gpu/internal/d3d11,internal/d3d11: add DirectCompute support

This change implements support for compute programs in the Direct3D 11
driver. The compute renderer doesn't work for me yet; my NVIDIA GTX 970
and Intel GPUs both display corrupted output and hangs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-08-28 10:18:03 +02:00
parent e841288b88
commit 1362acb85a
4 changed files with 327 additions and 42 deletions
+1 -1
View File
@@ -10,5 +10,5 @@ require (
require (
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2
gioui.org/shader v1.0.1
gioui.org/shader v1.0.2
)
+2 -2
View File
@@ -4,8 +4,8 @@ dmitri.shuralyov.com/gpu/mtl v0.0.0-20201218220906-28db891af037/go.mod h1:H6x//7
gioui.org/cpu v0.0.0-20210808092351-bfe733dd3334/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2 h1:AGDDxsJE1RpcXTAxPG2B4jrwVUJGFDjINIPi1jtO6pc=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/shader v1.0.1 h1:xDrtlW/NiAQORPPR9UPjP33AguOIT1lAuQ3xb7ubgq8=
gioui.org/shader v1.0.1/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
gioui.org/shader v1.0.2 h1:5JrtNdOqmY+tQzBKKVFqf0YIziUK38OEw8mxxEbXdc8=
gioui.org/shader v1.0.2/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
github.com/BurntSushi/xgb v0.0.0-20160522181843-27f122750802/go.mod h1:IVnqGOEym/WlBOVXweHU+Q+/VP0lqqI8lqeDx9IjBqo=
github.com/Knetic/govaluate v3.0.1-0.20171022003610-9aa49832a739+incompatible/go.mod h1:r7JcOSlj0wfOMncg0iLm8Leh48TZaKVeNIfJntJ2wa0=
+173 -31
View File
@@ -31,6 +31,8 @@ type Backend struct {
offset int
}
program *Program
caps driver.Caps
// fbo is the currently bound fbo.
@@ -54,6 +56,7 @@ type Texture struct {
tex *d3d11.Texture2D
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
width int
height int
}
@@ -69,6 +72,11 @@ type FragmentShader struct {
shader *d3d11.PixelShader
}
type Program struct {
backend *Backend
shader *d3d11.ComputeShader
}
type Framebuffer struct {
dev *d3d11.Device
ctx *d3d11.DeviceContext
@@ -82,7 +90,9 @@ type Buffer struct {
backend *Backend
bind uint32
buf *d3d11.Buffer
size int
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
size int
immutable bool
}
@@ -120,14 +130,14 @@ func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
},
}
featLvl := dev.GetFeatureLevel()
if featLvl < d3d11.FEATURE_LEVEL_9_1 {
switch {
case featLvl < d3d11.FEATURE_LEVEL_9_1:
d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
}
switch {
case featLvl >= d3d11.FEATURE_LEVEL_11_0:
b.caps.MaxTextureSize = 16384
b.caps.Features |= driver.FeatureCompute
case featLvl >= d3d11.FEATURE_LEVEL_9_3:
b.caps.MaxTextureSize = 4096
}
@@ -159,15 +169,31 @@ func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport im
case *Framebuffer:
renderTarget = t.renderTarget
default:
panic(fmt.Errorf("opengl: invalid render target type: %T", target))
panic(fmt.Errorf("d3d11: invalid render target type: %T", target))
}
}
b.ctx.OMSetRenderTargets(renderTarget, nil)
return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, foreign: true}
}
func (b *Backend) CopyTexture(dst driver.Texture, dstOrigin image.Point, src driver.Framebuffer, srcRect image.Rectangle) {
panic("not implemented")
func (b *Backend) CopyTexture(dstTex driver.Texture, dstOrigin image.Point, srcFBO driver.Framebuffer, srcRect image.Rectangle) {
dst := (*d3d11.Resource)(unsafe.Pointer(dstTex.(*Texture).tex))
src := srcFBO.(*Framebuffer).resource
b.ctx.CopySubresourceRegion(
dst,
0, // Destination subresource.
uint32(dstOrigin.X), uint32(dstOrigin.Y), 0, // Destination coordinates (x, y, z).
src,
0, // Source subresource.
&d3d11.BOX{
Left: uint32(srcRect.Min.X),
Top: uint32(srcRect.Min.Y),
Right: uint32(srcRect.Max.X),
Bottom: uint32(srcRect.Max.Y),
Front: 0,
Back: 1,
},
)
}
func (b *Backend) EndFrame() {
@@ -197,6 +223,8 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
d3dfmt = b.floatFormat
case driver.TextureFormatSRGBA:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
case driver.TextureFormatRGBA8:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM
default:
return nil, fmt.Errorf("unsupported texture format %d", format)
}
@@ -218,6 +246,7 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
var (
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
)
if bindings&driver.BufferBindingTexture != 0 {
var filter uint32
@@ -244,9 +273,9 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
resView, err = b.dev.CreateShaderResourceViewTEX2D(
resView, err = b.dev.CreateShaderResourceView(
(*d3d11.Resource)(unsafe.Pointer(tex)),
&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
Format: d3dfmt,
ViewDimension: d3d11.SRV_DIMENSION_TEXTURE2D,
@@ -255,7 +284,7 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
MostDetailedMip: 0,
MipLevels: ^uint32(0),
},
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
@@ -263,7 +292,31 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
return nil, err
}
}
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
if bindings&driver.BufferBindingShaderStorageWrite != 0 {
uaView, err = b.dev.CreateUnorderedAccessView(
(*d3d11.Resource)(unsafe.Pointer(tex)),
unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_TEX2D{
UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
Format: d3dfmt,
ViewDimension: d3d11.UAV_DIMENSION_TEXTURE2D,
},
Texture2D: d3d11.TEX2D_UAV{
MipSlice: 0,
},
}),
)
if err != nil {
if sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
}
if resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(resView), resView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
}
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, uaView: uaView, bindings: bindings, width: width, height: height}, nil
}
func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error) {
@@ -346,23 +399,78 @@ func (b *Backend) newBuffer(typ driver.BufferBinding, size int, data []byte, imm
}
}
bind := convBufferBinding(typ)
var usage uint32
var usage, miscFlags, cpuFlags uint32
if immutable {
usage = d3d11.USAGE_IMMUTABLE
}
if typ&driver.BufferBindingShaderStorageWrite != 0 {
cpuFlags = d3d11.CPU_ACCESS_READ
}
if typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) != 0 {
miscFlags |= d3d11.RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS
}
buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
ByteWidth: uint32(size),
Usage: usage,
BindFlags: bind,
ByteWidth: uint32(size),
Usage: usage,
BindFlags: bind,
CPUAccessFlags: cpuFlags,
MiscFlags: miscFlags,
}, data)
if err != nil {
return nil, err
}
return &Buffer{backend: b, buf: buf, bind: bind, size: size, immutable: immutable}, nil
var (
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
)
if typ&driver.BufferBindingShaderStorageWrite != 0 {
uaView, err = b.dev.CreateUnorderedAccessView(
(*d3d11.Resource)(unsafe.Pointer(buf)),
unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_BUFFER{
UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
ViewDimension: d3d11.UAV_DIMENSION_BUFFER,
},
Buffer: d3d11.BUFFER_UAV{
FirstElement: 0,
NumElements: uint32(size / 4),
Flags: d3d11.BUFFER_UAV_FLAG_RAW,
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
return nil, err
}
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
resView, err = b.dev.CreateShaderResourceView(
(*d3d11.Resource)(unsafe.Pointer(buf)),
unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_BUFFEREX{
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
ViewDimension: d3d11.SRV_DIMENSION_BUFFEREX,
},
Buffer: d3d11.BUFFEREX_SRV{
FirstElement: 0,
NumElements: uint32(size / 4),
Flags: d3d11.BUFFEREX_SRV_FLAG_RAW,
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
return nil, err
}
}
return &Buffer{backend: b, buf: buf, bind: bind, size: size, resView: resView, uaView: uaView, immutable: immutable}, nil
}
func (b *Backend) NewComputeProgram(shader shader.Sources) (driver.Program, error) {
panic("not implemented")
cs, err := b.dev.CreateComputeShader([]byte(shader.DXBC))
if err != nil {
return nil, err
}
return &Program{backend: b, shader: cs}, nil
}
func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
@@ -476,15 +584,19 @@ func (b *Backend) prepareDraw(mode driver.DrawMode) {
}
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
panic("not implemented")
t := tex.(*Texture)
if access&driver.AccessWrite == 0 {
b.ctx.CSSetShaderResources(uint32(unit), t.resView)
} else {
b.ctx.CSSetUnorderedAccessViews(uint32(unit), t.uaView)
}
}
func (b *Backend) MemoryBarrier() {
panic("not implemented")
}
func (b *Backend) MemoryBarrier() {}
func (b *Backend) DispatchCompute(x, y, z int) {
panic("not implemented")
b.ctx.CSSetShader(b.program.shader)
b.ctx.Dispatch(uint32(x), uint32(y), uint32(z))
}
func (t *Texture) Upload(offset, size image.Point, pixels []byte, stride int) {
@@ -504,16 +616,17 @@ func (t *Texture) Upload(offset, size image.Point, pixels []byte, stride int) {
}
func (t *Texture) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
t.tex = nil
if t.sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.Vtbl.Release)
t.sampler = nil
}
if t.resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.resView), t.resView.Vtbl.Release)
t.resView = nil
}
if t.uaView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.uaView), t.uaView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
*t = Texture{}
}
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
@@ -527,7 +640,7 @@ func (b *Backend) BindPipeline(pipe driver.Pipeline) {
}
func (b *Backend) BindProgram(prog driver.Program) {
panic("not implemented")
b.program = prog.(*Program)
}
func (s *VertexShader) Release() {
@@ -540,6 +653,11 @@ func (s *FragmentShader) Release() {
*s = FragmentShader{}
}
func (s *Program) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
*s = Program{}
}
func (p *Pipeline) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(p.vert), p.vert.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(p.frag), p.frag.Vtbl.Release)
@@ -551,7 +669,12 @@ func (p *Pipeline) Release() {
}
func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
panic("not implemented")
buf := buffer.(*Buffer)
if buf.resView != nil {
b.ctx.CSSetShaderResources(uint32(binding), buf.resView)
} else {
b.ctx.CSSetUnorderedAccessViews(uint32(binding), buf.uaView)
}
}
func (b *Backend) BindVertexUniforms(buffer driver.Buffer) {
@@ -573,8 +696,16 @@ func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
}
func (b *Buffer) Download(data []byte) error {
panic("not implemented")
func (b *Buffer) Download(dst []byte) error {
res := (*d3d11.Resource)(unsafe.Pointer(b.buf))
resMap, err := b.backend.ctx.Map(res, 0, d3d11.MAP_READ, 0)
if err != nil {
return fmt.Errorf("d3d11: %v", err)
}
defer b.backend.ctx.Unmap(res, 0)
data := sliceOf(resMap.PData, len(dst))
copy(dst, data)
return nil
}
func (b *Buffer) Upload(data []byte) {
@@ -593,8 +724,14 @@ func (b *Buffer) Upload(data []byte) {
}
func (b *Buffer) Release() {
if b.resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(b.resView), b.resView.Vtbl.Release)
}
if b.uaView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(b.uaView), b.uaView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(b.buf), b.buf.Vtbl.Release)
b.buf = nil
*b = Buffer{}
}
func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte, stride int) error {
@@ -691,6 +828,11 @@ func convBufferBinding(typ driver.BufferBinding) uint32 {
if typ&driver.BufferBindingFramebuffer != 0 {
bindings |= d3d11.BIND_RENDER_TARGET
}
if typ&driver.BufferBindingShaderStorageWrite != 0 {
bindings |= d3d11.BIND_UNORDERED_ACCESS
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
bindings |= d3d11.BIND_SHADER_RESOURCE
}
return bindings
}
+151 -8
View File
@@ -74,16 +74,52 @@ type SHADER_RESOURCE_VIEW_DESC_TEX2D struct {
Texture2D TEX2D_SRV
}
type SHADER_RESOURCE_VIEW_DESC_BUFFEREX struct {
SHADER_RESOURCE_VIEW_DESC
Buffer BUFFEREX_SRV
}
type UNORDERED_ACCESS_VIEW_DESC_TEX2D struct {
UNORDERED_ACCESS_VIEW_DESC
Texture2D TEX2D_UAV
}
type UNORDERED_ACCESS_VIEW_DESC_BUFFER struct {
UNORDERED_ACCESS_VIEW_DESC
Buffer BUFFER_UAV
}
type SHADER_RESOURCE_VIEW_DESC struct {
Format uint32
ViewDimension uint32
}
type UNORDERED_ACCESS_VIEW_DESC struct {
Format uint32
ViewDimension uint32
}
type TEX2D_SRV struct {
MostDetailedMip uint32
MipLevels uint32
}
type BUFFEREX_SRV struct {
FirstElement uint32
NumElements uint32
Flags uint32
}
type TEX2D_UAV struct {
MipSlice uint32
}
type BUFFER_UAV struct {
FirstElement uint32
NumElements uint32
Flags uint32
}
type INPUT_ELEMENT_DESC struct {
SemanticName *byte
SemanticIndex uint32
@@ -336,6 +372,12 @@ type ShaderResourceView struct {
}
}
type UnorderedAccessView struct {
Vtbl *struct {
_IUnknownVTbl
}
}
type DepthStencilView struct {
Vtbl *struct {
_IUnknownVTbl
@@ -360,6 +402,12 @@ type VertexShader struct {
}
}
type ComputeShader struct {
Vtbl *struct {
_IUnknownVTbl
}
}
type RasterizerState struct {
Vtbl *struct {
_IUnknownVTbl
@@ -590,9 +638,11 @@ const (
DXGI_FORMAT_UNKNOWN = 0
DXGI_FORMAT_R16_FLOAT = 54
DXGI_FORMAT_R32_FLOAT = 41
DXGI_FORMAT_R32_TYPELESS = 39
DXGI_FORMAT_R32G32_FLOAT = 16
DXGI_FORMAT_R32G32B32_FLOAT = 6
DXGI_FORMAT_R32G32B32A32_FLOAT = 2
DXGI_FORMAT_R8G8B8A8_UNORM = 28
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29
DXGI_FORMAT_R16_SINT = 59
DXGI_FORMAT_R16G16_SINT = 38
@@ -623,12 +673,13 @@ const (
USAGE_IMMUTABLE = 1
USAGE_STAGING = 3
BIND_VERTEX_BUFFER = 0x1
BIND_INDEX_BUFFER = 0x2
BIND_CONSTANT_BUFFER = 0x4
BIND_SHADER_RESOURCE = 0x8
BIND_RENDER_TARGET = 0x20
BIND_DEPTH_STENCIL = 0x40
BIND_VERTEX_BUFFER = 0x1
BIND_INDEX_BUFFER = 0x2
BIND_CONSTANT_BUFFER = 0x4
BIND_SHADER_RESOURCE = 0x8
BIND_RENDER_TARGET = 0x20
BIND_DEPTH_STENCIL = 0x40
BIND_UNORDERED_ACCESS = 0x80
PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4
PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5
@@ -640,7 +691,16 @@ const (
TEXTURE_ADDRESS_CLAMP = 3
TEXTURE_ADDRESS_WRAP = 1
SRV_DIMENSION_BUFFER = 1
UAV_DIMENSION_BUFFER = 1
SRV_DIMENSION_BUFFEREX = 11
SRV_DIMENSION_TEXTURE2D = 4
UAV_DIMENSION_TEXTURE2D = 4
BUFFER_UAV_FLAG_RAW = 0x1
BUFFEREX_SRV_FLAG_RAW = 0x1
RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS = 0x20
CREATE_DEVICE_DEBUG = 0x2
@@ -855,14 +915,32 @@ func (d *Device) CreateVertexShader(bytecode []byte) (*VertexShader, error) {
return shader, nil
}
func (d *Device) CreateShaderResourceViewTEX2D(res *Resource, desc *SHADER_RESOURCE_VIEW_DESC_TEX2D) (*ShaderResourceView, error) {
func (d *Device) CreateComputeShader(bytecode []byte) (*ComputeShader, error) {
var shader *ComputeShader
r, _, _ := syscall.Syscall6(
d.Vtbl.CreateComputeShader,
5,
uintptr(unsafe.Pointer(d)),
uintptr(unsafe.Pointer(&bytecode[0])),
uintptr(len(bytecode)),
0, // pClassLinkage
uintptr(unsafe.Pointer(&shader)),
0,
)
if r != 0 {
return nil, ErrorCode{Name: "DeviceCreateComputeShader", Code: uint32(r)}
}
return shader, nil
}
func (d *Device) CreateShaderResourceView(res *Resource, desc unsafe.Pointer) (*ShaderResourceView, error) {
var resView *ShaderResourceView
r, _, _ := syscall.Syscall6(
d.Vtbl.CreateShaderResourceView,
4,
uintptr(unsafe.Pointer(d)),
uintptr(unsafe.Pointer(res)),
uintptr(unsafe.Pointer(desc)),
uintptr(desc),
uintptr(unsafe.Pointer(&resView)),
0, 0,
)
@@ -872,6 +950,23 @@ func (d *Device) CreateShaderResourceViewTEX2D(res *Resource, desc *SHADER_RESOU
return resView, nil
}
func (d *Device) CreateUnorderedAccessView(res *Resource, desc unsafe.Pointer) (*UnorderedAccessView, error) {
var uaView *UnorderedAccessView
r, _, _ := syscall.Syscall6(
d.Vtbl.CreateUnorderedAccessView,
4,
uintptr(unsafe.Pointer(d)),
uintptr(unsafe.Pointer(res)),
uintptr(desc),
uintptr(unsafe.Pointer(&uaView)),
0, 0,
)
if r != 0 {
return nil, ErrorCode{Name: "DeviceCreateUnorderedAccessView", Code: uint32(r)}
}
return uaView, nil
}
func (d *Device) CreateRasterizerState(desc *RASTERIZER_DESC) (*RasterizerState, error) {
var state *RasterizerState
r, _, _ := syscall.Syscall(
@@ -1162,6 +1257,42 @@ func (c *DeviceContext) ClearRenderTargetView(target *RenderTargetView, color *[
)
}
func (c *DeviceContext) CSSetShaderResources(startSlot uint32, s *ShaderResourceView) {
syscall.Syscall6(
c.Vtbl.CSSetShaderResources,
4,
uintptr(unsafe.Pointer(c)),
uintptr(startSlot),
1, // NumViews
uintptr(unsafe.Pointer(&s)),
0, 0,
)
}
func (c *DeviceContext) CSSetUnorderedAccessViews(startSlot uint32, v *UnorderedAccessView) {
syscall.Syscall6(
c.Vtbl.CSSetUnorderedAccessViews,
4,
uintptr(unsafe.Pointer(c)),
uintptr(startSlot),
1, // NumViews
uintptr(unsafe.Pointer(&v)),
0, 0,
)
}
func (c *DeviceContext) CSSetShader(s *ComputeShader) {
syscall.Syscall6(
c.Vtbl.CSSetShader,
4,
uintptr(unsafe.Pointer(c)),
uintptr(unsafe.Pointer(s)),
0, // ppClassInstances
0, // NumClassInstances
0, 0,
)
}
func (c *DeviceContext) RSSetViewports(viewport *VIEWPORT) {
syscall.Syscall(
c.Vtbl.RSSetViewports,
@@ -1365,6 +1496,18 @@ func (c *DeviceContext) DrawIndexed(count, start uint32, base int32) {
)
}
func (c *DeviceContext) Dispatch(x, y, z uint32) {
syscall.Syscall6(
c.Vtbl.Dispatch,
4,
uintptr(unsafe.Pointer(c)),
uintptr(x),
uintptr(y),
uintptr(z),
0, 0,
)
}
func (c *DeviceContext) OMSetBlendState(state *BlendState, factor *f32color.RGBA, sampleMask uint32) {
syscall.Syscall6(
c.Vtbl.OMSetBlendState,