implement d3d11 subresource tracking
continuous-integration/drone/push Build is failing Details

d3d11
cosmonaut 2024-03-05 12:27:38 -08:00
parent 128bd1f5f0
commit 5c84debb50
1 changed files with 227 additions and 318 deletions

View File

@ -348,25 +348,22 @@ static D3D11_FILTER RefreshToD3D11_Filter(Refresh_SamplerStateCreateInfo *create
/* Structs */
typedef struct D3D11TargetView
typedef struct D3D11TextureSubresource
{
ID3D11View *view; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
ID3D11View *targetView; /* can be NULL if not a target */
ID3D11UnorderedAccessView *uav; /* can be NULL if not used in compute */
ID3D11Resource *msaaHandle; /* can be NULL if not using MSAA */
uint32_t level;
uint32_t depth;
uint32_t layer;
} D3D11TargetView;
} D3D11TextureSubresource;
typedef struct D3D11Texture
{
/* D3D Handles */
ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
ID3D11ShaderResourceView *shaderView;
ID3D11Resource *msaaHandle;
ID3D11UnorderedAccessView *unorderedAccessView; /* API FIXME: This needs to be a dynamic array! */
D3D11TargetView *targetViews;
uint32_t targetViewCount;
uint32_t targetViewCapacity;
D3D11TextureSubresource *subresources; /* count is layerCount * levelCount */
/* Basic Info */
Refresh_TextureFormat format;
@ -374,6 +371,7 @@ typedef struct D3D11Texture
uint32_t height;
uint32_t depth;
uint32_t levelCount;
uint32_t layerCount;
uint8_t isCube;
uint8_t isRenderTarget;
} D3D11Texture;
@ -469,14 +467,6 @@ typedef struct D3D11Fence
ID3D11Query *handle;
} D3D11Fence;
typedef struct D3D11TargetBinding
{
D3D11Texture *texture;
uint32_t layer;
} D3D11TargetBinding;
static const D3D11TargetBinding NullTargetBinding = { NULL, 0 };
typedef struct D3D11CommandBuffer
{
/* Deferred Context */
@ -486,10 +476,13 @@ typedef struct D3D11CommandBuffer
D3D11WindowData *windowData;
/* Render Pass */
D3D11TargetBinding colorTargets[MAX_COLOR_TARGET_BINDINGS];
D3D11TargetBinding depthStencilTarget;
D3D11GraphicsPipeline *graphicsPipeline;
/* Render Pass MSAA resolve */
D3D11Texture *colorTargetResolveTexture[MAX_COLOR_TARGET_BINDINGS];
uint32_t colorTargetResolveSubresourceIndex[MAX_COLOR_TARGET_BINDINGS];
ID3D11Resource *colorTargetMsaaHandle[MAX_COLOR_TARGET_BINDINGS];
/* Compute Pass */
D3D11ComputePipeline *computePipeline;
@ -506,7 +499,7 @@ typedef struct D3D11CommandBuffer
uint32_t boundUniformBufferCount;
uint32_t boundUniformBufferCapacity;
/* Reference Counting */
/* Transfer Reference Counting */
D3D11TransferBuffer **usedTransferBuffers;
uint32_t usedTransferBufferCount;
uint32_t usedTransferBufferCapacity;
@ -1460,7 +1453,6 @@ static Refresh_Texture* D3D11_CreateTexture(
ID3D11Resource *textureHandle;
ID3D11Resource *msaaHandle = NULL;
ID3D11ShaderResourceView *srv = NULL;
ID3D11UnorderedAccessView *uav = NULL;
D3D11Texture *d3d11Texture;
HRESULT res;
@ -1500,7 +1492,7 @@ static Refresh_Texture* D3D11_CreateTexture(
desc2D.Width = textureCreateInfo->width;
desc2D.Height = textureCreateInfo->height;
desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1;
desc2D.ArraySize = textureCreateInfo->isCube ? 6 : textureCreateInfo->layerCount;
desc2D.CPUAccessFlags = 0;
desc2D.Format = format;
desc2D.MipLevels = textureCreateInfo->levelCount;
@ -1549,64 +1541,6 @@ static Refresh_Texture* D3D11_CreateTexture(
return NULL;
}
}
/* Create the UAV, if applicable */
/* API FIXME: Create these dynamically as needed per mip level! */
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
textureHandle,
&uavDesc,
&uav
);
if (FAILED(res))
{
ID3D11Resource_Release(textureHandle);
if (srv != NULL)
{
ID3D11ShaderResourceView_Release(srv);
}
D3D11_INTERNAL_LogError(renderer->device, "Could not create UAV for 2D texture", res);
return NULL;
}
}
/* Create the MSAA handle, if applicable */
if (isMultisample)
{
desc2D.MiscFlags = 0;
desc2D.MipLevels = 1;
desc2D.ArraySize = 1;
desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
desc2D.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
res = ID3D11Device_CreateTexture2D(
renderer->device,
&desc2D,
NULL,
(ID3D11Texture2D**) &msaaHandle
);
if (FAILED(res))
{
ID3D11Resource_Release(textureHandle);
if (srv != NULL)
{
ID3D11ShaderResourceView_Release(srv);
}
if (uav != NULL)
{
ID3D11UnorderedAccessView_Release(uav);
}
D3D11_INTERNAL_LogError(renderer->device, "Could not create MSAA texture", res);
return NULL;
}
}
}
else
{
@ -1648,7 +1582,7 @@ static Refresh_Texture* D3D11_CreateTexture(
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MipLevels = desc3D.MipLevels;
srvDesc.Texture3D.MostDetailedMip = 0;
@ -1665,62 +1599,163 @@ static Refresh_Texture* D3D11_CreateTexture(
return NULL;
}
}
/* Create the UAV, if applicable */
/* API FIXME: Create these dynamically as needed per mip level! */
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.MipSlice = 0;
uavDesc.Texture3D.FirstWSlice = 0;
uavDesc.Texture3D.WSize = -1;
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
textureHandle,
&uavDesc,
&uav
);
if (FAILED(res))
{
ID3D11Resource_Release(textureHandle);
if (srv != NULL)
{
ID3D11ShaderResourceView_Release(srv);
}
D3D11_INTERNAL_LogError(renderer->device, "Could not create UAV for 3D texture", res);
return NULL;
}
}
}
d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture));
d3d11Texture->handle = textureHandle;
d3d11Texture->msaaHandle = msaaHandle;
d3d11Texture->format = textureCreateInfo->format;
d3d11Texture->width = textureCreateInfo->width;
d3d11Texture->height = textureCreateInfo->height;
d3d11Texture->depth = textureCreateInfo->depth;
d3d11Texture->levelCount = textureCreateInfo->levelCount;
d3d11Texture->layerCount = textureCreateInfo->layerCount;
d3d11Texture->isCube = textureCreateInfo->isCube;
d3d11Texture->isRenderTarget = isColorTarget | isDepthStencil;
d3d11Texture->shaderView = srv;
d3d11Texture->unorderedAccessView = uav;
d3d11Texture->targetViewCount = 0;
if (d3d11Texture->isRenderTarget)
d3d11Texture->subresources = SDL_malloc(
d3d11Texture->levelCount * d3d11Texture->layerCount * sizeof(D3D11TextureSubresource)
);
for (uint32_t layerIndex = 0; layerIndex < d3d11Texture->layerCount; layerIndex += 1)
{
d3d11Texture->targetViewCapacity = d3d11Texture->isCube ? 6 : 1;
d3d11Texture->targetViews = SDL_malloc(
sizeof(D3D11TargetView) * d3d11Texture->targetViewCapacity
);
}
else
{
d3d11Texture->targetViewCapacity = 0;
d3d11Texture->targetViews = NULL;
for (uint32_t levelIndex = 0; levelIndex < d3d11Texture->levelCount; levelIndex += 1)
{
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
levelIndex,
layerIndex,
d3d11Texture->levelCount
);
d3d11Texture->subresources[subresourceIndex].layer = layerIndex;
d3d11Texture->subresources[subresourceIndex].level = levelIndex;
if (isMultisample)
{
D3D11_TEXTURE2D_DESC desc2D;
desc2D.MiscFlags = 0;
desc2D.MipLevels = 1;
desc2D.ArraySize = 1;
desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
desc2D.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
res = ID3D11Device_CreateTexture2D(
renderer->device,
&desc2D,
NULL,
(ID3D11Texture2D**) &d3d11Texture->subresources[subresourceIndex].msaaHandle
);
ERROR_CHECK_RETURN("Could not create MSAA texture!", NULL);
}
else
{
d3d11Texture->subresources[subresourceIndex].msaaHandle = NULL;
}
if (d3d11Texture->isRenderTarget)
{
if (isDepthStencil)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = format;
dsvDesc.Flags = 0;
if (isMultisample)
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
}
else
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateDepthStencilView(
renderer->device,
isMultisample ? d3d11Texture->subresources[subresourceIndex].msaaHandle : d3d11Texture->handle,
&dsvDesc,
&d3d11Texture->subresources[subresourceIndex].targetView
);
ERROR_CHECK_RETURN("Could not create DSV!", NULL);
}
else
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
if (d3d11Texture->layerCount > 1)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = levelIndex;
rtvDesc.Texture2DArray.FirstArraySlice = layerIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
}
else if (d3d11Texture->depth > 1)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = levelIndex;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = d3d11Texture->depth;
}
else
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateRenderTargetView(
renderer->device,
d3d11Texture->handle,
&rtvDesc,
&d3d11Texture->subresources[subresourceIndex].targetView
);
ERROR_CHECK_RETURN("Could not create RTV!", NULL);
}
}
else
{
d3d11Texture->subresources[subresourceIndex].targetView = NULL;
}
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
if (d3d11Texture->layerCount > 1)
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = levelIndex;
uavDesc.Texture2DArray.FirstArraySlice = layerIndex;
uavDesc.Texture2DArray.ArraySize = 1;
}
else if (d3d11Texture->depth > 1)
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.MipSlice = levelIndex;
uavDesc.Texture3D.FirstWSlice = 0;
uavDesc.Texture3D.WSize = d3d11Texture->layerCount;
}
else
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
d3d11Texture->handle,
&uavDesc,
&d3d11Texture->subresources[subresourceIndex].uav
);
ERROR_CHECK_RETURN("Could not create UAV!", NULL);
}
else
{
d3d11Texture->subresources[subresourceIndex].uav = NULL;
}
}
}
return (Refresh_Texture*) d3d11Texture;
@ -2634,22 +2669,34 @@ static void D3D11_QueueDestroyTexture(
{
ID3D11ShaderResourceView_Release(d3d11Texture->shaderView);
}
if (d3d11Texture->unorderedAccessView)
for (uint32_t layerIndex = 0; layerIndex < d3d11Texture->layerCount; layerIndex += 1)
{
ID3D11UnorderedAccessView_Release(d3d11Texture->unorderedAccessView);
}
if (d3d11Texture->targetViewCount > 0)
{
for (uint32_t i = 0; i < d3d11Texture->targetViewCount; i += 1)
for (uint32_t levelIndex = 0; levelIndex < d3d11Texture->levelCount; levelIndex += 1)
{
ID3D11View_Release(d3d11Texture->targetViews[i].view);
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
levelIndex,
layerIndex,
d3d11Texture->levelCount
);
if (d3d11Texture->subresources[subresourceIndex].msaaHandle != NULL)
{
ID3D11Resource_Release(d3d11Texture->subresources[subresourceIndex].msaaHandle);
}
if (d3d11Texture->subresources[subresourceIndex].targetView != NULL)
{
ID3D11RenderTargetView_Release(d3d11Texture->subresources[subresourceIndex].targetView);
}
if (d3d11Texture->subresources[subresourceIndex].uav != NULL)
{
ID3D11UnorderedAccessView_Release(d3d11Texture->subresources[subresourceIndex].uav);
}
}
SDL_free(d3d11Texture->targetViews);
}
if (d3d11Texture->msaaHandle)
{
ID3D11Resource_Release(d3d11Texture->msaaHandle);
}
SDL_free(d3d11Texture->subresources);
ID3D11Resource_Release(d3d11Texture->handle);
@ -2880,9 +2927,10 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->computeUniformBuffer = NULL;
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
commandBuffer->colorTargets[i] = NullTargetBinding;
commandBuffer->colorTargetResolveTexture[i] = NULL;
commandBuffer->colorTargetResolveSubresourceIndex[i] = 0;
commandBuffer->colorTargetMsaaHandle[i] = NULL;
}
commandBuffer->depthStencilTarget = NullTargetBinding;
D3D11_INTERNAL_AcquireFence(renderer, commandBuffer);
commandBuffer->autoReleaseFence = 1;
@ -2892,155 +2940,6 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
return (Refresh_CommandBuffer*) commandBuffer;
}
static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
D3D11Renderer *renderer,
Refresh_ColorAttachmentInfo *info
) {
D3D11Texture *texture = (D3D11Texture*) info->textureSlice.texture;
D3D11TargetView *targetView;
uint8_t isMultisample = texture->msaaHandle != NULL;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
ID3D11RenderTargetView *rtv;
HRESULT res;
/* FIXME: what about 3D textures */
/* Does this target already exist? */
for (uint32_t i = 0; i < texture->targetViewCount; i += 1)
{
targetView = &texture->targetViews[i];
if (
targetView->layer == info->textureSlice.layer &&
targetView->level == info->textureSlice.mipLevel
) {
return (ID3D11RenderTargetView*) targetView->view;
}
}
/* Let's create a new RTV! */
rtvDesc.Format = RefreshToD3D11_TextureFormat[texture->format];
if (texture->isCube && !isMultisample)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = info->textureSlice.layer;
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.MipSlice = info->textureSlice.mipLevel;
}
else if (texture->depth > 1)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = info->textureSlice.mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = texture->depth;
}
else
{
if (isMultisample)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
}
else
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = info->textureSlice.mipLevel;
}
}
res = ID3D11Device_CreateRenderTargetView(
renderer->device,
isMultisample ? texture->msaaHandle : texture->handle,
&rtvDesc,
&rtv
);
ERROR_CHECK_RETURN("Could not create RTV!", NULL);
/* Create the D3D11TargetView to wrap our new RTV */
if (texture->targetViewCount >= texture->targetViewCapacity)
{
texture->targetViewCapacity *= 2;
texture->targetViews = SDL_realloc(
texture->targetViews,
sizeof(D3D11TargetView) * texture->targetViewCapacity
);
}
targetView = &texture->targetViews[texture->targetViewCount];
targetView->depth = info->depth;
targetView->layer = info->textureSlice.layer;
targetView->level = info->textureSlice.mipLevel;
targetView->view = (ID3D11View*) rtv;
texture->targetViewCount += 1;
return rtv;
}
static ID3D11DepthStencilView* D3D11_INTERNAL_FetchDSV(
D3D11Renderer* renderer,
Refresh_DepthStencilAttachmentInfo* info
) {
D3D11Texture *texture = (D3D11Texture*) info->texture;
D3D11TargetView *targetView;
uint8_t isMultisample = texture->msaaHandle != NULL;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
ID3D11DepthStencilView *dsv;
HRESULT res;
/* Does this target already exist? */
for (uint32_t i = 0; i < texture->targetViewCount; i += 1)
{
targetView = &texture->targetViews[i];
if ( targetView->depth == info->depth &&
targetView->layer == info->layer &&
targetView->level == info->level )
{
return (ID3D11DepthStencilView*) targetView->view;
}
}
/* Let's create a new DSV! */
dsvDesc.Format = RefreshToD3D11_TextureFormat[texture->format];
dsvDesc.Flags = 0;
if (isMultisample)
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
}
else
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = info->level;
}
res = ID3D11Device_CreateDepthStencilView(
renderer->device,
isMultisample ? texture->msaaHandle : texture->handle,
&dsvDesc,
&dsv
);
ERROR_CHECK_RETURN("Could not create DSV!", NULL);
/* Create the D3D11TargetView to wrap our new DSV */
if (texture->targetViewCount == texture->targetViewCapacity)
{
texture->targetViewCapacity *= 2;
texture->targetViews = SDL_realloc(
texture->targetViews,
sizeof(D3D11TargetView) * texture->targetViewCapacity
);
}
targetView = &texture->targetViews[texture->targetViewCount];
targetView->depth = info->depth;
targetView->layer = info->layer;
targetView->level = info->level;
targetView->view = (ID3D11View*) dsv;
texture->targetViewCount += 1;
return dsv;
}
static void D3D11_BeginRenderPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -3060,32 +2959,43 @@ static void D3D11_BeginRenderPass(
/* Clear the bound targets for the current command buffer */
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
d3d11CommandBuffer->colorTargets[i] = NullTargetBinding;
d3d11CommandBuffer->colorTargetResolveTexture[i] = NULL;
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i] = 0;
d3d11CommandBuffer->colorTargetMsaaHandle[i] = NULL;
}
d3d11CommandBuffer->depthStencilTarget = NullTargetBinding;
/* Set up the new color target bindings */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
{
d3d11CommandBuffer->colorTargets[i].texture = (D3D11Texture*) colorAttachmentInfos[i].texture;
d3d11CommandBuffer->colorTargets[i].layer = colorAttachmentInfos[i].layer;
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].textureSlice.texture;
rtvs[i] = D3D11_INTERNAL_FetchRTV(
renderer,
&colorAttachmentInfos[i]
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
colorAttachmentInfos[i].textureSlice.mipLevel,
colorAttachmentInfos[i].textureSlice.layer,
texture->levelCount
);
rtvs[i] = texture->subresources[subresourceIndex].targetView;
if (texture->subresources[subresourceIndex].msaaHandle != NULL)
{
d3d11CommandBuffer->colorTargetResolveTexture[i] = texture;
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i] = subresourceIndex;
d3d11CommandBuffer->colorTargetMsaaHandle[i] = texture->subresources[subresourceIndex].msaaHandle;
}
}
/* Get the DSV for the depth stencil attachment, if applicable */
if (depthStencilAttachmentInfo != NULL)
{
d3d11CommandBuffer->depthStencilTarget.texture = (D3D11Texture*) depthStencilAttachmentInfo->texture;
d3d11CommandBuffer->depthStencilTarget.layer = depthStencilAttachmentInfo->layer;
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->textureSlice.texture;
dsv = D3D11_INTERNAL_FetchDSV(
renderer,
depthStencilAttachmentInfo
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
depthStencilAttachmentInfo->textureSlice.mipLevel,
depthStencilAttachmentInfo->textureSlice.layer,
texture->levelCount
);
dsv = texture->subresources[subresourceIndex].targetView;
}
/* Actually set the RTs */
@ -3143,9 +3053,9 @@ static void D3D11_BeginRenderPass(
/* The viewport cannot be larger than the smallest attachment. */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
{
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].texture;
uint32_t w = texture->width >> colorAttachmentInfos[i].level;
uint32_t h = texture->height >> colorAttachmentInfos[i].level;
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].textureSlice.texture;
uint32_t w = texture->width >> colorAttachmentInfos[i].textureSlice.mipLevel;
uint32_t h = texture->height >> colorAttachmentInfos[i].textureSlice.mipLevel;
if (w < vpWidth)
{
@ -3160,9 +3070,9 @@ static void D3D11_BeginRenderPass(
if (depthStencilAttachmentInfo != NULL)
{
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->texture;
uint32_t w = texture->width >> depthStencilAttachmentInfo->level;
uint32_t h = texture->height >> depthStencilAttachmentInfo->level;
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->textureSlice.texture;
uint32_t w = texture->width >> depthStencilAttachmentInfo->textureSlice.mipLevel;
uint32_t h = texture->height >> depthStencilAttachmentInfo->textureSlice.mipLevel;
if (w < vpWidth)
{
@ -3214,22 +3124,15 @@ static void D3D11_EndRenderPass(
/* Resolve MSAA color render targets */
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
D3D11Texture *texture = d3d11CommandBuffer->colorTargets[i].texture;
if (texture != NULL && texture->msaaHandle != NULL)
if (d3d11CommandBuffer->colorTargetMsaaHandle[i] != NULL)
{
uint32_t subresource = D3D11_INTERNAL_CalcSubresource(
0, /* FIXME: This should probably the color target's mip level */
d3d11CommandBuffer->colorTargets[i].layer,
texture->levelCount
);
ID3D11DeviceContext_ResolveSubresource(
d3d11CommandBuffer->context,
texture->handle,
subresource,
texture->msaaHandle,
d3d11CommandBuffer->colorTargetResolveTexture[i]->handle,
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i],
d3d11CommandBuffer->colorTargetMsaaHandle[i],
0,
RefreshToD3D11_TextureFormat[texture->format]
RefreshToD3D11_TextureFormat[d3d11CommandBuffer->colorTargetResolveTexture[i]->format]
);
}
}
@ -3468,7 +3371,6 @@ static void D3D11_BindComputeBuffers(
);
}
/* FIXME: need to pre-generate UAVs per subresource */
/* D3D11 can't discard when setting a UAV, so just ignore writeOption */
static void D3D11_BindComputeTextures(
Refresh_Renderer *driverData,
@ -3483,7 +3385,14 @@ static void D3D11_BindComputeTextures(
for (int32_t i = 0; i < numTextures; i += 1)
{
uavs[i] = ((D3D11Texture*) pBindings[i].textureSlice.texture)->unorderedAccessView;
D3D11Texture *texture = ((D3D11Texture*) pBindings[i].textureSlice.texture);
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
pBindings[i].textureSlice.mipLevel,
pBindings[i].textureSlice.layer,
texture->levelCount
);
uavs[i] = texture->subresources[subresourceIndex].uav;
}
ID3D11DeviceContext_CSSetUnorderedAccessViews(