First rough draft of Compute functions (untested!)
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@ -361,6 +361,7 @@ typedef struct D3D11Texture
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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ID3D11UnorderedAccessView *unorderedAccessView;
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/* Basic Info */
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Refresh_TextureFormat format;
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@ -420,11 +421,20 @@ typedef struct D3D11GraphicsPipeline
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uint32_t fragmentUniformBlockSize;
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} D3D11GraphicsPipeline;
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typedef struct D3D11ComputePipeline
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{
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ID3D11ComputeShader *computeShader;
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uint64_t computeUniformBlockSize;
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uint32_t numTextures;
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uint32_t numBuffers;
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} D3D11ComputePipeline;
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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uint32_t size;
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uint8_t isDynamic;
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ID3D11UnorderedAccessView *uav;
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} D3D11Buffer;
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typedef struct D3D11UniformBuffer
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@ -444,6 +454,9 @@ typedef struct D3D11CommandBuffer
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ID3D11DepthStencilView *dsView;
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D3D11GraphicsPipeline *graphicsPipeline;
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/* Compute Pass */
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D3D11ComputePipeline *computePipeline;
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/* State */
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SDL_threadID threadID;
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ID3D11Query *completionQuery;
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@ -451,6 +464,7 @@ typedef struct D3D11CommandBuffer
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/* Uniforms */
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D3D11UniformBuffer *vertexUniformBuffer;
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D3D11UniformBuffer *fragmentUniformBuffer;
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D3D11UniformBuffer *computeUniformBuffer;
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D3D11UniformBuffer **boundUniformBuffers;
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uint32_t boundUniformBufferCount;
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@ -830,7 +844,28 @@ static void D3D11_DispatchCompute(
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uint32_t groupCountZ,
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uint32_t computeParamOffset
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) {
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NOT_IMPLEMENTED
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D3D11CommandBuffer* d3d11CommandBuffer = (D3D11CommandBuffer*)commandBuffer;
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uint32_t computeOffsetInConstants = computeParamOffset / 16;
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uint32_t computeBlockSizeInConstants = (uint32_t) (d3d11CommandBuffer->computePipeline->computeUniformBlockSize / 16);
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if (d3d11CommandBuffer->computeUniformBuffer != NULL)
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{
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ID3D11DeviceContext1_CSSetConstantBuffers1(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer->handle,
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&computeOffsetInConstants,
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&computeBlockSizeInConstants
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);
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}
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ID3D11DeviceContext_Dispatch(
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d3d11CommandBuffer->context,
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groupCountX,
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groupCountY,
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groupCountZ
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);
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}
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/* State Creation */
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@ -1064,8 +1099,16 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputeShaderInfo *computeShaderInfo
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) {
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NOT_IMPLEMENTED
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return NULL;
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D3D11Renderer* renderer = (D3D11Renderer*) driverData;
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D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
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D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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pipeline->numTextures = computeShaderInfo->imageBindingCount;
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pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
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pipeline->computeUniformBlockSize = computeShaderInfo->uniformBufferSize;
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return (Refresh_ComputePipeline*) pipeline;
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}
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static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
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@ -1318,6 +1361,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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ID3D11ShaderResourceView *srv = NULL;
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ID3D11RenderTargetView *rtv = NULL;
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ID3D11DepthStencilView *dsv = NULL;
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ID3D11UnorderedAccessView *uav = NULL;
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D3D11Texture *d3d11Texture;
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HRESULT res;
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@ -1404,6 +1448,32 @@ static Refresh_Texture* D3D11_CreateTexture(
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return NULL;
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}
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}
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/* Create the UAV, if applicable */
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if (isCompute)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
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uavDesc.Format = desc2D.Format;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
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uavDesc.Texture2D.MipSlice = 0; /* FIXME: Is this right? */
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res = ID3D11Device_CreateUnorderedAccessView(
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renderer->device,
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textureHandle,
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&uavDesc,
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&uav
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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if (srv != NULL)
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{
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ID3D11ShaderResourceView_Release(srv);
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}
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D3D11_INTERNAL_LogError(renderer->device, "Could not create UAV for 2D texture", res);
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return NULL;
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}
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}
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}
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else
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{
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@ -1460,6 +1530,33 @@ static Refresh_Texture* D3D11_CreateTexture(
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return NULL;
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}
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}
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/* Create the UAV, if applicable */
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if (isCompute)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
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uavDesc.Texture3D.MipSlice = 0;
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uavDesc.Texture3D.FirstWSlice = 0; /* FIXME */
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uavDesc.Texture3D.WSize = 0; /* FIXME */
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res = ID3D11Device_CreateUnorderedAccessView(
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renderer->device,
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textureHandle,
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&uavDesc,
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&uav
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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if (srv != NULL)
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{
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ID3D11ShaderResourceView_Release(srv);
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}
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D3D11_INTERNAL_LogError(renderer->device, "Could not create UAV for 3D texture", res);
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return NULL;
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}
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}
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}
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/* Create the RTV or DSV, if applicable */
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@ -1482,6 +1579,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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d3d11Texture->isCube = textureCreateInfo->isCube;
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d3d11Texture->targetView = isRenderTarget ? (ID3D11View*) rtv : (ID3D11View*) dsv;
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d3d11Texture->shaderView = srv;
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d3d11Texture->unorderedAccessView = uav;
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return (Refresh_Texture*) d3d11Texture;
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}
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@ -1494,6 +1592,7 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11_BUFFER_DESC bufferDesc;
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ID3D11Buffer *bufferHandle;
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ID3D11UnorderedAccessView *uav = NULL;
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D3D11Buffer *d3d11Buffer;
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HRESULT res;
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@ -1528,10 +1627,34 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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);
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ERROR_CHECK_RETURN("Could not create buffer", NULL);
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/* Create a UAV for the buffer */
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if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
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uavDesc.Format = DXGI_FORMAT_R8_UINT;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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uavDesc.Buffer.FirstElement = 0;
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uavDesc.Buffer.Flags = 0;
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uavDesc.Buffer.NumElements = sizeInBytes;
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res = ID3D11Device_CreateUnorderedAccessView(
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renderer->device,
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(ID3D11Resource*) bufferHandle,
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&uavDesc,
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&uav
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);
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if (FAILED(res))
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{
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ID3D11Buffer_Release(bufferHandle);
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ERROR_CHECK_RETURN("Could not create UAV for buffer!", NULL);
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}
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}
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d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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d3d11Buffer->handle = bufferHandle;
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d3d11Buffer->size = sizeInBytes;
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d3d11Buffer->isDynamic = isDynamic;
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d3d11Buffer->uav = uav;
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return (Refresh_Buffer*) d3d11Buffer;
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}
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@ -1979,6 +2102,10 @@ static void D3D11_QueueDestroyTexture(
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{
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ID3D11View_Release(d3d11Texture->targetView);
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}
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if (d3d11Texture->unorderedAccessView)
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{
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ID3D11UnorderedAccessView_Release(d3d11Texture->unorderedAccessView);
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}
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ID3D11Resource_Release(d3d11Texture->handle);
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@ -1999,7 +2126,14 @@ static void D3D11_QueueDestroyBuffer(
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Refresh_Buffer *buffer
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) {
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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if (d3d11Buffer->uav)
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{
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ID3D11UnorderedAccessView_Release(d3d11Buffer->handle);
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}
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ID3D11Buffer_Release(d3d11Buffer->handle);
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SDL_free(d3d11Buffer);
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}
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@ -2138,8 +2272,10 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->threadID = SDL_ThreadID();
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commandBuffer->swapchainData = NULL;
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commandBuffer->graphicsPipeline = NULL;
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commandBuffer->computePipeline = NULL;
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commandBuffer->vertexUniformBuffer = NULL;
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commandBuffer->fragmentUniformBuffer = NULL;
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commandBuffer->computeUniformBuffer = NULL;
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commandBuffer->dsView = NULL;
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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@ -2487,7 +2623,38 @@ static void D3D11_BindComputePipeline(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_ComputePipeline *computePipeline
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11ComputePipeline *pipeline = (D3D11ComputePipeline*) computePipeline;
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d3d11CommandBuffer->computePipeline = pipeline;
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if (d3d11CommandBuffer->computeUniformBuffer != NULL)
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{
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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->computeUniformBuffer
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);
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}
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if (pipeline->computeUniformBlockSize == 0)
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{
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d3d11CommandBuffer->computeUniformBuffer = NULL;
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}
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else
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{
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d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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renderer,
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pipeline->computeUniformBlockSize
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);
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}
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ID3D11DeviceContext_CSSetShader(
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d3d11CommandBuffer->context,
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pipeline->computeShader,
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NULL,
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0
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);
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}
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static void D3D11_BindComputeBuffers(
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@ -2495,7 +2662,24 @@ static void D3D11_BindComputeBuffers(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer **pBuffers
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11UnorderedAccessView* uavs[MAX_BUFFER_BINDINGS]; /* FIXME: Is this limit right? */
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int32_t numBuffers = d3d11CommandBuffer->computePipeline->numBuffers;
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for (int32_t i = 0; i < numBuffers; i += 1)
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{
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uavs[i] = ((D3D11Buffer*) pBuffers[i])->uav;
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}
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ID3D11DeviceContext_CSSetUnorderedAccessViews(
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d3d11CommandBuffer->context,
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0,
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numBuffers,
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uavs,
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NULL
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);
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}
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static void D3D11_BindComputeTextures(
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@ -2503,7 +2687,24 @@ static void D3D11_BindComputeTextures(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Texture **pTextures
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11UnorderedAccessView *uavs[MAX_TEXTURE_SAMPLERS]; /* FIXME: Is this limit right? */
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int32_t numTextures = d3d11CommandBuffer->computePipeline->numTextures;
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for (int32_t i = 0; i < numTextures; i += 1)
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{
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uavs[i] = ((D3D11Texture*) pTextures[i])->unorderedAccessView;
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}
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ID3D11DeviceContext_CSSetUnorderedAccessViews(
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d3d11CommandBuffer->context,
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0,
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numTextures,
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uavs,
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NULL
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);
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}
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/* Window and Swapchain Management */
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