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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt Gui module
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QRHID3D11_P_H
+#define QRHID3D11_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include "qrhid3d11_p.h"
+#include "qrhi_p_p.h"
+#include "qshaderdescription_p.h"
+#include <QWindow>
+
+#include <d3d11_1.h>
+#include <dxgi1_3.h>
+
+QT_BEGIN_NAMESPACE
+
+struct QD3D11Buffer : public QRhiBuffer
+{
+ QD3D11Buffer(QRhiImplementation *rhi, Type type, UsageFlags usage, int size);
+ ~QD3D11Buffer();
+ void release() override;
+ bool build() override;
+
+ ID3D11UnorderedAccessView *unorderedAccessView();
+
+ ID3D11Buffer *buffer = nullptr;
+ QByteArray dynBuf;
+ bool hasPendingDynamicUpdates = false;
+ ID3D11UnorderedAccessView *uav = nullptr;
+ uint generation = 0;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11RenderBuffer : public QRhiRenderBuffer
+{
+ QD3D11RenderBuffer(QRhiImplementation *rhi, Type type, const QSize &pixelSize,
+ int sampleCount, QRhiRenderBuffer::Flags flags);
+ ~QD3D11RenderBuffer();
+ void release() override;
+ bool build() override;
+ QRhiTexture::Format backingFormat() const override;
+
+ ID3D11Texture2D *tex = nullptr;
+ ID3D11DepthStencilView *dsv = nullptr;
+ ID3D11RenderTargetView *rtv = nullptr;
+ DXGI_FORMAT dxgiFormat;
+ DXGI_SAMPLE_DESC sampleDesc;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11Texture : public QRhiTexture
+{
+ QD3D11Texture(QRhiImplementation *rhi, Format format, const QSize &pixelSize,
+ int sampleCount, Flags flags);
+ ~QD3D11Texture();
+ void release() override;
+ bool build() override;
+ bool buildFrom(const QRhiNativeHandles *src) override;
+ const QRhiNativeHandles *nativeHandles() override;
+
+ bool prepareBuild(QSize *adjustedSize = nullptr);
+ bool finishBuild();
+ ID3D11UnorderedAccessView *unorderedAccessViewForLevel(int level);
+
+ ID3D11Texture2D *tex = nullptr;
+ bool owns = true;
+ ID3D11ShaderResourceView *srv = nullptr;
+ DXGI_FORMAT dxgiFormat;
+ uint mipLevelCount = 0;
+ DXGI_SAMPLE_DESC sampleDesc;
+ QRhiD3D11TextureNativeHandles nativeHandlesStruct;
+ ID3D11UnorderedAccessView *perLevelViews[QRhi::MAX_LEVELS];
+ uint generation = 0;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11Sampler : public QRhiSampler
+{
+ QD3D11Sampler(QRhiImplementation *rhi, Filter magFilter, Filter minFilter, Filter mipmapMode,
+ AddressMode u, AddressMode v);
+ ~QD3D11Sampler();
+ void release() override;
+ bool build() override;
+
+ ID3D11SamplerState *samplerState = nullptr;
+ uint generation = 0;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11RenderPassDescriptor : public QRhiRenderPassDescriptor
+{
+ QD3D11RenderPassDescriptor(QRhiImplementation *rhi);
+ ~QD3D11RenderPassDescriptor();
+ void release() override;
+};
+
+struct QD3D11RenderTargetData
+{
+ QD3D11RenderTargetData(QRhiImplementation *)
+ {
+ for (int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i)
+ rtv[i] = nullptr;
+ }
+
+ QD3D11RenderPassDescriptor *rp = nullptr;
+ QSize pixelSize;
+ float dpr = 1;
+ int sampleCount = 1;
+ int colorAttCount = 0;
+ int dsAttCount = 0;
+
+ static const int MAX_COLOR_ATTACHMENTS = 8;
+ ID3D11RenderTargetView *rtv[MAX_COLOR_ATTACHMENTS];
+ ID3D11DepthStencilView *dsv = nullptr;
+};
+
+struct QD3D11ReferenceRenderTarget : public QRhiRenderTarget
+{
+ QD3D11ReferenceRenderTarget(QRhiImplementation *rhi);
+ ~QD3D11ReferenceRenderTarget();
+ void release() override;
+
+ QSize pixelSize() const override;
+ float devicePixelRatio() const override;
+ int sampleCount() const override;
+
+ QD3D11RenderTargetData d;
+};
+
+struct QD3D11TextureRenderTarget : public QRhiTextureRenderTarget
+{
+ QD3D11TextureRenderTarget(QRhiImplementation *rhi, const QRhiTextureRenderTargetDescription &desc, Flags flags);
+ ~QD3D11TextureRenderTarget();
+ void release() override;
+
+ QSize pixelSize() const override;
+ float devicePixelRatio() const override;
+ int sampleCount() const override;
+
+ QRhiRenderPassDescriptor *newCompatibleRenderPassDescriptor() override;
+ bool build() override;
+
+ QD3D11RenderTargetData d;
+ bool ownsRtv[QD3D11RenderTargetData::MAX_COLOR_ATTACHMENTS];
+ ID3D11RenderTargetView *rtv[QD3D11RenderTargetData::MAX_COLOR_ATTACHMENTS];
+ bool ownsDsv = false;
+ ID3D11DepthStencilView *dsv = nullptr;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11ShaderResourceBindings : public QRhiShaderResourceBindings
+{
+ QD3D11ShaderResourceBindings(QRhiImplementation *rhi);
+ ~QD3D11ShaderResourceBindings();
+ void release() override;
+ bool build() override;
+
+ QVector<QRhiShaderResourceBinding> sortedBindings;
+ uint generation = 0;
+
+ // Keep track of the generation number of each referenced QRhi* to be able
+ // to detect that the batched bindings are out of date.
+ struct BoundUniformBufferData {
+ quint64 id;
+ uint generation;
+ };
+ struct BoundSampledTextureData {
+ quint64 texId;
+ uint texGeneration;
+ quint64 samplerId;
+ uint samplerGeneration;
+ };
+ struct BoundStorageImageData {
+ quint64 id;
+ uint generation;
+ };
+ struct BoundStorageBufferData {
+ quint64 id;
+ uint generation;
+ };
+ struct BoundResourceData {
+ union {
+ BoundUniformBufferData ubuf;
+ BoundSampledTextureData stex;
+ BoundStorageImageData simage;
+ BoundStorageBufferData sbuf;
+ };
+ };
+ QVector<BoundResourceData> boundResourceData;
+
+ QRhiBatchedBindings<ID3D11Buffer *> vsubufs;
+ QRhiBatchedBindings<UINT> vsubufoffsets;
+ QRhiBatchedBindings<UINT> vsubufsizes;
+
+ QRhiBatchedBindings<ID3D11Buffer *> fsubufs;
+ QRhiBatchedBindings<UINT> fsubufoffsets;
+ QRhiBatchedBindings<UINT> fsubufsizes;
+
+ QRhiBatchedBindings<ID3D11Buffer *> csubufs;
+ QRhiBatchedBindings<UINT> csubufoffsets;
+ QRhiBatchedBindings<UINT> csubufsizes;
+
+ QRhiBatchedBindings<ID3D11SamplerState *> vssamplers;
+ QRhiBatchedBindings<ID3D11ShaderResourceView *> vsshaderresources;
+
+ QRhiBatchedBindings<ID3D11SamplerState *> fssamplers;
+ QRhiBatchedBindings<ID3D11ShaderResourceView *> fsshaderresources;
+
+ QRhiBatchedBindings<ID3D11SamplerState *> cssamplers;
+ QRhiBatchedBindings<ID3D11ShaderResourceView *> csshaderresources;
+
+ QRhiBatchedBindings<ID3D11UnorderedAccessView *> csUAVs;
+
+ friend class QRhiD3D11;
+};
+
+Q_DECLARE_TYPEINFO(QD3D11ShaderResourceBindings::BoundResourceData, Q_MOVABLE_TYPE);
+
+struct QD3D11GraphicsPipeline : public QRhiGraphicsPipeline
+{
+ QD3D11GraphicsPipeline(QRhiImplementation *rhi);
+ ~QD3D11GraphicsPipeline();
+ void release() override;
+ bool build() override;
+
+ ID3D11DepthStencilState *dsState = nullptr;
+ ID3D11BlendState *blendState = nullptr;
+ ID3D11VertexShader *vs = nullptr;
+ ID3D11PixelShader *fs = nullptr;
+ ID3D11InputLayout *inputLayout = nullptr;
+ D3D11_PRIMITIVE_TOPOLOGY d3dTopology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ ID3D11RasterizerState *rastState = nullptr;
+ uint generation = 0;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11ComputePipeline : public QRhiComputePipeline
+{
+ QD3D11ComputePipeline(QRhiImplementation *rhi);
+ ~QD3D11ComputePipeline();
+ void release() override;
+ bool build() override;
+
+ ID3D11ComputeShader *cs = nullptr;
+ uint generation = 0;
+ friend class QRhiD3D11;
+};
+
+struct QD3D11SwapChain;
+
+struct QD3D11CommandBuffer : public QRhiCommandBuffer
+{
+ QD3D11CommandBuffer(QRhiImplementation *rhi);
+ ~QD3D11CommandBuffer();
+ void release() override;
+
+ struct Command {
+ enum Cmd {
+ ResetShaderResources,
+ SetRenderTarget,
+ Clear,
+ Viewport,
+ Scissor,
+ BindVertexBuffers,
+ BindIndexBuffer,
+ BindGraphicsPipeline,
+ BindShaderResources,
+ StencilRef,
+ BlendConstants,
+ Draw,
+ DrawIndexed,
+ UpdateSubRes,
+ CopySubRes,
+ ResolveSubRes,
+ GenMip,
+ DebugMarkBegin,
+ DebugMarkEnd,
+ DebugMarkMsg,
+ BindComputePipeline,
+ Dispatch
+ };
+ enum ClearFlag { Color = 1, Depth = 2, Stencil = 4 };
+ Cmd cmd;
+
+ static const int MAX_UBUF_BINDINGS = 32; // should be D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT but 128 is a waste of space for our purposes
+
+ // QRhi*/QD3D11* references should be kept at minimum (so no
+ // QRhiTexture/Buffer/etc. pointers).
+ union {
+ struct {
+ QRhiRenderTarget *rt;
+ } setRenderTarget;
+ struct {
+ QRhiRenderTarget *rt;
+ int mask;
+ float c[4];
+ float d;
+ quint32 s;
+ } clear;
+ struct {
+ float x, y, w, h;
+ float d0, d1;
+ } viewport;
+ struct {
+ int x, y, w, h;
+ } scissor;
+ struct {
+ int startSlot;
+ int slotCount;
+ ID3D11Buffer *buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ UINT offsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ UINT strides[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ } bindVertexBuffers;
+ struct {
+ ID3D11Buffer *buffer;
+ quint32 offset;
+ DXGI_FORMAT format;
+ } bindIndexBuffer;
+ struct {
+ QD3D11GraphicsPipeline *ps;
+ } bindGraphicsPipeline;
+ struct {
+ QD3D11ShaderResourceBindings *srb;
+ bool offsetOnlyChange;
+ int dynamicOffsetCount;
+ uint dynamicOffsetPairs[MAX_UBUF_BINDINGS * 2]; // binding, offsetInConstants
+ } bindShaderResources;
+ struct {
+ QD3D11GraphicsPipeline *ps;
+ quint32 ref;
+ } stencilRef;
+ struct {
+ QD3D11GraphicsPipeline *ps;
+ float c[4];
+ } blendConstants;
+ struct {
+ QD3D11GraphicsPipeline *ps;
+ quint32 vertexCount;
+ quint32 instanceCount;
+ quint32 firstVertex;
+ quint32 firstInstance;
+ } draw;
+ struct {
+ QD3D11GraphicsPipeline *ps;
+ quint32 indexCount;
+ quint32 instanceCount;
+ quint32 firstIndex;
+ qint32 vertexOffset;
+ quint32 firstInstance;
+ } drawIndexed;
+ struct {
+ ID3D11Resource *dst;
+ UINT dstSubRes;
+ bool hasDstBox;
+ D3D11_BOX dstBox;
+ const void *src; // must come from retain*()
+ UINT srcRowPitch;
+ } updateSubRes;
+ struct {
+ ID3D11Resource *dst;
+ UINT dstSubRes;
+ UINT dstX;
+ UINT dstY;
+ ID3D11Resource *src;
+ UINT srcSubRes;
+ bool hasSrcBox;
+ D3D11_BOX srcBox;
+ } copySubRes;
+ struct {
+ ID3D11Resource *dst;
+ UINT dstSubRes;
+ ID3D11Resource *src;
+ UINT srcSubRes;
+ DXGI_FORMAT format;
+ } resolveSubRes;
+ struct {
+ ID3D11ShaderResourceView *srv;
+ } genMip;
+ struct {
+ char s[64];
+ } debugMark;
+ struct {
+ QD3D11ComputePipeline *ps;
+ } bindComputePipeline;
+ struct {
+ UINT x;
+ UINT y;
+ UINT z;
+ } dispatch;
+ } args;
+ };
+
+ enum PassType {
+ NoPass,
+ RenderPass,
+ ComputePass
+ };
+
+ QVector<Command> commands;
+ PassType recordingPass;
+ QRhiRenderTarget *currentTarget;
+ QRhiGraphicsPipeline *currentGraphicsPipeline;
+ QRhiComputePipeline *currentComputePipeline;
+ uint currentPipelineGeneration;
+ QRhiShaderResourceBindings *currentGraphicsSrb;
+ QRhiShaderResourceBindings *currentComputeSrb;
+ uint currentSrbGeneration;
+ ID3D11Buffer *currentIndexBuffer;
+ quint32 currentIndexOffset;
+ DXGI_FORMAT currentIndexFormat;
+ ID3D11Buffer *currentVertexBuffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ quint32 currentVertexOffsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+
+ QVector<QByteArray> dataRetainPool;
+ QVector<QImage> imageRetainPool;
+
+ // relies heavily on implicit sharing (no copies of the actual data will be made)
+ const uchar *retainData(const QByteArray &data) {
+ dataRetainPool.append(data);
+ return reinterpret_cast<const uchar *>(dataRetainPool.constLast().constData());
+ }
+ const uchar *retainImage(const QImage &image) {
+ imageRetainPool.append(image);
+ return imageRetainPool.constLast().constBits();
+ }
+ void resetCommands() {
+ commands.clear();
+ dataRetainPool.clear();
+ imageRetainPool.clear();
+ }
+ void resetState() {
+ resetCommands();
+ recordingPass = NoPass;
+ currentTarget = nullptr;
+ resetCachedState();
+ }
+ void resetCachedState() {
+ currentGraphicsPipeline = nullptr;
+ currentComputePipeline = nullptr;
+ currentPipelineGeneration = 0;
+ currentGraphicsSrb = nullptr;
+ currentComputeSrb = nullptr;
+ currentSrbGeneration = 0;
+ currentIndexBuffer = nullptr;
+ currentIndexOffset = 0;
+ currentIndexFormat = DXGI_FORMAT_R16_UINT;
+ memset(currentVertexBuffers, 0, sizeof(currentVertexBuffers));
+ memset(currentVertexOffsets, 0, sizeof(currentVertexOffsets));
+ }
+};
+
+Q_DECLARE_TYPEINFO(QD3D11CommandBuffer::Command, Q_MOVABLE_TYPE);
+
+struct QD3D11SwapChain : public QRhiSwapChain
+{
+ QD3D11SwapChain(QRhiImplementation *rhi);
+ ~QD3D11SwapChain();
+ void release() override;
+
+ QRhiCommandBuffer *currentFrameCommandBuffer() override;
+ QRhiRenderTarget *currentFrameRenderTarget() override;
+
+ QSize surfacePixelSize() override;
+
+ QRhiRenderPassDescriptor *newCompatibleRenderPassDescriptor() override;
+ bool buildOrResize() override;
+
+ void releaseBuffers();
+ bool newColorBuffer(const QSize &size, DXGI_FORMAT format, DXGI_SAMPLE_DESC sampleDesc,
+ ID3D11Texture2D **tex, ID3D11RenderTargetView **rtv) const;
+
+ QWindow *window = nullptr;
+ QSize pixelSize;
+ QD3D11ReferenceRenderTarget rt;
+ QD3D11CommandBuffer cb;
+ DXGI_FORMAT colorFormat;
+ IDXGISwapChain *swapChain = nullptr;
+ static const int BUFFER_COUNT = 2;
+ ID3D11Texture2D *tex[BUFFER_COUNT];
+ ID3D11RenderTargetView *rtv[BUFFER_COUNT];
+ ID3D11Texture2D *msaaTex[BUFFER_COUNT];
+ ID3D11RenderTargetView *msaaRtv[BUFFER_COUNT];
+ DXGI_SAMPLE_DESC sampleDesc;
+ int currentFrameSlot = 0;
+ int frameCount = 0;
+ QD3D11RenderBuffer *ds = nullptr;
+ bool timestampActive[BUFFER_COUNT];
+ ID3D11Query *timestampDisjointQuery[BUFFER_COUNT];
+ ID3D11Query *timestampQuery[BUFFER_COUNT * 2];
+ UINT swapInterval = 1;
+};
+
+class QRhiD3D11 : public QRhiImplementation
+{
+public:
+ QRhiD3D11(QRhiD3D11InitParams *params, QRhiD3D11NativeHandles *importDevice = nullptr);
+
+ bool create(QRhi::Flags flags) override;
+ void destroy() override;
+
+ QRhiGraphicsPipeline *createGraphicsPipeline() override;
+ QRhiComputePipeline *createComputePipeline() override;
+ QRhiShaderResourceBindings *createShaderResourceBindings() override;
+ QRhiBuffer *createBuffer(QRhiBuffer::Type type,
+ QRhiBuffer::UsageFlags usage,
+ int size) override;
+ QRhiRenderBuffer *createRenderBuffer(QRhiRenderBuffer::Type type,
+ const QSize &pixelSize,
+ int sampleCount,
+ QRhiRenderBuffer::Flags flags) override;
+ QRhiTexture *createTexture(QRhiTexture::Format format,
+ const QSize &pixelSize,
+ int sampleCount,
+ QRhiTexture::Flags flags) override;
+ QRhiSampler *createSampler(QRhiSampler::Filter magFilter, QRhiSampler::Filter minFilter,
+ QRhiSampler::Filter mipmapMode,
+ QRhiSampler:: AddressMode u, QRhiSampler::AddressMode v) override;
+
+ QRhiTextureRenderTarget *createTextureRenderTarget(const QRhiTextureRenderTargetDescription &desc,
+ QRhiTextureRenderTarget::Flags flags) override;
+
+ QRhiSwapChain *createSwapChain() override;
+ QRhi::FrameOpResult beginFrame(QRhiSwapChain *swapChain, QRhi::BeginFrameFlags flags) override;
+ QRhi::FrameOpResult endFrame(QRhiSwapChain *swapChain, QRhi::EndFrameFlags flags) override;
+ QRhi::FrameOpResult beginOffscreenFrame(QRhiCommandBuffer **cb) override;
+ QRhi::FrameOpResult endOffscreenFrame() override;
+ QRhi::FrameOpResult finish() override;
+
+ void resourceUpdate(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates) override;
+
+ void beginPass(QRhiCommandBuffer *cb,
+ QRhiRenderTarget *rt,
+ const QColor &colorClearValue,
+ const QRhiDepthStencilClearValue &depthStencilClearValue,
+ QRhiResourceUpdateBatch *resourceUpdates) override;
+ void endPass(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates) override;
+
+ void setGraphicsPipeline(QRhiCommandBuffer *cb,
+ QRhiGraphicsPipeline *ps) override;
+
+ void setShaderResources(QRhiCommandBuffer *cb,
+ QRhiShaderResourceBindings *srb,
+ int dynamicOffsetCount,
+ const QRhiCommandBuffer::DynamicOffset *dynamicOffsets) override;
+
+ void setVertexInput(QRhiCommandBuffer *cb,
+ int startBinding, int bindingCount, const QRhiCommandBuffer::VertexInput *bindings,
+ QRhiBuffer *indexBuf, quint32 indexOffset,
+ QRhiCommandBuffer::IndexFormat indexFormat) override;
+
+ void setViewport(QRhiCommandBuffer *cb, const QRhiViewport &viewport) override;
+ void setScissor(QRhiCommandBuffer *cb, const QRhiScissor &scissor) override;
+ void setBlendConstants(QRhiCommandBuffer *cb, const QColor &c) override;
+ void setStencilRef(QRhiCommandBuffer *cb, quint32 refValue) override;
+
+ void draw(QRhiCommandBuffer *cb, quint32 vertexCount,
+ quint32 instanceCount, quint32 firstVertex, quint32 firstInstance) override;
+
+ void drawIndexed(QRhiCommandBuffer *cb, quint32 indexCount,
+ quint32 instanceCount, quint32 firstIndex,
+ qint32 vertexOffset, quint32 firstInstance) override;
+
+ void debugMarkBegin(QRhiCommandBuffer *cb, const QByteArray &name) override;
+ void debugMarkEnd(QRhiCommandBuffer *cb) override;
+ void debugMarkMsg(QRhiCommandBuffer *cb, const QByteArray &msg) override;
+
+ void beginComputePass(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates) override;
+ void endComputePass(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates) override;
+ void setComputePipeline(QRhiCommandBuffer *cb, QRhiComputePipeline *ps) override;
+ void dispatch(QRhiCommandBuffer *cb, int x, int y, int z) override;
+
+ const QRhiNativeHandles *nativeHandles(QRhiCommandBuffer *cb) override;
+ void beginExternal(QRhiCommandBuffer *cb) override;
+ void endExternal(QRhiCommandBuffer *cb) override;
+
+ QVector<int> supportedSampleCounts() const override;
+ int ubufAlignment() const override;
+ bool isYUpInFramebuffer() const override;
+ bool isYUpInNDC() const override;
+ bool isClipDepthZeroToOne() const override;
+ QMatrix4x4 clipSpaceCorrMatrix() const override;
+ bool isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture::Flags flags) const override;
+ bool isFeatureSupported(QRhi::Feature feature) const override;
+ int resourceLimit(QRhi::ResourceLimit limit) const override;
+ const QRhiNativeHandles *nativeHandles() override;
+ void sendVMemStatsToProfiler() override;
+ void makeThreadLocalNativeContextCurrent() override;
+
+ void flushCommandBuffer();
+ void enqueueSubresUpload(QD3D11Texture *texD, QD3D11CommandBuffer *cbD,
+ int layer, int level, const QRhiTextureSubresourceUploadDescription &subresDesc);
+ void enqueueResourceUpdates(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates);
+ void updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD);
+ void executeBufferHostWritesForCurrentFrame(QD3D11Buffer *bufD);
+ void bindShaderResources(QD3D11ShaderResourceBindings *srbD,
+ const uint *dynOfsPairs, int dynOfsPairCount,
+ bool offsetOnlyChange);
+ void resetShaderResources();
+ void executeCommandBuffer(QD3D11CommandBuffer *cbD, QD3D11SwapChain *timestampSwapChain = nullptr);
+ DXGI_SAMPLE_DESC effectiveSampleCount(int sampleCount) const;
+ void finishActiveReadbacks();
+ void reportLiveObjects(ID3D11Device *device);
+
+ bool debugLayer = false;
+ bool importedDevice = false;
+ ID3D11Device *dev = nullptr;
+ ID3D11DeviceContext1 *context = nullptr;
+ D3D_FEATURE_LEVEL featureLevel;
+ ID3DUserDefinedAnnotation *annotations = nullptr;
+ IDXGIFactory1 *dxgiFactory = nullptr;
+ bool hasDxgi2 = false;
+ QRhiD3D11NativeHandles nativeHandlesStruct;
+
+ struct {
+ int vsHighestActiveVertexBufferBinding = -1;
+ bool vsHasIndexBufferBound = false;
+ int vsHighestActiveSrvBinding = -1;
+ int fsHighestActiveSrvBinding = -1;
+ int csHighestActiveSrvBinding = -1;
+ int csHighestActiveUavBinding = -1;
+ QD3D11SwapChain *currentSwapChain = nullptr;
+ } contextState;
+
+ struct OffscreenFrame {
+ OffscreenFrame(QRhiImplementation *rhi) : cbWrapper(rhi) { }
+ bool active = false;
+ QD3D11CommandBuffer cbWrapper;
+ } ofr;
+
+ struct ActiveReadback {
+ QRhiReadbackDescription desc;
+ QRhiReadbackResult *result;
+ ID3D11Texture2D *stagingTex;
+ quint32 bufSize;
+ quint32 bpl;
+ QSize pixelSize;
+ QRhiTexture::Format format;
+ };
+ QVector<ActiveReadback> activeReadbacks;
+};
+
+Q_DECLARE_TYPEINFO(QRhiD3D11::ActiveReadback, Q_MOVABLE_TYPE);
+
+QT_END_NAMESPACE
+
+#endif