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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/d3d12/d3d12_context.h
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef D3D12_CONTEXT_H
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#define D3D12_CONTEXT_H
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#include "d3d12_batch.h"
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#include "d3d12_descriptor_pool.h"
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#include "d3d12_pipeline_state.h"
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#include "d3d12_nir_lower_texcmp.h"
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#include "dxil_nir_lower_int_samplers.h"
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#include "pipe/p_context.h"
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#include "pipe/p_state.h"
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#include "util/list.h"
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#include "util/slab.h"
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#include "util/u_suballoc.h"
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#include <directx/d3d12.h>
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#define D3D12_GFX_SHADER_STAGES (PIPE_SHADER_TYPES - 1)
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enum d3d12_dirty_flags
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{
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D3D12_DIRTY_NONE = 0,
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D3D12_DIRTY_BLEND = (1 << 0),
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D3D12_DIRTY_RASTERIZER = (1 << 1),
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D3D12_DIRTY_ZSA = (1 << 2),
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D3D12_DIRTY_VERTEX_ELEMENTS = (1 << 3),
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D3D12_DIRTY_BLEND_COLOR = (1 << 4),
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D3D12_DIRTY_STENCIL_REF = (1 << 5),
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D3D12_DIRTY_SAMPLE_MASK = (1 << 6),
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D3D12_DIRTY_VIEWPORT = (1 << 7),
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D3D12_DIRTY_FRAMEBUFFER = (1 << 8),
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D3D12_DIRTY_SCISSOR = (1 << 9),
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D3D12_DIRTY_VERTEX_BUFFERS = (1 << 10),
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D3D12_DIRTY_INDEX_BUFFER = (1 << 11),
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D3D12_DIRTY_PRIM_MODE = (1 << 12),
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D3D12_DIRTY_SHADER = (1 << 13),
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D3D12_DIRTY_ROOT_SIGNATURE = (1 << 14),
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D3D12_DIRTY_STREAM_OUTPUT = (1 << 15),
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D3D12_DIRTY_STRIP_CUT_VALUE = (1 << 16),
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};
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enum d3d12_shader_dirty_flags
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{
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D3D12_SHADER_DIRTY_CONSTBUF = (1 << 0),
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D3D12_SHADER_DIRTY_SAMPLER_VIEWS = (1 << 1),
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D3D12_SHADER_DIRTY_SAMPLERS = (1 << 2),
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};
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#define D3D12_DIRTY_PSO (D3D12_DIRTY_BLEND | D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_ZSA | \
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D3D12_DIRTY_FRAMEBUFFER | D3D12_DIRTY_SAMPLE_MASK | \
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D3D12_DIRTY_VERTEX_ELEMENTS | D3D12_DIRTY_PRIM_MODE | \
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D3D12_DIRTY_SHADER | D3D12_DIRTY_ROOT_SIGNATURE | \
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D3D12_DIRTY_STRIP_CUT_VALUE)
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#define D3D12_SHADER_DIRTY_ALL (D3D12_SHADER_DIRTY_CONSTBUF | D3D12_SHADER_DIRTY_SAMPLER_VIEWS | \
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D3D12_SHADER_DIRTY_SAMPLERS)
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enum d3d12_binding_type {
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D3D12_BINDING_CONSTANT_BUFFER,
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D3D12_BINDING_SHADER_RESOURCE_VIEW,
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D3D12_BINDING_SAMPLER,
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D3D12_BINDING_STATE_VARS,
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D3D12_NUM_BINDING_TYPES
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};
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struct d3d12_sampler_state {
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struct d3d12_descriptor_handle handle, handle_without_shadow;
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bool is_integer_texture;
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bool is_shadow_sampler;
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enum pipe_tex_wrap wrap_r;
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enum pipe_tex_wrap wrap_s;
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enum pipe_tex_wrap wrap_t;
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enum pipe_tex_filter filter;
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float lod_bias;
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float min_lod, max_lod;
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float border_color[4];
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enum pipe_compare_func compare_func;
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};
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enum d3d12_blend_factor_flags {
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D3D12_BLEND_FACTOR_NONE = 0,
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D3D12_BLEND_FACTOR_COLOR = 1 << 0,
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D3D12_BLEND_FACTOR_ALPHA = 1 << 1,
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D3D12_BLEND_FACTOR_ANY = 1 << 2,
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};
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struct d3d12_sampler_view {
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struct pipe_sampler_view base;
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struct d3d12_descriptor_handle handle;
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unsigned mip_levels;
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unsigned array_size;
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unsigned swizzle_override_r:3; /**< PIPE_SWIZZLE_x for red component */
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unsigned swizzle_override_g:3; /**< PIPE_SWIZZLE_x for green component */
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unsigned swizzle_override_b:3; /**< PIPE_SWIZZLE_x for blue component */
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unsigned swizzle_override_a:3; /**< PIPE_SWIZZLE_x for alpha component */
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};
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static inline struct d3d12_sampler_view *
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d3d12_sampler_view(struct pipe_sampler_view *pview)
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{
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return (struct d3d12_sampler_view *)pview;
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}
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struct d3d12_stream_output_target {
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struct pipe_stream_output_target base;
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struct pipe_resource *fill_buffer;
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unsigned fill_buffer_offset;
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uint64_t cached_filled_size;
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};
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struct d3d12_shader_state {
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struct d3d12_shader *current;
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unsigned state_dirty;
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};
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struct blitter_context;
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struct primconvert_context;
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struct d3d12_validation_tools;
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#ifdef __cplusplus
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class ResourceStateManager;
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#endif
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struct d3d12_context {
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struct pipe_context base;
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struct slab_child_pool transfer_pool;
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struct primconvert_context *primconvert;
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struct blitter_context *blitter;
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struct u_suballocator query_allocator;
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struct u_suballocator so_allocator;
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struct hash_table *pso_cache;
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struct hash_table *root_signature_cache;
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struct hash_table *gs_variant_cache;
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struct d3d12_batch batches[4];
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unsigned current_batch_idx;
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struct pipe_constant_buffer cbufs[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS];
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struct pipe_framebuffer_state fb;
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struct pipe_vertex_buffer vbs[PIPE_MAX_ATTRIBS];
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D3D12_VERTEX_BUFFER_VIEW vbvs[PIPE_MAX_ATTRIBS];
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unsigned num_vbs;
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float flip_y;
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bool need_zero_one_depth_range;
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enum pipe_prim_type initial_api_prim;
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struct pipe_viewport_state viewport_states[PIPE_MAX_VIEWPORTS];
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D3D12_VIEWPORT viewports[PIPE_MAX_VIEWPORTS];
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unsigned num_viewports;
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struct pipe_scissor_state scissor_states[PIPE_MAX_VIEWPORTS];
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D3D12_RECT scissors[PIPE_MAX_VIEWPORTS];
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float blend_factor[4];
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struct pipe_stencil_ref stencil_ref;
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struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
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unsigned num_sampler_views[PIPE_SHADER_TYPES];
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unsigned has_int_samplers;
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struct d3d12_sampler_state *samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
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unsigned num_samplers[PIPE_SHADER_TYPES];
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D3D12_INDEX_BUFFER_VIEW ibv;
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dxil_wrap_sampler_state tex_wrap_states[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
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dxil_texture_swizzle_state tex_swizzle_state[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
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enum compare_func tex_compare_func[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
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struct {
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bool enabled;
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uint32_t pattern[32];
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struct pipe_resource *texture;
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struct pipe_sampler_view *sampler_view;
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struct d3d12_sampler_state *sampler_cso;
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} pstipple;
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struct pipe_stream_output_target *so_targets[PIPE_MAX_SO_BUFFERS];
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D3D12_STREAM_OUTPUT_BUFFER_VIEW so_buffer_views[PIPE_MAX_SO_BUFFERS];
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struct pipe_stream_output_target *fake_so_targets[PIPE_MAX_SO_BUFFERS];
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D3D12_STREAM_OUTPUT_BUFFER_VIEW fake_so_buffer_views[PIPE_MAX_SO_BUFFERS];
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unsigned fake_so_buffer_factor;
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struct d3d12_shader_selector *gfx_stages[D3D12_GFX_SHADER_STAGES];
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struct d3d12_gfx_pipeline_state gfx_pipeline_state;
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unsigned shader_dirty[D3D12_GFX_SHADER_STAGES];
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unsigned state_dirty;
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unsigned cmdlist_dirty;
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ID3D12PipelineState *current_pso;
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bool reverse_depth_range;
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ID3D12Fence *cmdqueue_fence;
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uint64_t fence_value;
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ID3D12GraphicsCommandList *cmdlist;
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struct list_head active_queries;
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bool queries_disabled;
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struct d3d12_descriptor_pool *sampler_pool;
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struct d3d12_descriptor_handle null_sampler;
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PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE D3D12SerializeVersionedRootSignature;
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struct d3d12_validation_tools *validation_tools;
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struct d3d12_resource *current_predication;
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#ifdef __cplusplus
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ResourceStateManager *resource_state_manager;
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#else
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void *resource_state_manager; /* opaque pointer; we don't know about classes in C */
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#endif
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struct pipe_query *timestamp_query;
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/* used by d3d12_blit.cpp */
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void *stencil_resolve_vs, *stencil_resolve_fs, *stencil_resolve_fs_no_flip, *sampler_state;
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};
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static inline struct d3d12_context *
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d3d12_context(struct pipe_context *context)
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{
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return (struct d3d12_context *)context;
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}
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static inline struct d3d12_batch *
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d3d12_current_batch(struct d3d12_context *ctx)
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{
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assert(ctx->current_batch_idx < ARRAY_SIZE(ctx->batches));
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return ctx->batches + ctx->current_batch_idx;
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}
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#define d3d12_foreach_submitted_batch(ctx, batch) \
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unsigned oldest = (ctx->current_batch_idx + 1) % ARRAY_SIZE(ctx->batches); \
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while (ctx->batches[oldest].fence == NULL && oldest != ctx->current_batch_idx) \
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oldest = (oldest + 1) % ARRAY_SIZE(ctx->batches); \
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struct d3d12_batch *batch = &ctx->batches[oldest]; \
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for (; oldest != ctx->current_batch_idx; \
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oldest = (oldest + 1) % ARRAY_SIZE(ctx->batches), \
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batch = &ctx->batches[oldest])
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struct pipe_context *
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d3d12_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags);
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bool
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d3d12_enable_fake_so_buffers(struct d3d12_context *ctx, unsigned factor);
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bool
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d3d12_disable_fake_so_buffers(struct d3d12_context *ctx);
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void
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d3d12_flush_cmdlist(struct d3d12_context *ctx);
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void
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d3d12_flush_cmdlist_and_wait(struct d3d12_context *ctx);
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enum d3d12_bind_invalidate_option {
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D3D12_BIND_INVALIDATE_NONE,
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D3D12_BIND_INVALIDATE_FULL,
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};
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void
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d3d12_transition_resource_state(struct d3d12_context* ctx,
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struct d3d12_resource* res,
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D3D12_RESOURCE_STATES state,
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d3d12_bind_invalidate_option bind_invalidate);
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void
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d3d12_transition_subresources_state(struct d3d12_context *ctx,
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struct d3d12_resource *res,
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unsigned start_level, unsigned num_levels,
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unsigned start_layer, unsigned num_layers,
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unsigned start_plane, unsigned num_planes,
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D3D12_RESOURCE_STATES state,
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d3d12_bind_invalidate_option bind_invalidate);
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void
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d3d12_apply_resource_states(struct d3d12_context* ctx);
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void
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d3d12_draw_vbo(struct pipe_context *pctx,
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const struct pipe_draw_info *dinfo,
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unsigned drawid_offset,
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const struct pipe_draw_indirect_info *indirect,
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const struct pipe_draw_start_count_bias *draws,
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unsigned num_draws);
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void
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d3d12_blit(struct pipe_context *pctx,
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const struct pipe_blit_info *info);
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void
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d3d12_context_query_init(struct pipe_context *pctx);
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bool
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d3d12_need_zero_one_depth_range(struct d3d12_context *ctx);
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#endif
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