
620 return NULL;
621
622 ss = CALLOC_STRUCT(d3d12_sampler_state);
623 ss->filter = (pipe_tex_filter)state->min_img_filter;
624 ss->wrap_r = (pipe_tex_wrap)state->wrap_r;
625 ss->wrap_s = (pipe_tex_wrap)state->wrap_s;
626 ss->wrap_t = (pipe_tex_wrap)state->wrap_t;
627 ss->lod_bias = state->lod_bias;
628 ss->min_lod = state->min_lod;
629 ss->max_lod = state->max_lod;
630 memcpy(ss->border_color, state->border_color.f, sizeof(float) * 4);
631 ss->compare_func = (pipe_compare_func)state->compare_func;
632
633 if (state->min_mip_filter < PIPE_TEX_MIPFILTER_NONE) {
634 desc.MinLOD = state->min_lod;
635 desc.MaxLOD = state->max_lod;
636 } else if (state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
637 desc.MinLOD = 0;
638 desc.MaxLOD = 0;
639 } else {
640 unreachable("unexpected mip filter");
641 }
642
643 if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
644 desc.ComparisonFunc = compare_op((pipe_compare_func) state->compare_func);
645 } else if (state->compare_mode == PIPE_TEX_COMPARE_NONE) {
646 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
647 } else
648 unreachable("unexpected comparison mode");
649
650 desc.MaxAnisotropy = state->max_anisotropy;
651 desc.Filter = get_filter(state);
652
653 desc.AddressU = sampler_address_mode((pipe_tex_wrap) state->wrap_s,
654 (pipe_tex_filter) state->min_img_filter);
655 desc.AddressV = sampler_address_mode((pipe_tex_wrap) state->wrap_t,
656 (pipe_tex_filter) state->min_img_filter);
657 desc.AddressW = sampler_address_mode((pipe_tex_wrap) state->wrap_r,
658 (pipe_tex_filter) state->min_img_filter);
659 desc.MipLODBias = CLAMP(state->lod_bias, -16.0f, 15.99f);
660 memcpy(desc.BorderColor, state->border_color.f, sizeof(float) * 4);
661
662 // TODO Normalized Coordinates?
663 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ss->handle);
664 screen->dev->CreateSampler(&desc, ss->handle.cpu_handle);
665
666 if (state->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
667 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
668 desc.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
669
670 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool,
671 &ss->handle_without_shadow);
672 screen->dev->CreateSampler(&desc,
673 ss->handle_without_shadow.cpu_handle);
674 ss->is_shadow_sampler = true;
675 }
676
677 return ss;
678 }
679
680 static inline enum dxil_tex_wrap
pipe_to_dxil_tex_wrap(enum pipe_tex_wrap wrap)681 pipe_to_dxil_tex_wrap(enum pipe_tex_wrap wrap)
682 {
683 static_assert((uint8_t) PIPE_TEX_WRAP_REPEAT == (uint8_t) DXIL_TEX_WRAP_REPEAT, "");
684 static_assert((uint8_t) PIPE_TEX_WRAP_CLAMP == (uint8_t) DXIL_TEX_WRAP_CLAMP, "");
685 static_assert((uint8_t) PIPE_TEX_WRAP_CLAMP_TO_EDGE == (uint8_t) DXIL_TEX_WRAP_CLAMP_TO_EDGE, "");
686 static_assert((uint8_t) PIPE_TEX_WRAP_CLAMP_TO_BORDER == (uint8_t) DXIL_TEX_WRAP_CLAMP_TO_BORDER, "");
687 static_assert((uint8_t) PIPE_TEX_WRAP_MIRROR_REPEAT == (uint8_t) DXIL_TEX_WRAP_MIRROR_REPEAT, "");
688 static_assert((uint8_t) PIPE_TEX_WRAP_MIRROR_CLAMP == (uint8_t) DXIL_TEX_WRAP_MIRROR_CLAMP, "");
689 static_assert((uint8_t) PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE == (uint8_t) DXIL_TEX_WRAP_MIRROR_CLAMP_TO_EDGE, "");
690 static_assert((uint8_t) PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER == (uint8_t) DXIL_TEX_WRAP_MIRROR_CLAMP_TO_BORDER, "");
691
692 return (enum dxil_tex_wrap) wrap;
693 }
694
695 static void
d3d12_bind_sampler_states(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start_slot,unsigned num_samplers,void ** samplers)696 d3d12_bind_sampler_states(struct pipe_context *pctx,
697 enum pipe_shader_type shader,
698 unsigned start_slot,
699 unsigned num_samplers,
700 void **samplers)
701 {
702 struct d3d12_context *ctx = d3d12_context(pctx);
703
704 #define STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(X) \
705 static_assert((enum compare_func)PIPE_FUNC_##X == COMPARE_FUNC_##X, #X " needs switch case");
706
707 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LESS);
708 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GREATER);
709 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(LEQUAL);
710 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(GEQUAL);
711 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NOTEQUAL);
712 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(NEVER);
713 STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC(ALWAYS);
714
715 #undef STATIC_ASSERT_PIPE_EQUAL_COMP_FUNC
716
717 for (unsigned i = 0; i < num_samplers; ++i) {
718 d3d12_sampler_state *sampler = (struct d3d12_sampler_state*) samplers[i];
719 ctx->samplers[shader][start_slot + i] = sampler;
720 dxil_wrap_sampler_state &wrap = ctx->tex_wrap_states[shader][start_slot + i];
721 if (sampler) {
722 wrap.wrap[0] = pipe_to_dxil_tex_wrap(sampler->wrap_s);
723 wrap.wrap[1] = pipe_to_dxil_tex_wrap(sampler->wrap_t);
724 wrap.wrap[2] = pipe_to_dxil_tex_wrap(sampler->wrap_r);
725 wrap.lod_bias = sampler->lod_bias;
726 wrap.min_lod = sampler->min_lod;
727 wrap.max_lod = sampler->max_lod;
728 memcpy(wrap.border_color, sampler->border_color, 4 * sizeof(float));
729 ctx->tex_compare_func[shader][start_slot + i] = (enum compare_func)sampler->compare_func;
730 } else {
731 memset(&wrap, 0, sizeof (dxil_wrap_sampler_state));
732 }
733 }
734
735 ctx->num_samplers[shader] = start_slot + num_samplers;
736 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SAMPLERS;
737 }
738
739 static void
d3d12_delete_sampler_state(struct pipe_context * pctx,void * ss)740 d3d12_delete_sampler_state(struct pipe_context *pctx,
741 void *ss)
742 {
743 struct d3d12_batch *batch = d3d12_current_batch(d3d12_context(pctx));
744 struct d3d12_sampler_state *state = (struct d3d12_sampler_state*) ss;
745 util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
746 state->handle);
747 if (state->is_shadow_sampler)
748 util_dynarray_append(&batch->zombie_samplers, d3d12_descriptor_handle,
749 state->handle_without_shadow);
750 FREE(ss);
751 }
752
753 static D3D12_SRV_DIMENSION
view_dimension(enum pipe_texture_target target,unsigned samples)754 view_dimension(enum pipe_texture_target target, unsigned samples)
755 {
756 switch (target) {
757 case PIPE_BUFFER: return D3D12_SRV_DIMENSION_BUFFER;
758 case PIPE_TEXTURE_1D: return D3D12_SRV_DIMENSION_TEXTURE1D;
759 case PIPE_TEXTURE_1D_ARRAY: return D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
760 case PIPE_TEXTURE_RECT:
761 case PIPE_TEXTURE_2D:
762 return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMS :
763 D3D12_SRV_DIMENSION_TEXTURE2D;
764 case PIPE_TEXTURE_2D_ARRAY:
765 return samples > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY :
766 D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
767 case PIPE_TEXTURE_CUBE: return D3D12_SRV_DIMENSION_TEXTURECUBE;
768 case PIPE_TEXTURE_CUBE_ARRAY: return D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
769 case PIPE_TEXTURE_3D: return D3D12_SRV_DIMENSION_TEXTURE3D;
770 default:
771 unreachable("unexpected target");
772 }
773 }
774
775 static D3D12_SHADER_COMPONENT_MAPPING
component_mapping(enum pipe_swizzle swizzle)776 component_mapping(enum pipe_swizzle swizzle)
777 {
778 switch (swizzle) {
779 case PIPE_SWIZZLE_X: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0;
780 case PIPE_SWIZZLE_Y: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1;
781 case PIPE_SWIZZLE_Z: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2;
782 case PIPE_SWIZZLE_W: return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3;
783 case PIPE_SWIZZLE_0: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0;
784 case PIPE_SWIZZLE_1: return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1;
785 default:
786 unreachable("unexpected swizzle");
787 }
788 }
789
790 void
d3d12_init_sampler_view_descriptor(struct d3d12_sampler_view * sampler_view)791 d3d12_init_sampler_view_descriptor(struct d3d12_sampler_view *sampler_view)
792 {
793 struct pipe_sampler_view *state = &sampler_view->base;
794 struct pipe_resource *texture = state->texture;
795 struct d3d12_resource *res = d3d12_resource(texture);
796 struct d3d12_screen *screen = d3d12_screen(texture->screen);
797
798 struct d3d12_format_info format_info = d3d12_get_format_info(res->overall_format, state->format, state->target);
799 D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
800 desc.Format = d3d12_get_resource_srv_format(state->format, state->target);
801 desc.ViewDimension = view_dimension(state->target, texture->nr_samples);
802
803 /* Integer cube textures are not really supported, because TextureLoad doesn't exist
804 * for cube maps, and we sampling is not supported for integer textures, so we have to
805 * handle this SRV as if it were a 2D texture array */
806 if ((desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE ||
807 desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) &&
808 util_format_is_pure_integer(state->format)) {
809 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
810 }
811
812 desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
813 component_mapping((pipe_swizzle)sampler_view->swizzle_override_r),
814 component_mapping((pipe_swizzle)sampler_view->swizzle_override_g),
815 component_mapping((pipe_swizzle)sampler_view->swizzle_override_b),
816 component_mapping((pipe_swizzle)sampler_view->swizzle_override_a)
817 );
818
819 uint64_t offset = 0;
820 ID3D12Resource *d3d12_res = d3d12_resource_underlying(res, &offset);
821 assert(offset == 0 || res->base.b.target == PIPE_BUFFER);
822
823 unsigned array_size = state->u.tex.last_layer - state->u.tex.first_layer + 1;
824 switch (desc.ViewDimension) {
825 case D3D12_SRV_DIMENSION_TEXTURE1D:
826 if (state->u.tex.first_layer == 0) {
827 desc.Texture1D.MostDetailedMip = state->u.tex.first_level;
828 desc.Texture1D.MipLevels = sampler_view->mip_levels;
829 desc.Texture1D.ResourceMinLODClamp = 0.0f;
830 break;
831 } else {
832 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
833 FALLTHROUGH;
834 }
835 case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
836 desc.Texture1DArray.MostDetailedMip = state->u.tex.first_level;
837 desc.Texture1DArray.MipLevels = sampler_view->mip_levels;
838 desc.Texture1DArray.ResourceMinLODClamp = 0.0f;
839 desc.Texture1DArray.FirstArraySlice = state->u.tex.first_layer;
840 desc.Texture1DArray.ArraySize = array_size;
841 break;
842 case D3D12_SRV_DIMENSION_TEXTURE2D:
843 if (state->u.tex.first_layer == 0) {
844 desc.Texture2D.MostDetailedMip = state->u.tex.first_level;
845 desc.Texture2D.MipLevels = sampler_view->mip_levels;
846 desc.Texture2D.PlaneSlice = format_info.plane_slice;
847 desc.Texture2D.ResourceMinLODClamp = 0.0f;
848 break;
849 } else {
850 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
851 FALLTHROUGH;
852 }
853 case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
854 desc.Texture2DArray.MostDetailedMip = state->u.tex.first_level;
855 desc.Texture2DArray.MipLevels = sampler_view->mip_levels;
856 desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
857 desc.Texture2DArray.FirstArraySlice = state->u.tex.first_layer;
858 desc.Texture2DArray.PlaneSlice = format_info.plane_slice;
859 desc.Texture2DArray.ArraySize = array_size;
860 break;
861 case D3D12_SRV_DIMENSION_TEXTURE2DMS:
862 if (state->u.tex.first_layer == 0) {
863 break;
864 } else {
865 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
866 FALLTHROUGH;
867 }
868 case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY:
869 desc.Texture2DMSArray.FirstArraySlice = state->u.tex.first_layer;
870 desc.Texture2DMSArray.ArraySize = array_size;
871 break;
872 case D3D12_SRV_DIMENSION_TEXTURE3D:
873 if (state->u.tex.first_layer > 0)
874 debug_printf("D3D12: can't create 3D SRV from layer %d\n",
875 state->u.tex.first_layer);
876
877 desc.Texture3D.MostDetailedMip = state->u.tex.first_level;
878 desc.Texture3D.MipLevels = sampler_view->mip_levels;
879 desc.Texture3D.ResourceMinLODClamp = 0.0f;
880 break;
881 case D3D12_SRV_DIMENSION_TEXTURECUBE:
882 if (state->u.tex.first_layer == 0) {
883 desc.TextureCube.MostDetailedMip = state->u.tex.first_level;
884 desc.TextureCube.MipLevels = sampler_view->mip_levels;
885 desc.TextureCube.ResourceMinLODClamp = 0.0f;
886 break;
887 } else {
888 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
889 FALLTHROUGH;
890 }
891 case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY:
892 assert(array_size % 6 == 0);
893 desc.TextureCubeArray.MostDetailedMip = state->u.tex.first_level;
894 desc.TextureCubeArray.MipLevels = sampler_view->mip_levels;
895 desc.TextureCubeArray.First2DArrayFace = state->u.tex.first_layer;
896 desc.TextureCubeArray.NumCubes = array_size / 6;
897 desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
898 break;
899 case D3D12_SRV_DIMENSION_BUFFER:
900 offset += state->u.buf.offset;
901 desc.Buffer.StructureByteStride = 0;
902 desc.Buffer.FirstElement = offset / util_format_get_blocksize(state->format);
903 desc.Buffer.NumElements = MIN2(state->u.buf.size / util_format_get_blocksize(state->format),
904 1 << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP);
905 break;
906 default:
907 unreachable("Invalid SRV dimension");
908 }
909
910 screen->dev->CreateShaderResourceView(d3d12_res, &desc,
911 sampler_view->handle.cpu_handle);
912 }
913
914 static struct pipe_sampler_view *
d3d12_create_sampler_view(struct pipe_context * pctx,struct pipe_resource * texture,const struct pipe_sampler_view * state)915 d3d12_create_sampler_view(struct pipe_context *pctx,
916 struct pipe_resource *texture,
917 const struct pipe_sampler_view *state)
918 {
919 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
920 struct d3d12_resource *res = d3d12_resource(texture);
921 struct d3d12_sampler_view *sampler_view = CALLOC_STRUCT(d3d12_sampler_view);
922
923 sampler_view->base = *state;
924 sampler_view->base.texture = NULL;
925 pipe_resource_reference(&sampler_view->base.texture, texture);
926 sampler_view->base.reference.count = 1;
927 sampler_view->base.context = pctx;
928 sampler_view->mip_levels = state->u.tex.last_level - state->u.tex.first_level + 1;
929 sampler_view->array_size = texture->array_size;
930 sampler_view->texture_generation_id = p_atomic_read(&res->generation_id);
931
932 struct d3d12_format_info format_info = d3d12_get_format_info(res->overall_format, state->format, state->target);
933 pipe_swizzle swizzle[4] = {
934 format_info.swizzle[sampler_view->base.swizzle_r],
935 format_info.swizzle[sampler_view->base.swizzle_g],
936 format_info.swizzle[sampler_view->base.swizzle_b],
937 format_info.swizzle[sampler_view->base.swizzle_a]
938 };
939
940 sampler_view->swizzle_override_r = swizzle[0];
941 sampler_view->swizzle_override_g = swizzle[1];
942 sampler_view->swizzle_override_b = swizzle[2];
943 sampler_view->swizzle_override_a = swizzle[3];
944
945 mtx_lock(&screen->descriptor_pool_mutex);
946 d3d12_descriptor_pool_alloc_handle(screen->view_pool, &sampler_view->handle);
947 mtx_unlock(&screen->descriptor_pool_mutex);
948
949 d3d12_init_sampler_view_descriptor(sampler_view);
950
951 return &sampler_view->base;
952 }
953
954 static void
d3d12_increment_sampler_view_bind_count(struct pipe_context * ctx,enum pipe_shader_type shader_type,struct pipe_sampler_view * view)955 d3d12_increment_sampler_view_bind_count(struct pipe_context *ctx,
956 enum pipe_shader_type shader_type,
957 struct pipe_sampler_view *view) {
958 struct d3d12_resource *res = d3d12_resource(view->texture);
959 if (res)
960 res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV]++;
961 }
962
963 static void
d3d12_decrement_sampler_view_bind_count(struct pipe_context * ctx,enum pipe_shader_type shader_type,struct pipe_sampler_view * view)964 d3d12_decrement_sampler_view_bind_count(struct pipe_context *ctx,
965 enum pipe_shader_type shader_type,
966 struct pipe_sampler_view *view) {
967 struct d3d12_resource *res = d3d12_resource(view->texture);
968 if (res) {
969 assert(res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV] > 0);
970 res->bind_counts[shader_type][D3D12_RESOURCE_BINDING_TYPE_SRV]--;
971 }
972 }
973
974 static void
d3d12_set_sampler_views(struct pipe_context * pctx,enum pipe_shader_type shader_type,unsigned start_slot,unsigned num_views,unsigned unbind_num_trailing_slots,bool take_ownership,struct pipe_sampler_view ** views)975 d3d12_set_sampler_views(struct pipe_context *pctx,
976 enum pipe_shader_type shader_type,
977 unsigned start_slot,
978 unsigned num_views,
979 unsigned unbind_num_trailing_slots,
980 bool take_ownership,
981 struct pipe_sampler_view **views)
982 {
983 struct d3d12_context *ctx = d3d12_context(pctx);
984 unsigned shader_bit = (1 << shader_type);
985 ctx->has_int_samplers &= ~shader_bit;
986
987 for (unsigned i = 0; i < num_views; ++i) {
988 struct pipe_sampler_view *&old_view = ctx->sampler_views[shader_type][start_slot + i];
989 if (old_view)
990 d3d12_decrement_sampler_view_bind_count(pctx, shader_type, old_view);
991
992 struct pipe_sampler_view *new_view = views[i];
993 if (new_view)
994 d3d12_increment_sampler_view_bind_count(pctx, shader_type, new_view);
995
996 if (take_ownership) {
997 pipe_sampler_view_reference(&old_view, NULL);
998 old_view = views[i];
999 } else {
1000 pipe_sampler_view_reference(&old_view, views[i]);
1001 }
1002
1003 if (views[i]) {
1004 dxil_wrap_sampler_state &wss = ctx->tex_wrap_states[shader_type][start_slot + i];
1005 dxil_texture_swizzle_state &swizzle_state = ctx->tex_swizzle_state[shader_type][i];
1006 if (util_format_is_pure_integer(views[i]->format)) {
1007 ctx->has_int_samplers |= shader_bit;
1008 wss.is_int_sampler = 1;
1009 wss.last_level = views[i]->texture->last_level;
1010 /* When we emulate a integer cube texture (array) by using a texture 2d Array
1011 * the coordinates are evaluated to always reside withing the acceptable range
1012 * because the 3d ray for picking the texel is always pointing at one cube face,
1013 * hence we can skip the boundary condition handling when the texture operations are
1014 * lowered to texel fetches later. */
1015 wss.skip_boundary_conditions = views[i]->target == PIPE_TEXTURE_CUBE ||
1016 views[i]->target == PIPE_TEXTURE_CUBE_ARRAY;
1017 } else {
1018 wss.is_int_sampler = 0;
1019 }
1020 /* We need the swizzle state for compare texture lowering, because it
1021 * encode the use of the shadow texture lookup result as either luminosity,
1022 * intensity, or alpha. and we need the swizzle state for applying the
1023 * boundary color correctly */
1024 struct d3d12_sampler_view *ss = d3d12_sampler_view(views[i]);
1025 swizzle_state.swizzle_r = ss->swizzle_override_r;
1026 swizzle_state.swizzle_g = ss->swizzle_override_g;
1027 swizzle_state.swizzle_b = ss->swizzle_override_b;
1028 swizzle_state.swizzle_a = ss->swizzle_override_a;
1029 }
1030 }
1031
1032 for (unsigned i = 0; i < unbind_num_trailing_slots; i++) {
1033 struct pipe_sampler_view *&old_view = ctx->sampler_views[shader_type][start_slot + num_views + i];
1034 if (old_view)
1035 d3d12_decrement_sampler_view_bind_count(pctx, shader_type, old_view);
1036 pipe_sampler_view_reference(&old_view, NULL);
1037 }
1038 ctx->num_sampler_views[shader_type] = start_slot + num_views;
1039 ctx->shader_dirty[shader_type] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
1040 }
1041
1042 static void
d3d12_destroy_sampler_view(struct pipe_context * pctx,struct pipe_sampler_view * pview)1043 d3d12_destroy_sampler_view(struct pipe_context *pctx,
1044 struct pipe_sampler_view *pview)
1045 {
1046 struct d3d12_sampler_view *view = d3d12_sampler_view(pview);
1047 d3d12_descriptor_handle_free(&view->handle);
1048 pipe_resource_reference(&view->base.texture, NULL);
1049 FREE(view);
1050 }
1051
1052 static void
delete_shader(struct d3d12_context * ctx,enum pipe_shader_type stage,struct d3d12_shader_selector * shader)1053 delete_shader(struct d3d12_context *ctx, enum pipe_shader_type stage,
1054 struct d3d12_shader_selector *shader)
1055 {
1056 d3d12_gfx_pipeline_state_cache_invalidate_shader(ctx, stage, shader);
1057
1058 /* Make sure the pipeline state no longer reference the deleted shader */
1059 struct d3d12_shader *iter = shader->first;
1060 while (iter) {
1061 if (ctx->gfx_pipeline_state.stages[stage] == iter) {
1062 ctx->gfx_pipeline_state.stages[stage] = NULL;
1063 break;
1064 }
1065 iter = iter->next_variant;
1066 }
1067
1068 d3d12_shader_free(shader);
1069 }
1070
1071 static void
bind_stage(struct d3d12_context * ctx,enum pipe_shader_type stage,struct d3d12_shader_selector * shader)1072 bind_stage(struct d3d12_context *ctx, enum pipe_shader_type stage,
1073 struct d3d12_shader_selector *shader)
1074 {
1075 assert(stage < D3D12_GFX_SHADER_STAGES);
1076 ctx->gfx_stages[stage] = shader;
1077 }
1078
1079 static void *
d3d12_create_vs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1080 d3d12_create_vs_state(struct pipe_context *pctx,
1081 const struct pipe_shader_state *shader)
1082 {
1083 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX, shader);
1084 }
1085
1086 static void
d3d12_bind_vs_state(struct pipe_context * pctx,void * vss)1087 d3d12_bind_vs_state(struct pipe_context *pctx,
1088 void *vss)
1089 {
1090 bind_stage(d3d12_context(pctx), PIPE_SHADER_VERTEX,
1091 (struct d3d12_shader_selector *) vss);
1092 }
1093
1094 static void
d3d12_delete_vs_state(struct pipe_context * pctx,void * vs)1095 d3d12_delete_vs_state(struct pipe_context *pctx,
1096 void *vs)
1097 {
1098 delete_shader(d3d12_context(pctx), PIPE_SHADER_VERTEX,
1099 (struct d3d12_shader_selector *) vs);
1100 }
1101
1102 static void *
d3d12_create_fs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1103 d3d12_create_fs_state(struct pipe_context *pctx,
1104 const struct pipe_shader_state *shader)
1105 {
1106 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT, shader);
1107 }
1108
1109 static void
d3d12_bind_fs_state(struct pipe_context * pctx,void * fss)1110 d3d12_bind_fs_state(struct pipe_context *pctx,
1111 void *fss)
1112 {
1113 struct d3d12_context* ctx = d3d12_context(pctx);
1114 bind_stage(ctx, PIPE_SHADER_FRAGMENT,
1115 (struct d3d12_shader_selector *) fss);
1116 ctx->has_flat_varyings = has_flat_varyings(ctx);
1117 ctx->missing_dual_src_outputs = missing_dual_src_outputs(ctx);
1118 ctx->manual_depth_range = manual_depth_range(ctx);
1119 }
1120
1121 static void
d3d12_delete_fs_state(struct pipe_context * pctx,void * fs)1122 d3d12_delete_fs_state(struct pipe_context *pctx,
1123 void *fs)
1124 {
1125 delete_shader(d3d12_context(pctx), PIPE_SHADER_FRAGMENT,
1126 (struct d3d12_shader_selector *) fs);
1127 }
1128
1129 static void *
d3d12_create_gs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1130 d3d12_create_gs_state(struct pipe_context *pctx,
1131 const struct pipe_shader_state *shader)
1132 {
1133 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY, shader);
1134 }
1135
1136 static void
d3d12_bind_gs_state(struct pipe_context * pctx,void * gss)1137 d3d12_bind_gs_state(struct pipe_context *pctx, void *gss)
1138 {
1139 bind_stage(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
1140 (struct d3d12_shader_selector *) gss);
1141 }
1142
1143 static void
d3d12_delete_gs_state(struct pipe_context * pctx,void * gs)1144 d3d12_delete_gs_state(struct pipe_context *pctx, void *gs)
1145 {
1146 delete_shader(d3d12_context(pctx), PIPE_SHADER_GEOMETRY,
1147 (struct d3d12_shader_selector *) gs);
1148 }
1149
1150 static void *
d3d12_create_tcs_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1151 d3d12_create_tcs_state(struct pipe_context *pctx,
1152 const struct pipe_shader_state *shader)
1153 {
1154 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_TESS_CTRL, shader);
1155 }
1156
1157 static void
d3d12_bind_tcs_state(struct pipe_context * pctx,void * tcss)1158 d3d12_bind_tcs_state(struct pipe_context *pctx, void *tcss)
1159 {
1160 bind_stage(d3d12_context(pctx), PIPE_SHADER_TESS_CTRL,
1161 (struct d3d12_shader_selector *)tcss);
1162 }
1163
1164 static void
d3d12_delete_tcs_state(struct pipe_context * pctx,void * tcs)1165 d3d12_delete_tcs_state(struct pipe_context *pctx, void *tcs)
1166 {
1167 delete_shader(d3d12_context(pctx), PIPE_SHADER_TESS_CTRL,
1168 (struct d3d12_shader_selector *)tcs);
1169 }
1170
1171 static void *
d3d12_create_tes_state(struct pipe_context * pctx,const struct pipe_shader_state * shader)1172 d3d12_create_tes_state(struct pipe_context *pctx,
1173 const struct pipe_shader_state *shader)
1174 {
1175 return d3d12_create_shader(d3d12_context(pctx), PIPE_SHADER_TESS_EVAL, shader);
1176 }
1177
1178 static void
d3d12_bind_tes_state(struct pipe_context * pctx,void * tess)1179 d3d12_bind_tes_state(struct pipe_context *pctx, void *tess)
1180 {
1181 bind_stage(d3d12_context(pctx), PIPE_SHADER_TESS_EVAL,
1182 (struct d3d12_shader_selector *)tess);
1183 }
1184
1185 static void
d3d12_delete_tes_state(struct pipe_context * pctx,void * tes)1186 d3d12_delete_tes_state(struct pipe_context *pctx, void *tes)
1187 {
1188 delete_shader(d3d12_context(pctx), PIPE_SHADER_TESS_EVAL,
1189 (struct d3d12_shader_selector *)tes);
1190 }
1191
1192 static void *
d3d12_create_compute_state(struct pipe_context * pctx,const struct pipe_compute_state * shader)1193 d3d12_create_compute_state(struct pipe_context *pctx,
1194 const struct pipe_compute_state *shader)
1195 {
1196 return d3d12_create_compute_shader(d3d12_context(pctx), shader);
1197 }
1198
1199 static void
d3d12_bind_compute_state(struct pipe_context * pctx,void * css)1200 d3d12_bind_compute_state(struct pipe_context *pctx, void *css)
1201 {
1202 d3d12_context(pctx)->compute_state = (struct d3d12_shader_selector *)css;
1203 }
1204
1205 static void
d3d12_delete_compute_state(struct pipe_context * pctx,void * cs)1206 d3d12_delete_compute_state(struct pipe_context *pctx, void *cs)
1207 {
1208 struct d3d12_context *ctx = d3d12_context(pctx);
1209 struct d3d12_shader_selector *shader = (struct d3d12_shader_selector *)cs;
1210 d3d12_compute_pipeline_state_cache_invalidate_shader(ctx, shader);
1211
1212 /* Make sure the pipeline state no longer reference the deleted shader */
1213 struct d3d12_shader *iter = shader->first;
1214 while (iter) {
1215 if (ctx->compute_pipeline_state.stage == iter) {
1216 ctx->compute_pipeline_state.stage = NULL;
1217 break;
1218 }
1219 iter = iter->next_variant;
1220 }
1221
1222 d3d12_shader_free(shader);
1223 }
1224
1225 bool
d3d12_init_polygon_stipple(struct pipe_context * pctx)1226 d3d12_init_polygon_stipple(struct pipe_context *pctx)
1227 {
1228 struct d3d12_context *ctx = d3d12_context(pctx);
1229
1230 ctx->pstipple.texture = util_pstipple_create_stipple_texture(pctx, NULL);
1231 if (!ctx->pstipple.texture)
1232 return false;
1233
1234 ctx->pstipple.sampler_view = util_pstipple_create_sampler_view(pctx, ctx->pstipple.texture);
1235 if (!ctx->pstipple.sampler_view)
1236 return false;
1237
1238 ctx->pstipple.sampler_cso = (struct d3d12_sampler_state *)util_pstipple_create_sampler(pctx);
1239 if (!ctx->pstipple.sampler_cso)
1240 return false;
1241
1242 return true;
1243 }
1244
1245 static void
d3d12_set_polygon_stipple(struct pipe_context * pctx,const struct pipe_poly_stipple * ps)1246 d3d12_set_polygon_stipple(struct pipe_context *pctx,
1247 const struct pipe_poly_stipple *ps)
1248 {
1249 static bool initialized = false;
1250 static const uint32_t zero[32] = {0};
1251 static uint32_t undef[32] = {0};
1252 struct d3d12_context *ctx = d3d12_context(pctx);
1253
1254 if (!initialized)
1255 memset(undef, UINT32_MAX, sizeof(undef));
1256
1257 if (!memcmp(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple)))
1258 return;
1259
1260 memcpy(ctx->pstipple.pattern, ps->stipple, sizeof(ps->stipple));
1261 ctx->pstipple.enabled = !!memcmp(ps->stipple, undef, sizeof(ps->stipple)) &&
1262 !!memcmp(ps->stipple, zero, sizeof(ps->stipple));
1263 if (ctx->pstipple.enabled)
1264 util_pstipple_update_stipple_texture(pctx, ctx->pstipple.texture, ps->stipple);
1265 }
1266
1267 static void
d3d12_set_vertex_buffers(struct pipe_context * pctx,unsigned num_buffers,const struct pipe_vertex_buffer * buffers)1268 d3d12_set_vertex_buffers(struct pipe_context *pctx,
1269 unsigned num_buffers,
1270 const struct pipe_vertex_buffer *buffers)
1271 {
1272 struct d3d12_context *ctx = d3d12_context(pctx);
1273 util_set_vertex_buffers_count(ctx->vbs, &ctx->num_vbs, buffers, num_buffers, true);
1274
1275 for (unsigned i = 0; i < ctx->num_vbs; ++i) {
1276 const struct pipe_vertex_buffer* buf = ctx->vbs + i;
1277 if (!buf->buffer.resource)
1278 continue;
1279 struct d3d12_resource *res = d3d12_resource(buf->buffer.resource);
1280 ctx->vbvs[i].BufferLocation = d3d12_resource_gpu_virtual_address(res) + buf->buffer_offset;
1281 ctx->vbvs[i].SizeInBytes = res->base.b.width0 - buf->buffer_offset;
1282 }
1283 ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS;
1284 }
1285
1286 static void
d3d12_set_viewport_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_viewports,const struct pipe_viewport_state * state)1287 d3d12_set_viewport_states(struct pipe_context *pctx,
1288 unsigned start_slot,
1289 unsigned num_viewports,
1290 const struct pipe_viewport_state *state)
1291 {
1292 struct d3d12_context *ctx = d3d12_context(pctx);
1293
1294 for (unsigned i = 0; i < num_viewports; ++i) {
1295 if (state[i].scale[1] < 0) {
1296 ctx->flip_y = 1.0f;
1297 ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] + state[i].scale[1];
1298 ctx->viewports[start_slot + i].Height = -state[i].scale[1] * 2;
1299 } else {
1300 ctx->flip_y = -1.0f;
1301 ctx->viewports[start_slot + i].TopLeftY = state[i].translate[1] - state[i].scale[1];
1302 ctx->viewports[start_slot + i].Height = state[i].scale[1] * 2;
1303 }
1304 ctx->viewports[start_slot + i].TopLeftX = state[i].translate[0] - state[i].scale[0];
1305 ctx->viewports[start_slot + i].Width = state[i].scale[0] * 2;
1306
1307 float near_depth = state[i].translate[2];
1308 float far_depth = state[i].translate[2] + state[i].scale[2];
1309
1310 /* When the rasterizer is configured for "full" depth clipping ([-1, 1])
1311 * the viewport that we get is set to cover the positive half of clip space.
1312 * E.g. a [0, 1] viewport from the GL API will come to the driver as [0.5, 1].
1313 * Since we halve clipping space from [-1, 1] to [0, 1], we need to double the
1314 * viewport, treating translate as the center instead of the near plane. When
1315 * the rasterizer is configured for "half" depth clipping ([0, 1]), the viewport
1316 * covers the entire clip range, so no fixup is needed.
1317 *
1318 * Note: If halfz mode changes, both the rasterizer and viewport are dirtied,
1319 * and on the next draw we will get the rasterizer state first, and viewport
1320 * second, because ST_NEW_RASTERIZER comes before ST_NEW_VIEWPORT.
1321 */
1322 if (ctx->gfx_pipeline_state.rast && !ctx->gfx_pipeline_state.rast->base.clip_halfz) {
1323 near_depth -= state[i].scale[2];
1324 }
1325
1326 bool reverse_depth_range = near_depth > far_depth;
1327 if (reverse_depth_range) {
1328 float tmp = near_depth;
1329 near_depth = far_depth;
1330 far_depth = tmp;
1331 ctx->reverse_depth_range |= (1 << (start_slot + i));
1332 } else
1333 ctx->reverse_depth_range &= ~(1 << (start_slot + i));
1334 ctx->viewports[start_slot + i].MinDepth = near_depth;
1335 ctx->viewports[start_slot + i].MaxDepth = far_depth;
1336 ctx->viewport_states[start_slot + i] = state[i];
1337 }
1338 ctx->num_viewports = start_slot + num_viewports;
1339 ctx->state_dirty |= D3D12_DIRTY_VIEWPORT;
1340 }
1341
1342
1343 static void
d3d12_set_scissor_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_scissors,const struct pipe_scissor_state * states)1344 d3d12_set_scissor_states(struct pipe_context *pctx,
1345 unsigned start_slot, unsigned num_scissors,
1346 const struct pipe_scissor_state *states)
1347 {
1348 struct d3d12_context *ctx = d3d12_context(pctx);
1349
1350 for (unsigned i = 0; i < num_scissors; i++) {
1351 ctx->scissors[start_slot + i].left = states[i].minx;
1352 ctx->scissors[start_slot + i].top = states[i].miny;
1353 ctx->scissors[start_slot + i].right = states[i].maxx;
1354 ctx->scissors[start_slot + i].bottom = states[i].maxy;
1355 ctx->scissor_states[start_slot + i] = states[i];
1356 }
1357 ctx->state_dirty |= D3D12_DIRTY_SCISSOR;
1358 }
1359
1360 static void
d3d12_decrement_constant_buffer_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1361 d3d12_decrement_constant_buffer_bind_count(struct d3d12_context *ctx,
1362 enum pipe_shader_type shader,
1363 struct d3d12_resource *res) {
1364 assert(res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV] > 0);
1365 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV]--;
1366 }
1367
1368 static void
d3d12_increment_constant_buffer_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1369 d3d12_increment_constant_buffer_bind_count(struct d3d12_context *ctx,
1370 enum pipe_shader_type shader,
1371 struct d3d12_resource *res) {
1372 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_CBV]++;
1373 }
1374
1375 static void
d3d12_set_constant_buffer(struct pipe_context * pctx,enum pipe_shader_type shader,uint index,bool take_ownership,const struct pipe_constant_buffer * buf)1376 d3d12_set_constant_buffer(struct pipe_context *pctx,
1377 enum pipe_shader_type shader, uint index,
1378 bool take_ownership,
1379 const struct pipe_constant_buffer *buf)
1380 {
1381 struct d3d12_context *ctx = d3d12_context(pctx);
1382 struct d3d12_resource *old_buf = d3d12_resource(ctx->cbufs[shader][index].buffer);
1383 if (old_buf)
1384 d3d12_decrement_constant_buffer_bind_count(ctx, shader, old_buf);
1385
1386 if (buf) {
1387 unsigned offset = buf->buffer_offset;
1388 if (buf->user_buffer) {
1389 u_upload_data(pctx->const_uploader, 0, buf->buffer_size,
1390 D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
1391 buf->user_buffer, &offset, &ctx->cbufs[shader][index].buffer);
1392 d3d12_increment_constant_buffer_bind_count(ctx, shader,
1393 d3d12_resource(ctx->cbufs[shader][index].buffer));
1394 } else {
1395 struct pipe_resource *buffer = buf->buffer;
1396 if (buffer)
1397 d3d12_increment_constant_buffer_bind_count(ctx, shader, d3d12_resource(buffer));
1398
1399 if (take_ownership) {
1400 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, NULL);
1401 ctx->cbufs[shader][index].buffer = buffer;
1402 } else {
1403 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, buffer);
1404 }
1405 }
1406
1407 ctx->cbufs[shader][index].buffer_offset = offset;
1408 ctx->cbufs[shader][index].buffer_size = buf->buffer_size;
1409 ctx->cbufs[shader][index].user_buffer = NULL;
1410
1411 } else {
1412 pipe_resource_reference(&ctx->cbufs[shader][index].buffer, NULL);
1413 ctx->cbufs[shader][index].buffer_offset = 0;
1414 ctx->cbufs[shader][index].buffer_size = 0;
1415 ctx->cbufs[shader][index].user_buffer = NULL;
1416 }
1417 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_CONSTBUF;
1418 }
1419
1420 static void
d3d12_set_framebuffer_state(struct pipe_context * pctx,const struct pipe_framebuffer_state * state)1421 d3d12_set_framebuffer_state(struct pipe_context *pctx,
1422 const struct pipe_framebuffer_state *state)
1423 {
1424 struct d3d12_context *ctx = d3d12_context(pctx);
1425 int samples = -1;
1426
1427 bool prev_cbufs_or_zsbuf = ctx->fb.nr_cbufs || ctx->fb.zsbuf;
1428 util_copy_framebuffer_state(&d3d12_context(pctx)->fb, state);
1429 bool new_cbufs_or_zsbuf = ctx->fb.nr_cbufs || ctx->fb.zsbuf;
1430
1431 ctx->gfx_pipeline_state.num_cbufs = state->nr_cbufs;
1432 ctx->gfx_pipeline_state.has_float_rtv = false;
1433 for (int i = 0; i < state->nr_cbufs; ++i) {
1434 if (state->cbufs[i]) {
1435 if (util_format_is_float(state->cbufs[i]->format))
1436 ctx->gfx_pipeline_state.has_float_rtv = true;
1437 ctx->gfx_pipeline_state.rtv_formats[i] = d3d12_get_format(state->cbufs[i]->format);
1438 samples = MAX2(samples, (int)state->cbufs[i]->texture->nr_samples);
1439 } else {
1440 ctx->gfx_pipeline_state.rtv_formats[i] = DXGI_FORMAT_UNKNOWN;
1441 }
1442 }
1443
1444 if (state->zsbuf) {
1445 ctx->gfx_pipeline_state.dsv_format = d3d12_get_resource_rt_format(state->zsbuf->format);
1446 samples = MAX2(samples, (int)ctx->fb.zsbuf->texture->nr_samples);
1447 } else
1448 ctx->gfx_pipeline_state.dsv_format = DXGI_FORMAT_UNKNOWN;
1449
1450 if (samples < 0)
1451 samples = state->samples;
1452
1453 ctx->gfx_pipeline_state.samples = MAX2(samples, 1);
1454
1455 ctx->state_dirty |= D3D12_DIRTY_FRAMEBUFFER;
1456 if (!prev_cbufs_or_zsbuf || !new_cbufs_or_zsbuf)
1457 ctx->state_dirty |= D3D12_DIRTY_VIEWPORT;
1458 }
1459
1460 static void
d3d12_set_blend_color(struct pipe_context * pctx,const struct pipe_blend_color * color)1461 d3d12_set_blend_color(struct pipe_context *pctx,
1462 const struct pipe_blend_color *color)
1463 {
1464 struct d3d12_context *ctx = d3d12_context(pctx);
1465 memcpy(ctx->blend_factor, color->color, sizeof(float) * 4);
1466 ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR;
1467 }
1468
1469 static void
d3d12_set_sample_mask(struct pipe_context * pctx,unsigned sample_mask)1470 d3d12_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
1471 {
1472 struct d3d12_context *ctx = d3d12_context(pctx);
1473 ctx->gfx_pipeline_state.sample_mask = sample_mask;
1474 ctx->state_dirty |= D3D12_DIRTY_SAMPLE_MASK;
1475 }
1476
1477 static void
d3d12_set_stencil_ref(struct pipe_context * pctx,const struct pipe_stencil_ref ref)1478 d3d12_set_stencil_ref(struct pipe_context *pctx,
1479 const struct pipe_stencil_ref ref)
1480 {
1481 struct d3d12_context *ctx = d3d12_context(pctx);
1482 struct d3d12_screen *screen = d3d12_screen(pctx->screen);
1483 if ((ref.ref_value[0] != ref.ref_value[1]) &&
1484 (!screen->opts14.IndependentFrontAndBackStencilRefMaskSupported ||
1485 ctx->cmdlist8 == nullptr) &&
1486 (d3d12_debug & D3D12_DEBUG_VERBOSE))
1487 debug_printf("D3D12: Different values for front and back stencil reference are not supported\n");
1488 ctx->stencil_ref = ref;
1489 ctx->state_dirty |= D3D12_DIRTY_STENCIL_REF;
1490 }
1491
1492 static void
d3d12_set_clip_state(struct pipe_context * pctx,const struct pipe_clip_state * pcs)1493 d3d12_set_clip_state(struct pipe_context *pctx,
1494 const struct pipe_clip_state *pcs)
1495 {
1496 }
1497
1498 static struct pipe_stream_output_target *
d3d12_create_stream_output_target(struct pipe_context * pctx,struct pipe_resource * pres,unsigned buffer_offset,unsigned buffer_size)1499 d3d12_create_stream_output_target(struct pipe_context *pctx,
1500 struct pipe_resource *pres,
1501 unsigned buffer_offset,
1502 unsigned buffer_size)
1503 {
1504 struct d3d12_resource *res = d3d12_resource(pres);
1505 struct d3d12_stream_output_target *cso = CALLOC_STRUCT(d3d12_stream_output_target);
1506
1507 if (!cso)
1508 return NULL;
1509
1510 pipe_reference_init(&cso->base.reference, 1);
1511 pipe_resource_reference(&cso->base.buffer, pres);
1512 cso->base.buffer_offset = buffer_offset;
1513 cso->base.buffer_size = buffer_size;
1514 cso->base.context = pctx;
1515
1516 if (res->bo && res->bo->buffer && d3d12_buffer(res->bo->buffer)->map)
1517 util_range_add(pres, &res->valid_buffer_range, buffer_offset,
1518 buffer_offset + buffer_size);
1519
1520 return &cso->base;
1521 }
1522
1523 static void
d3d12_stream_output_target_destroy(struct pipe_context * ctx,struct pipe_stream_output_target * state)1524 d3d12_stream_output_target_destroy(struct pipe_context *ctx,
1525 struct pipe_stream_output_target *state)
1526 {
1527 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)state;
1528 pipe_resource_reference(&target->base.buffer, NULL);
1529 pipe_resource_reference(&target->fill_buffer, NULL);
1530
1531 FREE(target);
1532 }
1533
1534 static void
fill_stream_output_buffer_view(D3D12_STREAM_OUTPUT_BUFFER_VIEW * view,struct d3d12_stream_output_target * target)1535 fill_stream_output_buffer_view(D3D12_STREAM_OUTPUT_BUFFER_VIEW *view,
1536 struct d3d12_stream_output_target *target)
1537 {
1538 struct d3d12_resource *res = d3d12_resource(target->base.buffer);
1539 struct d3d12_resource *fill_res = d3d12_resource(target->fill_buffer);
1540
1541 view->SizeInBytes = target->base.buffer_size;
1542 view->BufferLocation = d3d12_resource_gpu_virtual_address(res) + target->base.buffer_offset;
1543 view->BufferFilledSizeLocation = d3d12_resource_gpu_virtual_address(fill_res) + target->fill_buffer_offset;
1544 }
1545
1546 static void
update_so_fill_buffer_count(struct d3d12_context * ctx,struct pipe_resource * fill_buffer,unsigned fill_buffer_offset,unsigned value)1547 update_so_fill_buffer_count(struct d3d12_context *ctx,
1548 struct pipe_resource *fill_buffer,
1549 unsigned fill_buffer_offset,
1550 unsigned value)
1551 {
1552 struct pipe_transfer *transfer = NULL;
1553 uint32_t *ptr = (uint32_t *)pipe_buffer_map_range(&ctx->base, fill_buffer,
1554 fill_buffer_offset, sizeof(uint32_t), PIPE_MAP_WRITE, &transfer);
1555 *ptr = value;
1556 pipe_buffer_unmap(&ctx->base, transfer);
1557 }
1558
1559 static void
d3d12_set_stream_output_targets(struct pipe_context * pctx,unsigned num_targets,struct pipe_stream_output_target ** targets,const unsigned * offsets)1560 d3d12_set_stream_output_targets(struct pipe_context *pctx,
1561 unsigned num_targets,
1562 struct pipe_stream_output_target **targets,
1563 const unsigned *offsets)
1564 {
1565 struct d3d12_context *ctx = d3d12_context(pctx);
1566
1567 assert(num_targets <= ARRAY_SIZE(ctx->so_targets));
1568
1569 d3d12_disable_fake_so_buffers(ctx);
1570
1571 for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
1572 struct d3d12_stream_output_target *target =
1573 i < num_targets ? (struct d3d12_stream_output_target *)targets[i] : NULL;
1574
1575 if (target) {
1576 /* Sub-allocate a new fill buffer each time to avoid GPU/CPU synchronization */
1577 if (offsets[i] != ~0u) {
1578 u_suballocator_alloc(&ctx->so_allocator, sizeof(uint32_t) * 5, 16,
1579 &target->fill_buffer_offset, &target->fill_buffer);
1580 update_so_fill_buffer_count(ctx, target->fill_buffer, target->fill_buffer_offset, offsets[i]);
1581 }
1582 fill_stream_output_buffer_view(&ctx->so_buffer_views[i], target);
1583 pipe_so_target_reference(&ctx->so_targets[i], targets[i]);
1584 } else {
1585 ctx->so_buffer_views[i].BufferLocation = 0;
1586 ctx->so_buffer_views[i].BufferFilledSizeLocation = 0;
1587 ctx->so_buffer_views[i].SizeInBytes = 0;
1588 pipe_so_target_reference(&ctx->so_targets[i], NULL);
1589 }
1590 }
1591
1592 ctx->gfx_pipeline_state.num_so_targets = num_targets;
1593 ctx->state_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1594 }
1595
1596 static void
d3d12_decrement_ssbo_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1597 d3d12_decrement_ssbo_bind_count(struct d3d12_context *ctx,
1598 enum pipe_shader_type shader,
1599 struct d3d12_resource *res) {
1600 assert(res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_SSBO] > 0);
1601 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_SSBO]--;
1602 }
1603
1604 static void
d3d12_increment_ssbo_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1605 d3d12_increment_ssbo_bind_count(struct d3d12_context *ctx,
1606 enum pipe_shader_type shader,
1607 struct d3d12_resource *res) {
1608 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_SSBO]++;
1609 }
1610
1611 static void
d3d12_set_shader_buffers(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start_slot,unsigned count,const struct pipe_shader_buffer * buffers,unsigned writable_bitmask)1612 d3d12_set_shader_buffers(struct pipe_context *pctx,
1613 enum pipe_shader_type shader,
1614 unsigned start_slot, unsigned count,
1615 const struct pipe_shader_buffer *buffers,
1616 unsigned writable_bitmask)
1617 {
1618 struct d3d12_context *ctx = d3d12_context(pctx);
1619 for (unsigned i = 0; i < count; ++i) {
1620 struct pipe_shader_buffer *slot = &ctx->ssbo_views[shader][i + start_slot];
1621 if (slot->buffer) {
1622 d3d12_decrement_ssbo_bind_count(ctx, shader, d3d12_resource(slot->buffer));
1623 pipe_resource_reference(&slot->buffer, NULL);
1624 }
1625
1626 if (buffers && buffers[i].buffer) {
1627 pipe_resource_reference(&slot->buffer, buffers[i].buffer);
1628 slot->buffer_offset = buffers[i].buffer_offset;
1629 slot->buffer_size = buffers[i].buffer_size;
1630 util_range_add(buffers[i].buffer, &d3d12_resource(buffers[i].buffer)->valid_buffer_range,
1631 buffers[i].buffer_offset, buffers[i].buffer_size);
1632 d3d12_increment_ssbo_bind_count(ctx, shader, d3d12_resource(buffers[i].buffer));
1633 } else
1634 memset(slot, 0, sizeof(*slot));
1635 }
1636
1637 if (buffers) {
1638 ctx->num_ssbo_views[shader] = MAX2(ctx->num_ssbo_views[shader], count + start_slot);
1639 } else {
1640 ctx->num_ssbo_views[shader] = 0;
1641 for (int i = start_slot + count - 1; i >= (int)start_slot; --i) {
1642 if (ctx->ssbo_views[shader][i].buffer) {
1643 ctx->num_ssbo_views[shader] = i;
1644 break;
1645 }
1646 }
1647 }
1648 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SSBO;
1649 }
1650
1651 static void
d3d12_decrement_image_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1652 d3d12_decrement_image_bind_count(struct d3d12_context *ctx,
1653 enum pipe_shader_type shader,
1654 struct d3d12_resource *res) {
1655 assert(res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_IMAGE] > 0);
1656 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_IMAGE]--;
1657 }
1658
1659 static void
d3d12_increment_image_bind_count(struct d3d12_context * ctx,enum pipe_shader_type shader,struct d3d12_resource * res)1660 d3d12_increment_image_bind_count(struct d3d12_context *ctx,
1661 enum pipe_shader_type shader,
1662 struct d3d12_resource *res) {
1663 res->bind_counts[shader][D3D12_RESOURCE_BINDING_TYPE_IMAGE]++;
1664 }
1665
1666 static bool
is_valid_uav_cast(enum pipe_format resource_format,enum pipe_format view_format)1667 is_valid_uav_cast(enum pipe_format resource_format, enum pipe_format view_format)
1668 {
1669 if (view_format != PIPE_FORMAT_R32_UINT &&
1670 view_format != PIPE_FORMAT_R32_SINT &&
1671 view_format != PIPE_FORMAT_R32_FLOAT)
1672 return false;
1673 switch (d3d12_get_typeless_format(resource_format)) {
1674 case DXGI_FORMAT_R8G8B8A8_TYPELESS:
1675 case DXGI_FORMAT_B8G8R8A8_TYPELESS:
1676 case DXGI_FORMAT_B8G8R8X8_TYPELESS:
1677 case DXGI_FORMAT_R16G16_TYPELESS:
1678 case DXGI_FORMAT_R10G10B10A2_TYPELESS:
1679 return true;
1680 default:
1681 return false;
1682 }
1683 }
1684
1685 static enum pipe_format
get_shader_image_emulation_format(enum pipe_format resource_format)1686 get_shader_image_emulation_format(enum pipe_format resource_format)
1687 {
1688 #define CASE(f) case DXGI_FORMAT_##f##_TYPELESS: return PIPE_FORMAT_##f##_UINT
1689 switch (d3d12_get_typeless_format(resource_format)) {
1690 CASE(R8);
1691 CASE(R8G8);
1692 CASE(R8G8B8A8);
1693 CASE(R16);
1694 CASE(R16G16);
1695 CASE(R16G16B16A16);
1696 CASE(R32);
1697 CASE(R32G32);
1698 CASE(R32G32B32A32);
1699 CASE(R10G10B10A2);
1700 case DXGI_FORMAT_R11G11B10_FLOAT:
1701 return PIPE_FORMAT_R11G11B10_FLOAT;
1702 default:
1703 unreachable("Unexpected shader image resource format");
1704 }
1705 }
1706
1707 static void
d3d12_set_shader_images(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start_slot,unsigned count,unsigned unbind_num_trailing_slots,const struct pipe_image_view * images)1708 d3d12_set_shader_images(struct pipe_context *pctx,
1709 enum pipe_shader_type shader,
1710 unsigned start_slot, unsigned count,
1711 unsigned unbind_num_trailing_slots,
1712 const struct pipe_image_view *images)
1713 {
1714 struct d3d12_context *ctx = d3d12_context(pctx);
1715 for (unsigned i = 0; i < count + unbind_num_trailing_slots; ++i) {
1716 struct pipe_image_view *slot = &ctx->image_views[shader][i + start_slot];
1717 if (slot->resource) {
1718 d3d12_decrement_image_bind_count(ctx, shader, d3d12_resource(slot->resource));
1719 pipe_resource_reference(&slot->resource, NULL);
1720 }
1721
1722 ctx->image_view_emulation_formats[shader][i] = PIPE_FORMAT_NONE;
1723 if (i < count && images && images[i].resource) {
1724 pipe_resource_reference(&slot->resource, images[i].resource);
1725 *slot = images[i];
1726 d3d12_increment_image_bind_count(ctx, shader, d3d12_resource(images[i].resource));
1727
1728 if (images[i].resource->target != PIPE_BUFFER &&
1729 !d3d12_screen(pctx->screen)->opts12.RelaxedFormatCastingSupported &&
1730 !is_valid_uav_cast(images[i].resource->format, images[i].format) &&
1731 d3d12_get_typeless_format(images[i].format) !=
1732 d3d12_get_typeless_format(images[i].resource->format)) {
1733 /* Can't use D3D casting, have to use shader lowering instead */
1734 ctx->image_view_emulation_formats[shader][i] =
1735 get_shader_image_emulation_format(images[i].resource->format);
1736 }
1737 if (images[i].resource->target == PIPE_BUFFER) {
1738 util_range_add(images[i].resource, &d3d12_resource(images[i].resource)->valid_buffer_range,
1739 images[i].u.buf.offset, images[i].u.buf.size);
1740 }
1741 } else
1742 memset(slot, 0, sizeof(*slot));
1743 }
1744
1745 if (images) {
1746 ctx->num_image_views[shader] = MAX2(ctx->num_image_views[shader], count + start_slot);
1747 } else {
1748 ctx->num_image_views[shader] = 0;
1749 for (int i = start_slot + count - 1; i >= (int)start_slot; --i) {
1750 if (ctx->image_views[shader][i].resource) {
1751 ctx->num_image_views[shader] = i;
1752 break;
1753 }
1754 }
1755 }
1756 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_IMAGE;
1757 }
1758
1759 bool
d3d12_enable_fake_so_buffers(struct d3d12_context * ctx,unsigned factor)1760 d3d12_enable_fake_so_buffers(struct d3d12_context *ctx, unsigned factor)
1761 {
1762 if (ctx->fake_so_buffer_factor == factor)
1763 return true;
1764
1765 d3d12_disable_fake_so_buffers(ctx);
1766
1767 for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
1768 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
1769 struct d3d12_stream_output_target *fake_target;
1770
1771 fake_target = CALLOC_STRUCT(d3d12_stream_output_target);
1772 if (!fake_target)
1773 return false;
1774 pipe_reference_init(&fake_target->base.reference, 1);
1775 fake_target->base.context = &ctx->base;
1776
1777 d3d12_resource_wait_idle(ctx, d3d12_resource(target->base.buffer), false);
1778
1779 /* Check if another target is using the same buffer */
1780 for (unsigned j = 0; j < i; ++j) {
1781 if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer) {
1782 struct d3d12_stream_output_target *prev_target =
1783 (struct d3d12_stream_output_target *)ctx->fake_so_targets[j];
1784 pipe_resource_reference(&fake_target->base.buffer, prev_target->base.buffer);
1785 pipe_resource_reference(&fake_target->fill_buffer, prev_target->fill_buffer);
1786 fake_target->fill_buffer_offset = prev_target->fill_buffer_offset;
1787 break;
1788 }
1789 }
1790
1791 /* Create new SO buffer 6x (2 triangles instead of 1 point) the original size if not */
1792 if (!fake_target->base.buffer) {
1793 fake_target->base.buffer = pipe_buffer_create(ctx->base.screen,
1794 PIPE_BIND_STREAM_OUTPUT,
1795 PIPE_USAGE_STAGING,
1796 target->base.buffer->width0 * factor);
1797 u_suballocator_alloc(&ctx->so_allocator, sizeof(uint32_t) * 5, 256,
1798 &fake_target->fill_buffer_offset, &fake_target->fill_buffer);
1799 update_so_fill_buffer_count(ctx, fake_target->fill_buffer, fake_target->fill_buffer_offset, 0);
1800 }
1801
1802 fake_target->base.buffer_offset = target->base.buffer_offset * factor;
1803 /* TODO: This will mess with SO statistics/overflow queries, but we're already missing things there */
1804 fake_target->base.buffer_size = target->base.buffer_size * factor;
1805 ctx->fake_so_targets[i] = &fake_target->base;
1806 fill_stream_output_buffer_view(&ctx->fake_so_buffer_views[i], fake_target);
1807 }
1808
1809 ctx->fake_so_buffer_factor = factor;
1810 ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1811
1812 return true;
1813 }
1814
1815 bool
d3d12_disable_fake_so_buffers(struct d3d12_context * ctx)1816 d3d12_disable_fake_so_buffers(struct d3d12_context *ctx)
1817 {
1818 if (ctx->fake_so_buffer_factor == 0)
1819 return true;
1820
1821 d3d12_flush_cmdlist_and_wait(ctx);
1822
1823 bool cs_state_saved = false;
1824 d3d12_compute_transform_save_restore save;
1825
1826 for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
1827 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
1828 struct d3d12_stream_output_target *fake_target = (struct d3d12_stream_output_target *)ctx->fake_so_targets[i];
1829
1830 if (fake_target == NULL)
1831 continue;
1832
1833 if (!cs_state_saved) {
1834 cs_state_saved = true;
1835 d3d12_save_compute_transform_state(ctx, &save);
1836 }
1837
1838 d3d12_compute_transform_key key;
1839 memset(&key, 0, sizeof(key));
1840 key.type = d3d12_compute_transform_type::fake_so_buffer_vertex_count;
1841 ctx->base.bind_compute_state(&ctx->base, d3d12_get_compute_transform(ctx, &key));
1842
1843 ctx->transform_state_vars[0] = ctx->gfx_pipeline_state.so_info.stride[i];
1844 ctx->transform_state_vars[1] = ctx->fake_so_buffer_factor;
1845
1846 pipe_shader_buffer new_cs_ssbos[3];
1847 new_cs_ssbos[0].buffer = fake_target->fill_buffer;
1848 new_cs_ssbos[0].buffer_offset = fake_target->fill_buffer_offset;
1849 new_cs_ssbos[0].buffer_size = fake_target->fill_buffer->width0 - fake_target->fill_buffer_offset;
1850
1851 new_cs_ssbos[1].buffer = target->fill_buffer;
1852 new_cs_ssbos[1].buffer_offset = target->fill_buffer_offset;
1853 new_cs_ssbos[1].buffer_size = target->fill_buffer->width0 - target->fill_buffer_offset;
1854 ctx->base.set_shader_buffers(&ctx->base, PIPE_SHADER_COMPUTE, 0, 2, new_cs_ssbos, 2);
1855
1856 pipe_grid_info grid = {};
1857 grid.block[0] = grid.block[1] = grid.block[2] = 1;
1858 grid.grid[0] = grid.grid[1] = grid.grid[2] = 1;
1859 ctx->base.launch_grid(&ctx->base, &grid);
1860
1861 key.type = d3d12_compute_transform_type::fake_so_buffer_copy_back;
1862 key.fake_so_buffer_copy_back.stride = ctx->gfx_pipeline_state.so_info.stride[i];
1863 for (unsigned j = 0; j < ctx->gfx_pipeline_state.so_info.num_outputs; ++j) {
1864 auto& output = ctx->gfx_pipeline_state.so_info.output[j];
1865 if (output.output_buffer != i)
1866 continue;
1867
1868 if (key.fake_so_buffer_copy_back.num_ranges > 0) {
1869 auto& last_range = key.fake_so_buffer_copy_back.ranges[key.fake_so_buffer_copy_back.num_ranges - 1];
1870 if (output.dst_offset * 4 == last_range.offset + last_range.size) {
1871 last_range.size += output.num_components * 4;
1872 continue;
1873 }
1874 }
1875
1876 auto& new_range = key.fake_so_buffer_copy_back.ranges[key.fake_so_buffer_copy_back.num_ranges++];
1877 new_range.offset = output.dst_offset * 4;
1878 new_range.size = output.num_components * 4;
1879 }
1880 ctx->base.bind_compute_state(&ctx->base, d3d12_get_compute_transform(ctx, &key));
1881
1882 ctx->transform_state_vars[0] = ctx->fake_so_buffer_factor;
1883
1884 new_cs_ssbos[0].buffer = target->base.buffer;
1885 new_cs_ssbos[0].buffer_offset = target->base.buffer_offset;
1886 new_cs_ssbos[0].buffer_size = target->base.buffer_size;
1887 new_cs_ssbos[1].buffer = fake_target->base.buffer;
1888 new_cs_ssbos[1].buffer_offset = fake_target->base.buffer_offset;
1889 new_cs_ssbos[1].buffer_size = fake_target->base.buffer_size;
1890 ctx->base.set_shader_buffers(&ctx->base, PIPE_SHADER_COMPUTE, 0, 2, new_cs_ssbos, 2);
1891
1892 pipe_constant_buffer cbuf = {};
1893 cbuf.buffer = fake_target->fill_buffer;
1894 cbuf.buffer_offset = fake_target->fill_buffer_offset;
1895 cbuf.buffer_size = fake_target->fill_buffer->width0 - cbuf.buffer_offset;
1896 ctx->base.set_constant_buffer(&ctx->base, PIPE_SHADER_COMPUTE, 1, false, &cbuf);
1897
1898 grid.indirect = fake_target->fill_buffer;
1899 grid.indirect_offset = fake_target->fill_buffer_offset + 4;
1900 ctx->base.launch_grid(&ctx->base, &grid);
1901
1902 pipe_so_target_reference(&ctx->fake_so_targets[i], NULL);
1903 ctx->fake_so_buffer_views[i].SizeInBytes = 0;
1904
1905 /* Make sure the buffer is not copied twice */
1906 for (unsigned j = i + 1; j <= ctx->gfx_pipeline_state.num_so_targets; ++j) {
1907 if (ctx->so_targets[j] && ctx->so_targets[j]->buffer == target->base.buffer)
1908 pipe_so_target_reference(&ctx->fake_so_targets[j], NULL);
1909 }
1910 }
1911
1912 ctx->fake_so_buffer_factor = 0;
1913 ctx->cmdlist_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
1914
1915 if (cs_state_saved)
1916 d3d12_restore_compute_transform_state(ctx, &save);
1917
1918 return true;
1919 }
1920
1921 static void
d3d12_clear_render_target(struct pipe_context * pctx,struct pipe_surface * psurf,const union pipe_color_union * color,unsigned dstx,unsigned dsty,unsigned width,unsigned height,bool render_condition_enabled)1922 d3d12_clear_render_target(struct pipe_context *pctx,
1923 struct pipe_surface *psurf,
1924 const union pipe_color_union *color,
1925 unsigned dstx, unsigned dsty,
1926 unsigned width, unsigned height,
1927 bool render_condition_enabled)
1928 {
1929 struct d3d12_context *ctx = d3d12_context(pctx);
1930 struct d3d12_surface *surf = d3d12_surface(psurf);
1931
1932 if (!render_condition_enabled && ctx->current_predication)
1933 ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
1934
1935 struct d3d12_resource *res = d3d12_resource(psurf->texture);
1936 d3d12_transition_resource_state(ctx, res,
1937 D3D12_RESOURCE_STATE_RENDER_TARGET,
1938 D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
1939 d3d12_apply_resource_states(ctx, false);
1940
1941 enum pipe_format format = psurf->format;
1942 float clear_color[4];
1943 bool clear_fallback = false;
1944
1945 if (util_format_is_pure_uint(format)) {
1946 for (int c = 0; c < 4 && !clear_fallback; ++c) {
1947 clear_color[c] = color->ui[c];
1948 clear_fallback = (uint32_t)clear_color[c] != color->ui[c];
1949 }
1950 } else if (util_format_is_pure_sint(format)) {
1951 for (int c = 0; c < 4 && !clear_fallback; ++c) {
1952 clear_color[c] = color->i[c];
1953 clear_fallback = (int32_t)clear_color[c] != color->i[c];
1954 }
1955 } else {
1956 for (int c = 0; c < 4; ++c)
1957 clear_color[c] = color->f[c];
1958 }
1959
1960 if (clear_fallback) {
1961 util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend);
1962 util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.zsa);
1963 util_blitter_save_vertex_elements(ctx->blitter, ctx->gfx_pipeline_state.ves);
1964 util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
1965 util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast);
1966 util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]);
1967 util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]);
1968 util_blitter_save_geometry_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_GEOMETRY]);
1969 util_blitter_save_tessctrl_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_CTRL]);
1970 util_blitter_save_tesseval_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_EVAL]);
1971
1972 util_blitter_save_framebuffer(ctx->blitter, &ctx->fb);
1973 util_blitter_save_viewport(ctx->blitter, ctx->viewport_states);
1974 util_blitter_save_scissor(ctx->blitter, ctx->scissor_states);
1975 util_blitter_save_fragment_sampler_states(ctx->blitter,
1976 ctx->num_samplers[PIPE_SHADER_FRAGMENT],
1977 (void **)ctx->samplers[PIPE_SHADER_FRAGMENT]);
1978 util_blitter_save_fragment_sampler_views(ctx->blitter,
1979 ctx->num_sampler_views[PIPE_SHADER_FRAGMENT],
1980 ctx->sampler_views[PIPE_SHADER_FRAGMENT]);
1981 util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->cbufs[PIPE_SHADER_FRAGMENT]);
1982 util_blitter_save_vertex_buffers(ctx->blitter, ctx->vbs, ctx->num_vbs);
1983 util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask, 0);
1984 util_blitter_save_so_targets(ctx->blitter, ctx->gfx_pipeline_state.num_so_targets, ctx->so_targets);
1985
1986 union pipe_color_union local_color;
1987 memcpy(&local_color, color, sizeof(local_color));
1988 if (!(util_format_colormask(util_format_description(psurf->format)) & PIPE_MASK_A)) {
1989 assert(!util_format_is_float(psurf->format));
1990 local_color.ui[3] = 1;
1991 }
1992 util_blitter_clear_render_target(ctx->blitter, psurf, &local_color, dstx, dsty, width, height);
1993 } else {
1994 if (!(util_format_colormask(util_format_description(psurf->format)) &
1995 PIPE_MASK_A))
1996 clear_color[3] = 1.0f;
1997
1998 D3D12_RECT rect = { (int)dstx, (int)dsty,
1999 (int)dstx + (int)width,
2000 (int)dsty + (int)height };
2001 ctx->cmdlist->ClearRenderTargetView(surf->desc_handle.cpu_handle,
2002 clear_color, 1, &rect);
2003 }
2004
2005 d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
2006
2007 if (!render_condition_enabled && ctx->current_predication) {
2008 d3d12_enable_predication(ctx);
2009 }
2010 }
2011
2012 static void
d3d12_clear_depth_stencil(struct pipe_context * pctx,struct pipe_surface * psurf,unsigned clear_flags,double depth,unsigned stencil,unsigned dstx,unsigned dsty,unsigned width,unsigned height,bool render_condition_enabled)2013 d3d12_clear_depth_stencil(struct pipe_context *pctx,
2014 struct pipe_surface *psurf,
2015 unsigned clear_flags,
2016 double depth,
2017 unsigned stencil,
2018 unsigned dstx, unsigned dsty,
2019 unsigned width, unsigned height,
2020 bool render_condition_enabled)
2021 {
2022 struct d3d12_context *ctx = d3d12_context(pctx);
2023 struct d3d12_surface *surf = d3d12_surface(psurf);
2024
2025 if (!render_condition_enabled && ctx->current_predication)
2026 ctx->cmdlist->SetPredication(NULL, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
2027
2028 D3D12_CLEAR_FLAGS flags = (D3D12_CLEAR_FLAGS)0;
2029 if (clear_flags & PIPE_CLEAR_DEPTH)
2030 flags |= D3D12_CLEAR_FLAG_DEPTH;
2031 if (clear_flags & PIPE_CLEAR_STENCIL)
2032 flags |= D3D12_CLEAR_FLAG_STENCIL;
2033
2034 struct d3d12_resource *res = d3d12_resource(psurf->texture);
2035 d3d12_transition_resource_state(ctx, res,
2036 D3D12_RESOURCE_STATE_DEPTH_WRITE,
2037 D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
2038 d3d12_apply_resource_states(ctx, false);
2039
2040 D3D12_RECT rect = { (int)dstx, (int)dsty,
2041 (int)dstx + (int)width,
2042 (int)dsty + (int)height };
2043 ctx->cmdlist->ClearDepthStencilView(surf->desc_handle.cpu_handle, flags,
2044 depth, stencil, 1, &rect);
2045
2046 d3d12_batch_reference_surface_texture(d3d12_current_batch(ctx), surf);
2047
2048 if (!render_condition_enabled && ctx->current_predication) {
2049 d3d12_enable_predication(ctx);
2050 }
2051 }
2052
2053 static void
d3d12_clear(struct pipe_context * pctx,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)2054 d3d12_clear(struct pipe_context *pctx,
2055 unsigned buffers,
2056 const struct pipe_scissor_state *scissor_state,
2057 const union pipe_color_union *color,
2058 double depth, unsigned stencil)
2059 {
2060 struct d3d12_context *ctx = d3d12_context(pctx);
2061
2062 if (buffers & PIPE_CLEAR_COLOR) {
2063 for (int i = 0; i < ctx->fb.nr_cbufs; ++i) {
2064 if (buffers & (PIPE_CLEAR_COLOR0 << i)) {
2065 struct pipe_surface *psurf = ctx->fb.cbufs[i];
2066 d3d12_clear_render_target(pctx, psurf, color,
2067 0, 0, psurf->width, psurf->height,
2068 true);
2069 }
2070 }
2071 }
2072
2073 if (buffers & PIPE_CLEAR_DEPTHSTENCIL && ctx->fb.zsbuf) {
2074 struct pipe_surface *psurf = ctx->fb.zsbuf;
2075 d3d12_clear_depth_stencil(pctx, psurf,
2076 buffers & PIPE_CLEAR_DEPTHSTENCIL,
2077 depth, stencil,
2078 0, 0, psurf->width, psurf->height,
2079 true);
2080 }
2081 }
2082
2083 void
d3d12_init_null_sampler(struct d3d12_context * ctx)2084 d3d12_init_null_sampler(struct d3d12_context *ctx)
2085 {
2086 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
2087
2088 d3d12_descriptor_pool_alloc_handle(ctx->sampler_pool, &ctx->null_sampler);
2089
2090 D3D12_SAMPLER_DESC desc;
2091 desc.Filter = D3D12_FILTER_ANISOTROPIC;
2092 desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2093 desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2094 desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2095 desc.MipLODBias = 0.0f;
2096 desc.MaxAnisotropy = 0;
2097 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
2098 desc.MinLOD = 0.0f;
2099 desc.MaxLOD = 0.0f;
2100 memset(desc.BorderColor, 0, sizeof(desc.BorderColor));
2101 screen->dev->CreateSampler(&desc, ctx->null_sampler.cpu_handle);
2102 }
2103
2104 static uint64_t
d3d12_get_timestamp(struct pipe_context * pctx)2105 d3d12_get_timestamp(struct pipe_context *pctx)
2106 {
2107 struct d3d12_context *ctx = d3d12_context(pctx);
2108
2109 if (!ctx->timestamp_query)
2110 ctx->timestamp_query = pctx->create_query(pctx, PIPE_QUERY_TIMESTAMP, 0);
2111
2112 pipe_query_result result;
2113 pctx->end_query(pctx, ctx->timestamp_query);
2114 pctx->get_query_result(pctx, ctx->timestamp_query, true, &result);
2115 return result.u64;
2116 }
2117
2118 void
d3d12_rebind_buffer(struct d3d12_context * ctx,struct d3d12_resource * res)2119 d3d12_rebind_buffer(struct d3d12_context *ctx, struct d3d12_resource *res)
2120 {
2121 if (res->base.b.bind & PIPE_BIND_VERTEX_BUFFER) {
2122 for (unsigned i = 0; i < ctx->num_vbs; ++i) {
2123 struct pipe_vertex_buffer *buf = &ctx->vbs[i];
2124
2125 if (!buf->is_user_buffer && &res->base.b == buf->buffer.resource) {
2126 ctx->vbvs[i].BufferLocation = d3d12_resource_gpu_virtual_address(res) + buf->buffer_offset;
2127 ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS;
2128 }
2129 }
2130 }
2131
2132 if (res->base.b.bind & PIPE_BIND_STREAM_OUTPUT) {
2133 for (unsigned i = 0; i < ctx->gfx_pipeline_state.num_so_targets; ++i) {
2134 struct d3d12_stream_output_target *target = (struct d3d12_stream_output_target *)ctx->so_targets[i];
2135 assert(!target || target->fill_buffer != &res->base.b);
2136 if (target && target->base.buffer == &res->base.b) {
2137 fill_stream_output_buffer_view(&ctx->so_buffer_views[i], target);
2138 ctx->state_dirty |= D3D12_DIRTY_STREAM_OUTPUT;
2139 }
2140
2141 assert(!ctx->fake_so_targets[i] || ctx->fake_so_targets[i]->buffer != &res->base.b);
2142 }
2143 }
2144 d3d12_invalidate_context_bindings(ctx, res);
2145 }
2146
2147 static void
d3d12_set_patch_vertices(struct pipe_context * pctx,uint8_t patch_vertices)2148 d3d12_set_patch_vertices(struct pipe_context *pctx, uint8_t patch_vertices)
2149 {
2150 struct d3d12_context *ctx = d3d12_context(pctx);
2151 ctx->patch_vertices = patch_vertices;
2152 ctx->cmdlist_dirty |= D3D12_DIRTY_PRIM_MODE;
2153 }
2154
2155 static void
d3d12_set_tess_state(struct pipe_context * pctx,const float default_outer_level[4],const float default_inner_level[2])2156 d3d12_set_tess_state(struct pipe_context *pctx,
2157 const float default_outer_level[4],
2158 const float default_inner_level[2])
2159 {
2160 struct d3d12_context *ctx = d3d12_context(pctx);
2161 memcpy(ctx->default_outer_tess_factor, default_outer_level, sizeof(ctx->default_outer_tess_factor));
2162 memcpy(ctx->default_inner_tess_factor, default_inner_level, sizeof(ctx->default_inner_tess_factor));
2163 }
2164
2165 bool
d3d12_need_zero_one_depth_range(struct d3d12_context * ctx)2166 d3d12_need_zero_one_depth_range(struct d3d12_context *ctx)
2167 {
2168 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT];
2169
2170 /**
2171 * OpenGL Compatibility spec, section 15.2.3 (Shader Outputs) says
2172 * the following:
2173 *
2174 * For fixed-point depth buffers, the final fragment depth written by
2175 * a fragment shader is first clamped to [0, 1] and then converted to
2176 * fixed-point as if it were a window z value (see section 13.8.1).
2177 * For floating-point depth buffers, conversion is not performed but
2178 * clamping is. Note that the depth range computation is not applied
2179 * here, only the conversion to fixed-point.
2180 *
2181 * However, the D3D11.3 Functional Spec, section 17.10 (Depth Clamp) says
2182 * the following:
2183 *
2184 * Depth values that reach the Output Merger, whether coming from
2185 * interpolation or from Pixel Shader output (replacing the
2186 * interpolated z), are always clamped:
2187 * z = min(Viewport.MaxDepth,max(Viewport.MinDepth,z))
2188 * following the D3D11 Floating Point Rules(3.1) for min/max.
2189 *
2190 * This means that we can't always use the fixed-function viewport-mapping
2191 * D3D provides.
2192 *
2193 * There's only one case where the difference matters: When the fragment
2194 * shader writes a non-implicit value to gl_FragDepth. In all other
2195 * cases, the fragment either shouldn't have been rasterized in the
2196 * first place, or the implicit gl_FragCoord.z-value should already have
2197 * been clamped to the depth-range.
2198 *
2199 * For simplicity, let's assume that an explicitly written frag-result
2200 * doesn't simply forward the value of gl_FragCoord.z. If it does, we'll
2201 * end up generating needless code, but the result will be correct.
2202 */
2203
2204 return fs && fs->initial->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH);
2205 }
2206
2207 void
d3d12_invalidate_context_bindings(struct d3d12_context * ctx,struct d3d12_resource * res)2208 d3d12_invalidate_context_bindings(struct d3d12_context *ctx, struct d3d12_resource *res) {
2209 // For each shader type, if the resource is currently bound as CBV, SRV, or UAV
2210 // set the context shader_dirty bit.
2211 for (uint i = 0; i < PIPE_SHADER_TYPES; ++i) {
2212 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_CBV] > 0) {
2213 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_CONSTBUF;
2214 }
2215
2216 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_SRV] > 0) {
2217 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS;
2218 }
2219
2220 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_SSBO] > 0) {
2221 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SSBO;
2222 }
2223
2224 if (res->bind_counts[i][D3D12_RESOURCE_BINDING_TYPE_IMAGE] > 0) {
2225 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_IMAGE;
2226 }
2227 }
2228 }
2229
2230 void
d3d12_init_graphics_context_functions(struct d3d12_context * ctx)2231 d3d12_init_graphics_context_functions(struct d3d12_context *ctx)
2232 {
2233 ctx->base.create_compute_state = d3d12_create_compute_state;
2234 ctx->base.bind_compute_state = d3d12_bind_compute_state;
2235 ctx->base.delete_compute_state = d3d12_delete_compute_state;
2236 ctx->base.set_shader_buffers = d3d12_set_shader_buffers;
2237
2238 ctx->base.create_sampler_view = d3d12_create_sampler_view;
2239 ctx->base.sampler_view_destroy = d3d12_destroy_sampler_view;
2240
2241 ctx->base.create_vertex_elements_state = d3d12_create_vertex_elements_state;
2242 ctx->base.bind_vertex_elements_state = d3d12_bind_vertex_elements_state;
2243 ctx->base.delete_vertex_elements_state = d3d12_delete_vertex_elements_state;
2244
2245 ctx->base.create_blend_state = d3d12_create_blend_state;
2246 ctx->base.bind_blend_state = d3d12_bind_blend_state;
2247 ctx->base.delete_blend_state = d3d12_delete_blend_state;
2248
2249 ctx->base.create_depth_stencil_alpha_state = d3d12_create_depth_stencil_alpha_state;
2250 ctx->base.bind_depth_stencil_alpha_state = d3d12_bind_depth_stencil_alpha_state;
2251 ctx->base.delete_depth_stencil_alpha_state = d3d12_delete_depth_stencil_alpha_state;
2252
2253 ctx->base.create_rasterizer_state = d3d12_create_rasterizer_state;
2254 ctx->base.bind_rasterizer_state = d3d12_bind_rasterizer_state;
2255 ctx->base.delete_rasterizer_state = d3d12_delete_rasterizer_state;
2256
2257 ctx->base.create_sampler_state = d3d12_create_sampler_state;
2258 ctx->base.bind_sampler_states = d3d12_bind_sampler_states;
2259 ctx->base.delete_sampler_state = d3d12_delete_sampler_state;
2260
2261 ctx->base.set_sampler_views = d3d12_set_sampler_views;
2262
2263 ctx->base.create_vs_state = d3d12_create_vs_state;
2264 ctx->base.bind_vs_state = d3d12_bind_vs_state;
2265 ctx->base.delete_vs_state = d3d12_delete_vs_state;
2266
2267 ctx->base.create_fs_state = d3d12_create_fs_state;
2268 ctx->base.bind_fs_state = d3d12_bind_fs_state;
2269 ctx->base.delete_fs_state = d3d12_delete_fs_state;
2270
2271 ctx->base.create_gs_state = d3d12_create_gs_state;
2272 ctx->base.bind_gs_state = d3d12_bind_gs_state;
2273 ctx->base.delete_gs_state = d3d12_delete_gs_state;
2274
2275 ctx->base.create_tcs_state = d3d12_create_tcs_state;
2276 ctx->base.bind_tcs_state = d3d12_bind_tcs_state;
2277 ctx->base.delete_tcs_state = d3d12_delete_tcs_state;
2278
2279 ctx->base.create_tes_state = d3d12_create_tes_state;
2280 ctx->base.bind_tes_state = d3d12_bind_tes_state;
2281 ctx->base.delete_tes_state = d3d12_delete_tes_state;
2282
2283 ctx->base.set_patch_vertices = d3d12_set_patch_vertices;
2284 ctx->base.set_tess_state = d3d12_set_tess_state;
2285
2286 ctx->base.set_polygon_stipple = d3d12_set_polygon_stipple;
2287 ctx->base.set_vertex_buffers = d3d12_set_vertex_buffers;
2288 ctx->base.set_viewport_states = d3d12_set_viewport_states;
2289 ctx->base.set_scissor_states = d3d12_set_scissor_states;
2290 ctx->base.set_constant_buffer = d3d12_set_constant_buffer;
2291 ctx->base.set_framebuffer_state = d3d12_set_framebuffer_state;
2292 ctx->base.set_clip_state = d3d12_set_clip_state;
2293 ctx->base.set_blend_color = d3d12_set_blend_color;
2294 ctx->base.set_sample_mask = d3d12_set_sample_mask;
2295 ctx->base.set_stencil_ref = d3d12_set_stencil_ref;
2296
2297 ctx->base.create_stream_output_target = d3d12_create_stream_output_target;
2298 ctx->base.stream_output_target_destroy = d3d12_stream_output_target_destroy;
2299 ctx->base.set_stream_output_targets = d3d12_set_stream_output_targets;
2300 ctx->base.set_shader_images = d3d12_set_shader_images;
2301
2302 ctx->base.clear = d3d12_clear;
2303 ctx->base.clear_render_target = d3d12_clear_render_target;
2304 ctx->base.clear_depth_stencil = d3d12_clear_depth_stencil;
2305 ctx->base.draw_vbo = d3d12_draw_vbo;
2306 ctx->base.launch_grid = d3d12_launch_grid;
2307 ctx->base.get_timestamp = d3d12_get_timestamp;
2308 }
2309