d3d11_context.h revision 4dd3272df9f6d483cb3734c3b8c77e9c190b3773
1/**************************************************************************
2 *
3 * Copyright 2010 Luca Barbieri
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27/* used to unbind things, we need 128 due to resources */
28static const void* zero_data[128];
29
30#define UPDATE_VIEWS_SHIFT (D3D11_STAGES * 0)
31#define UPDATE_SAMPLERS_SHIFT (D3D11_STAGES * 1)
32#define UPDATE_VERTEX_BUFFERS (1 << (D3D11_STAGES * 2))
33
34#if API >= 11
35template<typename PtrTraits>
36struct GalliumD3D11DeviceContext :
37	public GalliumD3D11DeviceChild<ID3D11DeviceContext>
38{
39#else
40template<bool threadsafe>
41struct GalliumD3D10Device : public GalliumD3D10ScreenImpl<threadsafe>
42{
43	typedef simple_ptr_traits PtrTraits;
44	typedef GalliumD3D10Device GalliumD3D10DeviceContext;
45#endif
46
47	refcnt_ptr<GalliumD3D11Shader<>, PtrTraits> shaders[D3D11_STAGES];
48	refcnt_ptr<GalliumD3D11InputLayout, PtrTraits> input_layout;
49	refcnt_ptr<GalliumD3D11Buffer, PtrTraits> index_buffer;
50	refcnt_ptr<GalliumD3D11RasterizerState, PtrTraits> rasterizer_state;
51	refcnt_ptr<GalliumD3D11DepthStencilState, PtrTraits> depth_stencil_state;
52	refcnt_ptr<GalliumD3D11BlendState, PtrTraits> blend_state;
53	refcnt_ptr<GalliumD3D11DepthStencilView, PtrTraits> depth_stencil_view;
54	refcnt_ptr<GalliumD3D11Predicate, PtrTraits> render_predicate;
55
56	refcnt_ptr<GalliumD3D11Buffer, PtrTraits> constant_buffers[D3D11_STAGES][D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
57	refcnt_ptr<GalliumD3D11ShaderResourceView, PtrTraits> shader_resource_views[D3D11_STAGES][D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
58	refcnt_ptr<GalliumD3D11SamplerState, PtrTraits> samplers[D3D11_STAGES][D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
59	refcnt_ptr<GalliumD3D11Buffer, PtrTraits> input_buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
60	refcnt_ptr<GalliumD3D11RenderTargetView, PtrTraits> render_target_views[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
61	refcnt_ptr<GalliumD3D11Buffer, PtrTraits> so_targets[D3D11_SO_BUFFER_SLOT_COUNT];
62
63#if API >= 11
64	refcnt_ptr<ID3D11UnorderedAccessView, PtrTraits> cs_unordered_access_views[D3D11_PS_CS_UAV_REGISTER_COUNT];
65	refcnt_ptr<ID3D11UnorderedAccessView, PtrTraits> om_unordered_access_views[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
66#endif
67
68	D3D11_VIEWPORT viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
69	D3D11_RECT scissor_rects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
70	unsigned so_offsets[D3D11_SO_BUFFER_SLOT_COUNT];
71	D3D11_PRIMITIVE_TOPOLOGY primitive_topology;
72	DXGI_FORMAT index_format;
73	unsigned index_offset;
74	BOOL render_predicate_value;
75	float blend_color[4];
76	unsigned sample_mask;
77	unsigned stencil_ref;
78	bool depth_clamp;
79
80	void* default_input_layout;
81	void* default_rasterizer;
82	void* default_depth_stencil;
83	void* default_blend;
84	void* default_sampler;
85	void* ld_sampler;
86	void * default_shaders[D3D11_STAGES];
87
88	// derived state
89	int primitive_mode;
90	struct pipe_vertex_buffer vertex_buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
91	struct pipe_resource* so_buffers[D3D11_SO_BUFFER_SLOT_COUNT];
92	struct pipe_sampler_view* sampler_views[D3D11_STAGES][D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
93	struct
94	{
95		void* ld; // accessed with a -1 index from v
96		void* v[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
97	} sampler_csos[D3D11_STAGES];
98	struct pipe_resource * buffers[D3D11_SO_BUFFER_SLOT_COUNT];
99	unsigned num_shader_resource_views[D3D11_STAGES];
100	unsigned num_samplers[D3D11_STAGES];
101	unsigned num_vertex_buffers;
102	unsigned num_render_target_views;
103	unsigned num_viewports;
104	unsigned num_scissor_rects;
105	unsigned num_so_targets;
106
107	struct pipe_context* pipe;
108	unsigned update_flags;
109
110	bool owns_pipe;
111	unsigned context_flags;
112
113	GalliumD3D11Caps caps;
114
115	cso_context* cso_ctx;
116	gen_mipmap_state* gen_mipmap;
117
118#if API >= 11
119#define SYNCHRONIZED do {} while(0)
120
121	GalliumD3D11DeviceContext(GalliumD3D11Screen* device, pipe_context* pipe, bool owns_pipe, unsigned context_flags = 0)
122	: GalliumD3D11DeviceChild<ID3D11DeviceContext>(device), pipe(pipe), owns_pipe(owns_pipe), context_flags(context_flags)
123	{
124		caps = device->screen_caps;
125		init_context();
126	}
127
128	~GalliumD3D11DeviceContext()
129	{
130		destroy_context();
131	}
132#else
133#define SYNCHRONIZED lock_t<maybe_mutex_t<threadsafe> > lock_(this->mutex)
134
135	GalliumD3D10Device(pipe_screen* screen, pipe_context* pipe, bool owns_pipe, unsigned creation_flags, IDXGIAdapter* adapter)
136	: GalliumD3D10ScreenImpl<threadsafe>(screen, pipe, owns_pipe, creation_flags, adapter), pipe(pipe), owns_pipe(owns_pipe), context_flags(0)
137	{
138		caps = this->screen_caps;
139		init_context();
140	}
141
142	~GalliumD3D10Device()
143	{
144		destroy_context();
145	}
146#endif
147
148	void init_context()
149	{
150		if(!pipe->begin_query)
151			caps.queries = false;
152		if(!pipe->render_condition)
153			caps.render_condition = false;
154		if(!pipe->bind_gs_state)
155		{
156			caps.gs = false;
157			caps.stages = 2;
158		}
159		if(!pipe->set_stream_output_buffers)
160			caps.so = false;
161		if(!pipe->set_geometry_sampler_views)
162			caps.stages_with_sampling &=~ (1 << PIPE_SHADER_GEOMETRY);
163		if(!pipe->set_fragment_sampler_views)
164			caps.stages_with_sampling &=~ (1 << PIPE_SHADER_FRAGMENT);
165		if(!pipe->set_vertex_sampler_views)
166			caps.stages_with_sampling &=~ (1 << PIPE_SHADER_VERTEX);
167
168		update_flags = 0;
169
170		// pipeline state
171		memset(viewports, 0, sizeof(viewports));
172		memset(scissor_rects, 0, sizeof(scissor_rects));
173		memset(so_offsets, 0, sizeof(so_offsets));
174		primitive_topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
175		index_format = DXGI_FORMAT_UNKNOWN;
176		index_offset = 0;
177		render_predicate_value = 0;
178		memset(blend_color, 0, sizeof(blend_color));
179		sample_mask = ~0;
180		stencil_ref = 0;
181		depth_clamp = 0;
182
183		// derived state
184		primitive_mode = 0;
185		memset(vertex_buffers, 0, sizeof(vertex_buffers));
186		memset(so_buffers, 0, sizeof(so_buffers));
187		memset(sampler_views, 0, sizeof(sampler_views));
188		memset(sampler_csos, 0, sizeof(sampler_csos));
189		memset(num_shader_resource_views, 0, sizeof(num_shader_resource_views));
190		memset(num_samplers, 0, sizeof(num_samplers));
191		num_vertex_buffers = 0;
192		num_render_target_views = 0;
193		num_viewports = 0;
194		num_scissor_rects = 0;
195		num_so_targets = 0;
196
197		default_input_layout = pipe->create_vertex_elements_state(pipe, 0, 0);
198
199		struct pipe_rasterizer_state rasterizerd;
200		memset(&rasterizerd, 0, sizeof(rasterizerd));
201		rasterizerd.gl_rasterization_rules = 1;
202		rasterizerd.cull_face = PIPE_FACE_BACK;
203		default_rasterizer = pipe->create_rasterizer_state(pipe, &rasterizerd);
204
205		struct pipe_depth_stencil_alpha_state depth_stencild;
206		memset(&depth_stencild, 0, sizeof(depth_stencild));
207		depth_stencild.depth.enabled = TRUE;
208		depth_stencild.depth.writemask = 1;
209		depth_stencild.depth.func = PIPE_FUNC_LESS;
210		default_depth_stencil = pipe->create_depth_stencil_alpha_state(pipe, &depth_stencild);
211
212		struct pipe_blend_state blendd;
213		memset(&blendd, 0, sizeof(blendd));
214		blendd.rt[0].colormask = 0xf;
215		default_blend = pipe->create_blend_state(pipe, &blendd);
216
217		struct pipe_sampler_state samplerd;
218		memset(&samplerd, 0, sizeof(samplerd));
219		samplerd.normalized_coords = 1;
220		samplerd.min_img_filter = PIPE_TEX_FILTER_LINEAR;
221		samplerd.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
222		samplerd.min_mip_filter = PIPE_TEX_MIPFILTER_LINEAR;
223		samplerd.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
224		samplerd.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
225		samplerd.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
226		samplerd.border_color[0] = 1.0f;
227		samplerd.border_color[1] = 1.0f;
228		samplerd.border_color[2] = 1.0f;
229		samplerd.border_color[3] = 1.0f;
230		samplerd.min_lod = -FLT_MAX;
231		samplerd.max_lod = FLT_MAX;
232		samplerd.max_anisotropy = 1;
233		default_sampler = pipe->create_sampler_state(pipe, &samplerd);
234
235		memset(&samplerd, 0, sizeof(samplerd));
236		samplerd.normalized_coords = 0;
237		samplerd.min_img_filter = PIPE_TEX_FILTER_NEAREST;
238		samplerd.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
239		samplerd.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
240		samplerd.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
241		samplerd.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
242		samplerd.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_BORDER;
243		samplerd.min_lod = -FLT_MAX;
244		samplerd.max_lod = FLT_MAX;
245		samplerd.max_anisotropy = 1;
246		ld_sampler = pipe->create_sampler_state(pipe, &samplerd);
247
248		for(unsigned s = 0; s < D3D11_STAGES; ++s)
249		{
250			sampler_csos[s].ld = ld_sampler;
251			for(unsigned i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
252				sampler_csos[s].v[i] = default_sampler;
253		}
254
255		// TODO: should this really be empty shaders, or should they be all-passthrough?
256		memset(default_shaders, 0, sizeof(default_shaders));
257		struct ureg_program *ureg;
258		ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
259		ureg_END(ureg);
260		default_shaders[PIPE_SHADER_FRAGMENT] = ureg_create_shader_and_destroy(ureg, pipe);
261
262		ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
263		ureg_END(ureg);
264		default_shaders[PIPE_SHADER_VERTEX] = ureg_create_shader_and_destroy(ureg, pipe);
265
266		cso_ctx = cso_create_context(pipe);
267		gen_mipmap = util_create_gen_mipmap(pipe, cso_ctx);
268
269		RestoreGalliumState();
270	}
271
272	void destroy_context()
273	{
274		util_destroy_gen_mipmap(gen_mipmap);
275		cso_destroy_context(cso_ctx);
276
277		pipe->bind_vertex_elements_state(pipe, 0);
278		pipe->delete_vertex_elements_state(pipe, default_input_layout);
279
280		pipe->bind_rasterizer_state(pipe, 0);
281		pipe->delete_rasterizer_state(pipe, default_rasterizer);
282
283		pipe->bind_depth_stencil_alpha_state(pipe, 0);
284		pipe->delete_depth_stencil_alpha_state(pipe, default_depth_stencil);
285
286		pipe->bind_blend_state(pipe, 0);
287		pipe->delete_blend_state(pipe, default_blend);
288
289		pipe->bind_fragment_sampler_states(pipe, 0, 0);
290		pipe->bind_vertex_sampler_states(pipe, 0, 0);
291		if(pipe->bind_geometry_sampler_states)
292			pipe->bind_geometry_sampler_states(pipe, 0, 0);
293		pipe->delete_sampler_state(pipe, default_sampler);
294		pipe->delete_sampler_state(pipe, ld_sampler);
295
296		pipe->bind_fs_state(pipe, 0);
297		pipe->delete_fs_state(pipe, default_shaders[PIPE_SHADER_FRAGMENT]);
298
299		pipe->bind_vs_state(pipe, 0);
300		pipe->delete_vs_state(pipe, default_shaders[PIPE_SHADER_VERTEX]);
301
302		if(owns_pipe)
303			pipe->destroy(pipe);
304	}
305
306	virtual unsigned STDMETHODCALLTYPE GetContextFlags(void)
307	{
308		return context_flags;
309	}
310#if API >= 11
311#define SET_SHADER_EXTRA_ARGS , \
312	ID3D11ClassInstance *const *ppClassInstances, \
313	unsigned count
314#define GET_SHADER_EXTRA_ARGS , \
315		ID3D11ClassInstance **ppClassInstances, \
316		unsigned *out_count
317#else
318#define SET_SHADER_EXTRA_ARGS
319#define GET_SHADER_EXTRA_ARGS
320#endif
321
322/* On Windows D3D11, SetConstantBuffers and SetShaderResources crash if passed a null pointer.
323 * Instead, you have to pass a pointer to nulls to unbind things.
324 * We do the same.
325 * TODO: is D3D10 the same?
326 */
327	template<unsigned s>
328	void xs_set_shader(GalliumD3D11Shader<>* shader)
329	{
330		if(shader != shaders[s].p)
331		{
332			shaders[s] = shader;
333			void* shader_cso = shader ? shader->object : default_shaders[s];
334			switch(s)
335			{
336			case PIPE_SHADER_VERTEX:
337				pipe->bind_vs_state(pipe, shader_cso);
338				break;
339			case PIPE_SHADER_FRAGMENT:
340				pipe->bind_fs_state(pipe, shader_cso);
341				break;
342			case PIPE_SHADER_GEOMETRY:
343				pipe->bind_gs_state(pipe, shader_cso);
344				break;
345			}
346			update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + s)) | (1 << (UPDATE_VIEWS_SHIFT + s));
347		}
348	}
349
350	template<unsigned s>
351	void xs_set_constant_buffers(unsigned start, unsigned count, GalliumD3D11Buffer *const *constbufs)
352	{
353		for(unsigned i = 0; i < count; ++i)
354		{
355			if(constbufs[i] != constant_buffers[s][i].p)
356			{
357				constant_buffers[s][i] = constbufs[i];
358				if(s < caps.stages && start + i < caps.constant_buffers[s])
359					pipe->set_constant_buffer(pipe, s, start + i, constbufs[i] ? constbufs[i]->resource : NULL);
360			}
361		}
362	}
363
364	template<unsigned s>
365	void xs_set_shader_resources(unsigned start, unsigned count, GalliumD3D11ShaderResourceView *const *srvs)
366	{
367		int last_different = -1;
368		for(unsigned i = 0; i < count; ++i)
369		{
370			if(shader_resource_views[s][start + i].p != srvs[i])
371			{
372				shader_resource_views[s][start + i] = srvs[i];
373				sampler_views[s][start + i] = srvs[i] ? srvs[i]->object : 0;
374				last_different = i;
375			}
376		}
377		if(last_different >= 0)
378		{
379			num_shader_resource_views[s] = std::max(num_shader_resource_views[s], start + last_different + 1);
380			update_flags |= 1 << (UPDATE_VIEWS_SHIFT + s);
381		}
382	}
383
384	template<unsigned s>
385	void xs_set_samplers(unsigned start, unsigned count, GalliumD3D11SamplerState *const *samps)
386	{
387		int last_different = -1;
388		for(unsigned i = 0; i < count; ++i)
389		{
390			if(samplers[s][start + i].p != samps[i])
391			{
392				samplers[s][start + i] = samps[i];
393				sampler_csos[s].v[start + i] = samps[i] ? samps[i]->object : default_sampler;
394			}
395			if(last_different >= 0)
396			{
397				num_samplers[s] = std::max(num_samplers[s], start + last_different + 1);
398				update_flags |= (UPDATE_SAMPLERS_SHIFT + s);
399			}
400		}
401	}
402
403#define IMPLEMENT_SHADER_STAGE(XS, Stage) \
404	virtual void STDMETHODCALLTYPE XS##SetShader( \
405		ID3D11##Stage##Shader *pShader \
406		SET_SHADER_EXTRA_ARGS) \
407	{ \
408		SYNCHRONIZED; \
409		xs_set_shader<D3D11_STAGE_##XS>((GalliumD3D11Shader<>*)pShader); \
410	} \
411	virtual void STDMETHODCALLTYPE XS##GetShader(\
412		ID3D11##Stage##Shader **ppShader \
413		GET_SHADER_EXTRA_ARGS) \
414	{ \
415		SYNCHRONIZED; \
416		*ppShader = (ID3D11##Stage##Shader*)shaders[D3D11_STAGE_##XS].ref(); \
417	} \
418	virtual void STDMETHODCALLTYPE XS##SetConstantBuffers(\
419		unsigned start, \
420		unsigned count, \
421		ID3D11Buffer *const* constant_buffers) \
422	{ \
423		SYNCHRONIZED; \
424		xs_set_constant_buffers<D3D11_STAGE_##XS>(start, count, (GalliumD3D11Buffer *const *)constant_buffers); \
425	} \
426	virtual void STDMETHODCALLTYPE XS##GetConstantBuffers(\
427		unsigned start, \
428		unsigned count, \
429		ID3D11Buffer **out_constant_buffers) \
430	{ \
431		SYNCHRONIZED; \
432		for(unsigned i = 0; i < count; ++i) \
433			out_constant_buffers[i] = constant_buffers[D3D11_STAGE_##XS][start + i].ref(); \
434	} \
435	virtual void STDMETHODCALLTYPE XS##SetShaderResources(\
436		unsigned start, \
437		unsigned count, \
438		ID3D11ShaderResourceView *const *new_shader_resource_views) \
439	{ \
440		SYNCHRONIZED; \
441		xs_set_shader_resources<D3D11_STAGE_##XS>(start, count, (GalliumD3D11ShaderResourceView *const *)new_shader_resource_views); \
442	} \
443	virtual void STDMETHODCALLTYPE XS##GetShaderResources(\
444		unsigned start, \
445		unsigned count, \
446		ID3D11ShaderResourceView **out_shader_resource_views) \
447	{ \
448		SYNCHRONIZED; \
449		for(unsigned i = 0; i < count; ++i) \
450			out_shader_resource_views[i] = shader_resource_views[D3D11_STAGE_##XS][start + i].ref(); \
451	} \
452	virtual void STDMETHODCALLTYPE XS##SetSamplers(\
453		unsigned start, \
454		unsigned count, \
455		ID3D11SamplerState *const *new_samplers) \
456	{ \
457		SYNCHRONIZED; \
458		xs_set_samplers<D3D11_STAGE_##XS>(start, count, (GalliumD3D11SamplerState *const *)new_samplers); \
459	} \
460	virtual void STDMETHODCALLTYPE XS##GetSamplers( \
461		unsigned start, \
462		unsigned count, \
463		ID3D11SamplerState **out_samplers) \
464	{ \
465		SYNCHRONIZED; \
466		for(unsigned i = 0; i < count; ++i) \
467			out_samplers[i] = samplers[D3D11_STAGE_##XS][start + i].ref(); \
468	}
469
470#define DO_VS(x) x
471#define DO_GS(x) do {if(caps.gs) {x;}} while(0)
472#define DO_PS(x) x
473#define DO_HS(x)
474#define DO_DS(x)
475#define DO_CS(x)
476	IMPLEMENT_SHADER_STAGE(VS, Vertex)
477	IMPLEMENT_SHADER_STAGE(GS, Geometry)
478	IMPLEMENT_SHADER_STAGE(PS, Pixel)
479
480#if API >= 11
481	IMPLEMENT_SHADER_STAGE(HS, Hull)
482	IMPLEMENT_SHADER_STAGE(DS, Domain)
483	IMPLEMENT_SHADER_STAGE(CS, Compute)
484
485	virtual void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
486		unsigned start,
487		unsigned count,
488		ID3D11UnorderedAccessView *const *new_unordered_access_views,
489		const unsigned *new_uav_initial_counts)
490	{
491		SYNCHRONIZED;
492		for(unsigned i = 0; i < count; ++i)
493			cs_unordered_access_views[start + i] = new_unordered_access_views[i];
494	}
495
496	virtual void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
497		unsigned start,
498		unsigned count,
499		ID3D11UnorderedAccessView **out_unordered_access_views)
500	{
501		SYNCHRONIZED;
502		for(unsigned i = 0; i < count; ++i)
503			out_unordered_access_views[i] = cs_unordered_access_views[start + i].ref();
504	}
505#endif
506
507	template<unsigned s>
508	void update_stage()
509	{
510		if(update_flags & (1 << (UPDATE_VIEWS_SHIFT + s)))
511		{
512			while(num_shader_resource_views[s] && !sampler_views[s][num_shader_resource_views[s] - 1]) \
513				--num_shader_resource_views[s];
514			if((1 << s) & caps.stages_with_sampling)
515			{
516				struct pipe_sampler_view* views_to_bind[PIPE_MAX_SAMPLERS];
517				unsigned num_views_to_bind = shaders[s] ? shaders[s]->slot_to_resource.size() : 0;
518				for(unsigned i = 0; i < num_views_to_bind; ++i)
519				{
520					views_to_bind[i] = sampler_views[s][shaders[s]->slot_to_resource[i]];
521				}
522				switch(s)
523				{
524				case PIPE_SHADER_VERTEX:
525					pipe->set_vertex_sampler_views(pipe, num_views_to_bind, views_to_bind);
526					break;
527				case PIPE_SHADER_FRAGMENT:
528					pipe->set_fragment_sampler_views(pipe, num_views_to_bind, views_to_bind);
529					break;
530				case PIPE_SHADER_GEOMETRY:
531					pipe->set_geometry_sampler_views(pipe, num_views_to_bind, views_to_bind);
532					break;
533				}
534			}
535		}
536
537		if(update_flags & (1 << (UPDATE_SAMPLERS_SHIFT + s)))
538		{
539			while(num_samplers[s] && !sampler_csos[s].v[num_samplers[s] - 1])
540				--num_samplers[s];
541			if((1 << s) & caps.stages_with_sampling)
542			{
543				void* samplers_to_bind[PIPE_MAX_SAMPLERS];
544				unsigned num_samplers_to_bind = shaders[s] ? shaders[s]->slot_to_sampler.size() : 0;
545				for(unsigned i = 0; i < num_samplers_to_bind; ++i)
546				{
547					// index can be -1 to access sampler_csos[s].ld
548					samplers_to_bind[i] = *(sampler_csos[s].v + shaders[s]->slot_to_sampler[i]);
549				}
550				switch(s)
551				{
552				case PIPE_SHADER_VERTEX:
553					pipe->bind_vertex_sampler_states(pipe, num_samplers_to_bind, samplers_to_bind);
554					break;
555				case PIPE_SHADER_FRAGMENT:
556					pipe->bind_fragment_sampler_states(pipe, num_samplers_to_bind, samplers_to_bind);
557					break;
558				case PIPE_SHADER_GEOMETRY:
559					pipe->bind_geometry_sampler_states(pipe, num_samplers_to_bind, samplers_to_bind);
560					break;
561				}
562			}
563		}
564	}
565
566	void update_state()
567	{
568		update_stage<D3D11_STAGE_PS>();
569		update_stage<D3D11_STAGE_VS>();
570		update_stage<D3D11_STAGE_GS>();
571#if API >= 11
572		update_stage<D3D11_STAGE_HS>();
573		update_stage<D3D11_STAGE_DS>();
574		update_stage<D3D11_STAGE_CS>();
575#endif
576
577		if(update_flags & UPDATE_VERTEX_BUFFERS)
578		{
579			while(num_vertex_buffers && !vertex_buffers[num_vertex_buffers - 1].buffer)
580				--num_vertex_buffers;
581			pipe->set_vertex_buffers(pipe, num_vertex_buffers, vertex_buffers);
582		}
583
584		update_flags = 0;
585	}
586
587	virtual void STDMETHODCALLTYPE IASetInputLayout(
588		ID3D11InputLayout *new_input_layout)
589	{
590		SYNCHRONIZED;
591		if(new_input_layout != input_layout.p)
592		{
593			input_layout = new_input_layout;
594			pipe->bind_vertex_elements_state(pipe, new_input_layout ? ((GalliumD3D11InputLayout*)new_input_layout)->object : default_input_layout);
595		}
596	}
597
598	virtual void STDMETHODCALLTYPE IAGetInputLayout(
599		ID3D11InputLayout **out_input_layout)
600	{
601		SYNCHRONIZED;
602		*out_input_layout = input_layout.ref();
603	}
604
605	virtual void STDMETHODCALLTYPE IASetVertexBuffers(
606		unsigned start,
607		unsigned count,
608		ID3D11Buffer *const *new_vertex_buffers,
609		const unsigned *new_strides,
610		const unsigned *new_offsets)
611	{
612		SYNCHRONIZED;
613		int last_different = -1;
614		for(unsigned i = 0; i < count; ++i)
615		{
616			ID3D11Buffer* buffer = new_vertex_buffers[i];
617			if(buffer != input_buffers[start + i].p
618				|| vertex_buffers[start + i].buffer_offset != new_offsets[i]
619				|| vertex_buffers[start + i].stride != new_offsets[i]
620			)
621			{
622				input_buffers[start + i] = buffer;
623				vertex_buffers[start + i].buffer = buffer ? ((GalliumD3D11Buffer*)buffer)->resource : 0;
624				vertex_buffers[start + i].buffer_offset = new_offsets[i];
625				vertex_buffers[start + i].stride = new_strides[i];
626				last_different = i;
627			}
628		}
629		if(last_different >= 0)
630		{
631			num_vertex_buffers = std::max(num_vertex_buffers, start + count);
632			update_flags |= UPDATE_VERTEX_BUFFERS;
633		}
634	}
635
636	virtual void STDMETHODCALLTYPE IAGetVertexBuffers(
637		unsigned start,
638		unsigned count,
639		ID3D11Buffer **out_vertex_buffers,
640		unsigned *out_strides,
641		unsigned *out_offsets)
642	{
643		SYNCHRONIZED;
644		if(out_vertex_buffers)
645		{
646			for(unsigned i = 0; i < count; ++i)
647				out_vertex_buffers[i] = input_buffers[start + i].ref();
648		}
649
650		if(out_offsets)
651		{
652			for(unsigned i = 0; i < count; ++i)
653				out_offsets[i] = vertex_buffers[start + i].buffer_offset;
654		}
655
656		if(out_strides)
657		{
658			for(unsigned i = 0; i < count; ++i)
659				out_strides[i] = vertex_buffers[start + i].stride;
660		}
661	}
662
663	void set_index_buffer()
664	{
665		pipe_index_buffer ib;
666		if(!index_buffer)
667		{
668			memset(&ib, 0, sizeof(ib));
669		}
670		else
671		{
672			if(index_format == DXGI_FORMAT_R32_UINT)
673				ib.index_size = 4;
674			else if(index_format == DXGI_FORMAT_R16_UINT)
675				ib.index_size = 2;
676			else
677				ib.index_size = 1;
678			ib.offset = index_offset;
679			ib.buffer = index_buffer ? ((GalliumD3D11Buffer*)index_buffer.p)->resource : 0;
680		}
681		pipe->set_index_buffer(pipe, &ib);
682	}
683
684	virtual void STDMETHODCALLTYPE IASetIndexBuffer(
685		ID3D11Buffer *new_index_buffer,
686		DXGI_FORMAT new_index_format,
687		unsigned new_index_offset)
688	{
689		SYNCHRONIZED;
690		if(index_buffer.p != new_index_buffer || index_format != new_index_format || index_offset != new_index_offset)
691		{
692			index_buffer = new_index_buffer;
693			index_format = new_index_format;
694			index_offset = new_index_offset;
695
696			set_index_buffer();
697		}
698	}
699
700	virtual void STDMETHODCALLTYPE IAGetIndexBuffer(
701		ID3D11Buffer **out_index_buffer,
702		DXGI_FORMAT *out_index_format,
703		unsigned *out_index_offset)
704	{
705		SYNCHRONIZED;
706		if(out_index_buffer)
707			*out_index_buffer = index_buffer.ref();
708		if(out_index_format)
709			*out_index_format = index_format;
710		if(out_index_offset)
711			*out_index_offset = index_offset;
712	}
713
714	virtual void STDMETHODCALLTYPE IASetPrimitiveTopology(
715		D3D11_PRIMITIVE_TOPOLOGY new_primitive_topology)
716	{
717		SYNCHRONIZED;
718		if(primitive_topology != new_primitive_topology)
719		{
720			if(new_primitive_topology < D3D_PRIMITIVE_TOPOLOGY_COUNT)
721				primitive_mode = d3d_to_pipe_prim[new_primitive_topology];
722			else
723				primitive_mode = 0;
724			primitive_topology = new_primitive_topology;
725		}
726	}
727
728	virtual void STDMETHODCALLTYPE IAGetPrimitiveTopology(
729		D3D11_PRIMITIVE_TOPOLOGY *out_primitive_topology)
730	{
731		SYNCHRONIZED;
732		*out_primitive_topology = primitive_topology;
733	}
734
735	virtual void STDMETHODCALLTYPE DrawIndexed(
736		unsigned index_count,
737		unsigned start_index_location,
738		int base_vertex_location)
739	{
740		SYNCHRONIZED;
741		if(update_flags)
742			update_state();
743
744		pipe_draw_info info;
745		info.mode = primitive_mode;
746		info.indexed = TRUE;
747		info.count = index_count;
748		info.start = start_index_location;
749		info.index_bias = base_vertex_location;
750		info.min_index = 0;
751		info.max_index = ~0;
752		info.start_instance = 0;
753		info.instance_count = 1;
754
755		pipe->draw_vbo(pipe, &info);
756	}
757
758	virtual void STDMETHODCALLTYPE Draw(
759		unsigned vertex_count,
760		unsigned start_vertex_location)
761	{
762		SYNCHRONIZED;
763		if(update_flags)
764			update_state();
765
766		pipe_draw_info info;
767		info.mode = primitive_mode;
768		info.indexed = FALSE;
769		info.count = vertex_count;
770		info.start = start_vertex_location;
771		info.index_bias = 0;
772		info.min_index = 0;
773		info.max_index = ~0;
774		info.start_instance = 0;
775		info.instance_count = 1;
776
777		pipe->draw_vbo(pipe, &info);
778	}
779
780	virtual void STDMETHODCALLTYPE DrawIndexedInstanced(
781		unsigned index_countPerInstance,
782		unsigned instance_count,
783		unsigned start_index_location,
784		int base_vertex_location,
785		unsigned start_instance_location)
786	{
787		SYNCHRONIZED;
788		if(update_flags)
789			update_state();
790
791		pipe_draw_info info;
792		info.mode = primitive_mode;
793		info.indexed = TRUE;
794		info.count = index_countPerInstance;
795		info.start = start_index_location;
796		info.index_bias = base_vertex_location;
797		info.min_index = 0;
798		info.max_index = ~0;
799		info.start_instance = start_instance_location;
800		info.instance_count = instance_count;
801
802		pipe->draw_vbo(pipe, &info);
803	}
804
805	virtual void STDMETHODCALLTYPE DrawInstanced(
806		unsigned vertex_countPerInstance,
807		unsigned instance_count,
808		unsigned start_vertex_location,
809		unsigned start_instance_location)
810	{
811		SYNCHRONIZED;
812		if(update_flags)
813			update_state();
814
815		pipe_draw_info info;
816		info.mode = primitive_mode;
817		info.indexed = FALSE;
818		info.count = vertex_countPerInstance;
819		info.start = start_vertex_location;
820		info.index_bias = 0;
821		info.min_index = 0;
822		info.max_index = ~0;
823		info.start_instance = start_instance_location;
824		info.instance_count = instance_count;
825
826		pipe->draw_vbo(pipe, &info);
827	}
828
829	virtual void STDMETHODCALLTYPE DrawAuto(void)
830	{
831		if(!caps.so)
832			return;
833
834		SYNCHRONIZED;
835		if(update_flags)
836			update_state();
837
838		pipe->draw_stream_output(pipe, primitive_mode);
839	}
840
841	virtual void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
842		ID3D11Buffer *buffer,
843		unsigned aligned_byte_offset)
844	{
845		SYNCHRONIZED;
846		if(update_flags)
847			update_state();
848
849		struct {
850			unsigned count;
851			unsigned instance_count;
852			unsigned start;
853			unsigned index_bias;
854		} data;
855
856		pipe_buffer_read(pipe, ((GalliumD3D11Buffer*)buffer)->resource, aligned_byte_offset, sizeof(data), &data);
857
858		pipe_draw_info info;
859		info.mode = primitive_mode;
860		info.indexed = TRUE;
861		info.start = data.start;
862		info.count = data.count;
863		info.index_bias = data.index_bias;
864		info.min_index = 0;
865		info.max_index = ~0;
866		info.start_instance = 0;
867		info.instance_count = data.instance_count;
868
869		pipe->draw_vbo(pipe, &info);
870	}
871
872	virtual void STDMETHODCALLTYPE DrawInstancedIndirect(
873		ID3D11Buffer *buffer,
874		unsigned aligned_byte_offset)
875	{
876		SYNCHRONIZED;
877		if(update_flags)
878			update_state();
879
880		struct {
881			unsigned count;
882			unsigned instance_count;
883			unsigned start;
884		} data;
885
886		pipe_buffer_read(pipe, ((GalliumD3D11Buffer*)buffer)->resource, aligned_byte_offset, sizeof(data), &data);
887
888		pipe_draw_info info;
889		info.mode = primitive_mode;
890		info.indexed = FALSE;
891		info.start = data.start;
892		info.count = data.count;
893		info.index_bias = 0;
894		info.min_index = 0;
895		info.max_index = ~0;
896		info.start_instance = 0;
897		info.instance_count = data.instance_count;
898
899		pipe->draw_vbo(pipe, &info);
900	}
901
902#if API >= 11
903	virtual void STDMETHODCALLTYPE Dispatch(
904		unsigned thread_group_count_x,
905		unsigned thread_group_count_y,
906		unsigned thread_group_count_z)
907	{
908// uncomment this when this is implemented
909//		SYNCHRONIZED;
910//		if(update_flags)
911//			update_state();
912	}
913
914	virtual void STDMETHODCALLTYPE DispatchIndirect(
915		ID3D11Buffer *buffer,
916		unsigned aligned_byte_offset)
917	{
918// uncomment this when this is implemented
919//		SYNCHRONIZED;
920//		if(update_flags)
921//			update_state();
922	}
923#endif
924
925	void set_clip()
926	{
927		pipe_clip_state clip;
928		clip.nr = 0;
929		clip.depth_clamp = depth_clamp;
930		pipe->set_clip_state(pipe, &clip);
931	}
932
933	virtual void STDMETHODCALLTYPE RSSetState(
934		ID3D11RasterizerState *new_rasterizer_state)
935	{
936		SYNCHRONIZED;
937		if(new_rasterizer_state != rasterizer_state.p)
938		{
939			rasterizer_state = new_rasterizer_state;
940			pipe->bind_rasterizer_state(pipe, new_rasterizer_state ? ((GalliumD3D11RasterizerState*)new_rasterizer_state)->object : default_rasterizer);
941			bool new_depth_clamp = new_rasterizer_state ? ((GalliumD3D11RasterizerState*)new_rasterizer_state)->depth_clamp : false;
942			if(depth_clamp != new_depth_clamp)
943			{
944				depth_clamp = new_depth_clamp;
945				set_clip();
946			}
947		}
948	}
949
950	virtual void STDMETHODCALLTYPE RSGetState(
951		ID3D11RasterizerState **out_rasterizer_state)
952	{
953		SYNCHRONIZED;
954		*out_rasterizer_state = rasterizer_state.ref();
955	}
956
957	void set_viewport()
958	{
959		// TODO: is depth correct? it seems D3D10/11 uses a [-1,1]x[-1,1]x[0,1] cube
960		pipe_viewport_state viewport;
961		float half_width = viewports[0].Width * 0.5f;
962		float half_height = viewports[0].Height * 0.5f;
963
964		viewport.scale[0] = half_width;
965		viewport.scale[1] = -half_height;
966		viewport.scale[2] = (viewports[0].MaxDepth - viewports[0].MinDepth);
967		viewport.scale[3] = 1.0f;
968		viewport.translate[0] = half_width + viewports[0].TopLeftX;
969		viewport.translate[1] = half_height + viewports[0].TopLeftY;
970		viewport.translate[2] = viewports[0].MinDepth;
971		viewport.translate[3] = 1.0f;
972		pipe->set_viewport_state(pipe, &viewport);
973	}
974
975	virtual void STDMETHODCALLTYPE RSSetViewports(
976		unsigned count,
977		const D3D11_VIEWPORT *new_viewports)
978	{
979		SYNCHRONIZED;
980		if(count)
981		{
982			if(memcmp(&viewports[0], &new_viewports[0], sizeof(viewports[0])))
983			{
984				viewports[0] = new_viewports[0];
985				set_viewport();
986			}
987			for(unsigned i = 1; i < count; ++i)
988				viewports[i] = new_viewports[i];
989		}
990		else if(num_viewports)
991		{
992			// TODO: what should we do here?
993			memset(&viewports[0], 0, sizeof(viewports[0]));
994			set_viewport();
995		}
996		num_viewports = count;
997	}
998
999	virtual void STDMETHODCALLTYPE RSGetViewports(
1000		unsigned *out_count,
1001		D3D11_VIEWPORT *out_viewports)
1002	{
1003		SYNCHRONIZED;
1004		if(out_viewports)
1005		{
1006			unsigned i;
1007			for(i = 0; i < std::min(*out_count, num_viewports); ++i)
1008				out_viewports[i] = viewports[i];
1009
1010			memset(out_viewports + i, 0, (*out_count - i) * sizeof(D3D11_VIEWPORT));
1011		}
1012
1013		*out_count = num_viewports;
1014	}
1015
1016	void set_scissor()
1017	{
1018		pipe_scissor_state scissor;
1019		scissor.minx = scissor_rects[0].left;
1020		scissor.miny = scissor_rects[0].top;
1021		scissor.maxx = scissor_rects[0].right;
1022		scissor.maxy = scissor_rects[0].bottom;
1023		pipe->set_scissor_state(pipe, &scissor);
1024	}
1025
1026	virtual void STDMETHODCALLTYPE RSSetScissorRects(
1027		unsigned count,
1028		const D3D11_RECT *new_rects)
1029	{
1030		SYNCHRONIZED;
1031		if(count)
1032		{
1033			if(memcmp(&scissor_rects[0], &new_rects[0], sizeof(scissor_rects[0])))
1034			{
1035				scissor_rects[0] = new_rects[0];
1036				set_scissor();
1037			}
1038			for(unsigned i = 1; i < count; ++i)
1039				scissor_rects[i] = new_rects[i];
1040		}
1041		else if(num_scissor_rects)
1042		{
1043			// TODO: what should we do here?
1044			memset(&scissor_rects[0], 0, sizeof(scissor_rects[0]));
1045			set_scissor();
1046		}
1047
1048		num_scissor_rects = count;
1049	}
1050
1051	virtual void STDMETHODCALLTYPE RSGetScissorRects(
1052		unsigned *out_count,
1053		D3D11_RECT *out_rects)
1054	{
1055		SYNCHRONIZED;
1056		if(out_rects)
1057		{
1058			unsigned i;
1059			for(i = 0; i < std::min(*out_count, num_scissor_rects); ++i)
1060				out_rects[i] = scissor_rects[i];
1061
1062			memset(out_rects + i, 0, (*out_count - i) * sizeof(D3D11_RECT));
1063		}
1064
1065		*out_count = num_scissor_rects;
1066	}
1067
1068	virtual void STDMETHODCALLTYPE OMSetBlendState(
1069		ID3D11BlendState *new_blend_state,
1070		const float new_blend_factor[4],
1071		unsigned new_sample_mask)
1072	{
1073		SYNCHRONIZED;
1074		float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
1075
1076		if(blend_state.p != new_blend_state)
1077		{
1078			pipe->bind_blend_state(pipe, new_blend_state ? ((GalliumD3D11BlendState*)new_blend_state)->object : default_blend);
1079			blend_state = new_blend_state;
1080		}
1081
1082		// Windows D3D11 does this, even though it's apparently undocumented
1083		if(!new_blend_factor)
1084			new_blend_factor = white;
1085
1086		if(memcmp(blend_color, new_blend_factor, sizeof(blend_color)))
1087		{
1088			pipe->set_blend_color(pipe, (struct pipe_blend_color*)new_blend_factor);
1089			memcpy(blend_color, new_blend_factor, sizeof(blend_color));
1090		}
1091
1092		if(sample_mask != new_sample_mask)
1093		{
1094			pipe->set_sample_mask(pipe, new_sample_mask);
1095			sample_mask = new_sample_mask;
1096		}
1097	}
1098
1099	virtual void STDMETHODCALLTYPE OMGetBlendState(
1100		ID3D11BlendState **out_blend_state,
1101		float out_blend_factor[4],
1102		unsigned *out_sample_mask)
1103	{
1104		SYNCHRONIZED;
1105		if(out_blend_state)
1106			*out_blend_state = blend_state.ref();
1107		if(out_blend_factor)
1108			memcpy(out_blend_factor, blend_color, sizeof(blend_color));
1109		if(out_sample_mask)
1110			*out_sample_mask = sample_mask;
1111	}
1112
1113	void set_stencil_ref()
1114	{
1115		struct pipe_stencil_ref sref;
1116		sref.ref_value[0] = stencil_ref;
1117		sref.ref_value[1] = stencil_ref;
1118		pipe->set_stencil_ref(pipe, &sref);
1119	}
1120
1121	virtual void STDMETHODCALLTYPE OMSetDepthStencilState(
1122		ID3D11DepthStencilState *new_depth_stencil_state,
1123		unsigned new_stencil_ref)
1124	{
1125		SYNCHRONIZED;
1126		if(new_depth_stencil_state != depth_stencil_state.p)
1127		{
1128			pipe->bind_depth_stencil_alpha_state(pipe, new_depth_stencil_state ? ((GalliumD3D11DepthStencilState*)new_depth_stencil_state)->object : default_depth_stencil);
1129			depth_stencil_state = new_depth_stencil_state;
1130		}
1131
1132		if(new_stencil_ref != stencil_ref)
1133		{
1134			stencil_ref = new_stencil_ref;
1135			set_stencil_ref();
1136		}
1137	}
1138
1139	virtual void STDMETHODCALLTYPE OMGetDepthStencilState(
1140		ID3D11DepthStencilState **out_depth_stencil_state,
1141		unsigned *out_stencil_ref)
1142	{
1143		SYNCHRONIZED;
1144		if(*out_depth_stencil_state)
1145			*out_depth_stencil_state = depth_stencil_state.ref();
1146		if(out_stencil_ref)
1147			*out_stencil_ref = stencil_ref;
1148	}
1149
1150	void set_framebuffer()
1151	{
1152		struct pipe_framebuffer_state fb;
1153		memset(&fb, 0, sizeof(fb));
1154		if(depth_stencil_view)
1155		{
1156			struct pipe_surface* surf = ((GalliumD3D11DepthStencilView*)depth_stencil_view.p)->object;
1157			fb.zsbuf = surf;
1158			if(surf->width > fb.width)
1159				fb.width = surf->width;
1160			if(surf->height > fb.height)
1161				fb.height = surf->height;
1162		}
1163		fb.nr_cbufs = num_render_target_views;
1164		unsigned i;
1165		for(i = 0; i < num_render_target_views; ++i)
1166		{
1167			if(render_target_views[i])
1168			{
1169				struct pipe_surface* surf = ((GalliumD3D11RenderTargetView*)render_target_views[i].p)->object;
1170				fb.cbufs[i] = surf;
1171				if(surf->width > fb.width)
1172					fb.width = surf->width;
1173				if(surf->height > fb.height)
1174					fb.height = surf->height;
1175			}
1176		}
1177
1178		pipe->set_framebuffer_state(pipe, &fb);
1179	}
1180
1181	/* TODO: the docs say that we should unbind conflicting resources (e.g. those bound for read while we are binding them for write too), but we aren't.
1182	 * Hopefully nobody relies on this happening
1183	 */
1184
1185	virtual void STDMETHODCALLTYPE OMSetRenderTargets(
1186		unsigned count,
1187		ID3D11RenderTargetView *const *new_render_target_views,
1188		ID3D11DepthStencilView  *new_depth_stencil_view)
1189	{
1190		SYNCHRONIZED;
1191		if(!new_render_target_views)
1192			count = 0;
1193		if(count == num_render_target_views)
1194		{
1195			for(unsigned i = 0; i < count; ++i)
1196			{
1197				if(new_render_target_views[i] != render_target_views[i].p)
1198					goto changed;
1199			}
1200			return;
1201		}
1202changed:
1203		depth_stencil_view = new_depth_stencil_view;
1204		unsigned i;
1205		for(i = 0; i < count; ++i)
1206		{
1207			render_target_views[i] = new_render_target_views[i];
1208#if API >= 11
1209			om_unordered_access_views[i] = (ID3D11UnorderedAccessView*)NULL;
1210#endif
1211		}
1212		for(; i < num_render_target_views; ++i)
1213			render_target_views[i] = (ID3D11RenderTargetView*)NULL;
1214		num_render_target_views = count;
1215		set_framebuffer();
1216	}
1217
1218	virtual void STDMETHODCALLTYPE OMGetRenderTargets(
1219		unsigned count,
1220		ID3D11RenderTargetView **out_render_target_views,
1221		ID3D11DepthStencilView  **out_depth_stencil_view)
1222	{
1223		SYNCHRONIZED;
1224		if(out_render_target_views)
1225		{
1226			unsigned i;
1227			for(i = 0; i < std::min(num_render_target_views, count); ++i)
1228				out_render_target_views[i] = render_target_views[i].ref();
1229
1230			for(; i < count; ++i)
1231				out_render_target_views[i] = 0;
1232		}
1233
1234		if(out_depth_stencil_view)
1235			*out_depth_stencil_view = depth_stencil_view.ref();
1236	}
1237
1238#if API >= 11
1239	/* TODO: what is this supposed to do _exactly_? are we doing the right thing? */
1240	virtual void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
1241		unsigned rtv_count,
1242		ID3D11RenderTargetView *const *new_render_target_views,
1243		ID3D11DepthStencilView  *new_depth_stencil_view,
1244		unsigned uav_start,
1245		unsigned uav_count,
1246		ID3D11UnorderedAccessView *const *new_unordered_access_views,
1247		const unsigned *new_uav_initial_counts)
1248	{
1249		SYNCHRONIZED;
1250		if(rtv_count != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
1251			OMSetRenderTargets(rtv_count, new_render_target_views, new_depth_stencil_view);
1252
1253		if(uav_count != D3D11_KEEP_UNORDERED_ACCESS_VIEWS)
1254		{
1255			for(unsigned i = 0; i < uav_count; ++i)
1256			{
1257				om_unordered_access_views[uav_start + i] = new_unordered_access_views[i];
1258				render_target_views[uav_start + i] = (ID3D11RenderTargetView*)0;
1259			}
1260		}
1261	}
1262
1263	virtual void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
1264		unsigned rtv_count,
1265		ID3D11RenderTargetView **out_render_target_views,
1266		ID3D11DepthStencilView  **out_depth_stencil_view,
1267		unsigned uav_start,
1268		unsigned uav_count,
1269		ID3D11UnorderedAccessView **out_unordered_access_views)
1270	{
1271		SYNCHRONIZED;
1272		if(out_render_target_views)
1273			OMGetRenderTargets(rtv_count, out_render_target_views, out_depth_stencil_view);
1274
1275		if(out_unordered_access_views)
1276		{
1277			for(unsigned i = 0; i < uav_count; ++i)
1278				out_unordered_access_views[i] = om_unordered_access_views[uav_start + i].ref();
1279		}
1280	}
1281#endif
1282
1283	virtual void STDMETHODCALLTYPE SOSetTargets(
1284		unsigned count,
1285		ID3D11Buffer *const *new_so_targets,
1286		const unsigned *new_offsets)
1287	{
1288		SYNCHRONIZED;
1289		unsigned i;
1290		if(!new_so_targets)
1291			count = 0;
1292		bool changed = false;
1293		for(i = 0; i < count; ++i)
1294		{
1295			ID3D11Buffer* buffer = new_so_targets[i];
1296			if(buffer != so_targets[i].p || new_offsets[i] != so_offsets[i])
1297			{
1298				so_buffers[i] = buffer ? ((GalliumD3D11Buffer*)buffer)->resource : 0;
1299				so_targets[i] = buffer;
1300				so_offsets[i] = new_offsets[i];
1301				changed = true;
1302			}
1303		}
1304		for(; i < D3D11_SO_BUFFER_SLOT_COUNT; ++i)
1305		{
1306			if(so_targets[i].p || so_offsets[i])
1307			{
1308				changed = true;
1309				so_targets[i] = (ID3D11Buffer*)0;
1310				so_offsets[i] = 0;
1311			}
1312		}
1313		num_so_targets = count;
1314
1315		if(changed && caps.so)
1316			pipe->set_stream_output_buffers(pipe, so_buffers, (int*)so_offsets, num_so_targets);
1317	}
1318
1319	virtual void STDMETHODCALLTYPE SOGetTargets(
1320		unsigned count,
1321		ID3D11Buffer **out_so_targets
1322#if API < 11
1323		, UINT *out_offsets
1324#endif
1325		)
1326	{
1327		SYNCHRONIZED;
1328		for(unsigned i = 0; i < count; ++i)
1329		{
1330			out_so_targets[i] = so_targets[i].ref();
1331#if API < 11
1332			out_offsets[i] = so_offsets[i];
1333#endif
1334		}
1335	}
1336
1337	virtual void STDMETHODCALLTYPE Begin(
1338		ID3D11Asynchronous *async)
1339	{
1340		SYNCHRONIZED;
1341		if(caps.queries)
1342			pipe->begin_query(pipe, ((GalliumD3D11Asynchronous<>*)async)->query);
1343	}
1344
1345	virtual void STDMETHODCALLTYPE End(
1346		ID3D11Asynchronous *async)
1347	{
1348		SYNCHRONIZED;
1349		if(caps.queries)
1350			pipe->end_query(pipe, ((GalliumD3D11Asynchronous<>*)async)->query);
1351	}
1352
1353	virtual HRESULT STDMETHODCALLTYPE GetData(
1354		ID3D11Asynchronous *iasync,
1355		void *out_data,
1356		unsigned data_size,
1357		unsigned get_data_flags)
1358	{
1359		SYNCHRONIZED;
1360		if(!caps.queries)
1361			return E_NOTIMPL;
1362
1363		GalliumD3D11Asynchronous<>* async = (GalliumD3D11Asynchronous<>*)iasync;
1364		void* tmp_data = alloca(async->data_size);
1365		boolean ret = pipe->get_query_result(pipe, async->query, !(get_data_flags & D3D11_ASYNC_GETDATA_DONOTFLUSH), tmp_data);
1366		if(out_data)
1367			memcpy(out_data, tmp_data, std::min(async->data_size, data_size));
1368		return ret ? S_OK : S_FALSE;
1369	}
1370
1371	void set_render_condition()
1372	{
1373		if(caps.render_condition)
1374		{
1375			if(!render_predicate)
1376				pipe->render_condition(pipe, 0, 0);
1377			else
1378			{
1379				GalliumD3D11Predicate* predicate = (GalliumD3D11Predicate*)render_predicate.p;
1380				if(!render_predicate_value && predicate->desc.Query == D3D11_QUERY_OCCLUSION_PREDICATE)
1381				{
1382					unsigned mode = (predicate->desc.MiscFlags & D3D11_QUERY_MISC_PREDICATEHINT) ? PIPE_RENDER_COND_NO_WAIT : PIPE_RENDER_COND_WAIT;
1383					pipe->render_condition(pipe, predicate->query, mode);
1384				}
1385				else
1386				{
1387					/* TODO: add inverted predication to Gallium*/
1388					pipe->render_condition(pipe, 0, 0);
1389				}
1390			}
1391		}
1392	}
1393
1394	virtual void STDMETHODCALLTYPE SetPredication(
1395		ID3D11Predicate *new_predicate,
1396		BOOL new_predicate_value)
1397	{
1398		SYNCHRONIZED;
1399		if(render_predicate.p != new_predicate || render_predicate_value != new_predicate_value)
1400		{
1401			render_predicate = new_predicate;
1402			render_predicate_value = new_predicate_value;
1403			set_render_condition();
1404		}
1405	}
1406
1407	virtual void STDMETHODCALLTYPE GetPredication(
1408		ID3D11Predicate **out_predicate,
1409		BOOL *out_predicate_value)
1410	{
1411		SYNCHRONIZED;
1412		if(out_predicate)
1413			*out_predicate = render_predicate.ref();
1414		if(out_predicate_value)
1415			*out_predicate_value = render_predicate_value;
1416	}
1417
1418	static unsigned d3d11_subresource_to_level(struct pipe_resource* resource, unsigned subresource)
1419	{
1420		if(subresource <= resource->last_level)
1421		{
1422			return subresource;
1423		}
1424		else
1425		{
1426			unsigned levels = resource->last_level + 1;
1427			return subresource % levels;
1428		}
1429	}
1430
1431	static unsigned d3d11_subresource_to_face(struct pipe_resource* resource, unsigned subresource)
1432	{
1433		if(subresource <= resource->last_level)
1434		{
1435			return 0;
1436		}
1437		else
1438		{
1439			unsigned levels = resource->last_level + 1;
1440			return subresource / levels;
1441		}
1442	}
1443
1444
1445	/* TODO: deferred contexts will need a different implementation of this,
1446	 * because we can't put the transfer info into the resource itself.
1447	 * Also, there are very different restrictions, for obvious reasons.
1448	 */
1449	virtual HRESULT STDMETHODCALLTYPE Map(
1450		ID3D11Resource *iresource,
1451		unsigned subresource,
1452		D3D11_MAP map_type,
1453		unsigned map_flags,
1454		D3D11_MAPPED_SUBRESOURCE *mapped_resource)
1455	{
1456		SYNCHRONIZED;
1457		GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
1458		if(resource->transfers.count(subresource))
1459			return E_FAIL;
1460		unsigned level = d3d11_subresource_to_level(resource->resource, subresource);
1461		unsigned face = d3d11_subresource_to_face(resource->resource, subresource);
1462		pipe_box box = d3d11_to_pipe_box(resource->resource, level, 0);
1463		/* XXX the translation from subresource to level/face(zslice/array layer) isn't quite right */
1464		unsigned usage = 0;
1465		if(map_type == D3D11_MAP_READ)
1466			usage = PIPE_TRANSFER_READ;
1467		else if(map_type == D3D11_MAP_WRITE)
1468			usage = PIPE_TRANSFER_WRITE;
1469		else if(map_type == D3D11_MAP_READ_WRITE)
1470			usage = PIPE_TRANSFER_READ_WRITE;
1471		else if(map_type == D3D11_MAP_WRITE_DISCARD)
1472			usage = PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD;
1473		else if(map_type == D3D11_MAP_WRITE_NO_OVERWRITE)
1474			usage = PIPE_TRANSFER_WRITE | PIPE_TRANSFER_NOOVERWRITE;
1475		else
1476			return E_INVALIDARG;
1477		if(map_type & D3D10_MAP_FLAG_DO_NOT_WAIT)
1478			usage |= PIPE_TRANSFER_DONTBLOCK;
1479		struct pipe_transfer* transfer = pipe->get_transfer(pipe, resource->resource, level, usage, &box);
1480		if(!transfer) {
1481			if(map_type & D3D10_MAP_FLAG_DO_NOT_WAIT)
1482				return DXGI_ERROR_WAS_STILL_DRAWING;
1483			else
1484				return E_FAIL;
1485		}
1486		resource->transfers[subresource] = transfer;
1487		mapped_resource->pData = pipe->transfer_map(pipe, transfer);
1488		mapped_resource->RowPitch = transfer->stride;
1489		mapped_resource->DepthPitch = transfer->layer_stride;
1490		return S_OK;
1491	}
1492
1493	virtual void STDMETHODCALLTYPE Unmap(
1494		ID3D11Resource *iresource,
1495		unsigned subresource)
1496	{
1497		SYNCHRONIZED;
1498		GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
1499		std::unordered_map<unsigned, pipe_transfer*>::iterator i = resource->transfers.find(subresource);
1500		if(i != resource->transfers.end())
1501		{
1502			pipe->transfer_unmap(pipe, i->second);
1503			pipe->transfer_destroy(pipe, i->second);
1504			resource->transfers.erase(i);
1505		}
1506	}
1507
1508	virtual void STDMETHODCALLTYPE CopySubresourceRegion(
1509		ID3D11Resource *dst_resource,
1510		unsigned dst_subresource,
1511		unsigned dst_x,
1512		unsigned dst_y,
1513		unsigned dst_z,
1514		ID3D11Resource *src_resource,
1515		unsigned src_subresource,
1516		const D3D11_BOX *src_box)
1517	{
1518		SYNCHRONIZED;
1519		GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
1520		GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
1521		unsigned dst_level = d3d11_subresource_to_level(dst->resource, dst_subresource);
1522		unsigned dst_face = d3d11_subresource_to_face(dst->resource, dst_subresource);
1523		unsigned src_level = d3d11_subresource_to_level(src->resource, src_subresource);
1524		unsigned src_face = d3d11_subresource_to_face(src->resource, src_subresource);
1525		/* XXX the translation from subresource to level/face(zslice/array layer) isn't quite right */
1526		pipe_box box = d3d11_to_pipe_box(src->resource, src_level, src_box);
1527		{
1528			pipe->resource_copy_region(pipe,
1529				dst->resource, dst_level, dst_x, dst_y, dst_z,
1530				src->resource, src_level, &box);
1531		}
1532	}
1533
1534	virtual void STDMETHODCALLTYPE CopyResource(
1535		ID3D11Resource *dst_resource,
1536		ID3D11Resource *src_resource)
1537	{
1538		SYNCHRONIZED;
1539		GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
1540		GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
1541		unsigned level;
1542		for(level = 0; level <= dst->resource->last_level; ++level)
1543		{
1544		        unsigned layers = 1;
1545			pipe_box box;
1546			if (dst->resource->target == PIPE_TEXTURE_CUBE)
1547				layers = 6;
1548			else if (dst->resource->target == PIPE_TEXTURE_3D)
1549				layers = u_minify(dst->resource->depth0, level);
1550			/* else layers = dst->resource->array_size; */
1551			box.x = box.y = box.z = 0;
1552			box.width = u_minify(dst->resource->width0, level);
1553			box.height = u_minify(dst->resource->height0, level);
1554			box.depth = layers;
1555			pipe->resource_copy_region(pipe,
1556						   dst->resource, level, 0, 0, 0,
1557						   src->resource, level, &box);
1558		}
1559	}
1560
1561	virtual void STDMETHODCALLTYPE UpdateSubresource(
1562		ID3D11Resource *dst_resource,
1563		unsigned dst_subresource,
1564		const D3D11_BOX *pDstBox,
1565		const void *pSrcData,
1566		unsigned src_row_pitch,
1567		unsigned src_depth_pitch)
1568	{
1569		SYNCHRONIZED;
1570		GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
1571		unsigned dst_level = d3d11_subresource_to_level(dst->resource, dst_subresource);
1572		/* XXX the translation from subresource to level/face(zslice/array layer) isn't quite right */
1573		pipe_box box = d3d11_to_pipe_box(dst->resource, dst_level, pDstBox);
1574		pipe->transfer_inline_write(pipe, dst->resource, dst_level, PIPE_TRANSFER_WRITE, &box, pSrcData, src_row_pitch, src_depth_pitch);
1575	}
1576
1577#if API >= 11
1578	virtual void STDMETHODCALLTYPE CopyStructureCount(
1579		ID3D11Buffer *dst_buffer,
1580		unsigned dst_aligned_byte_offset,
1581		ID3D11UnorderedAccessView *src_view)
1582	{
1583		SYNCHRONIZED;
1584	}
1585#endif
1586
1587	virtual void STDMETHODCALLTYPE ClearRenderTargetView(
1588		ID3D11RenderTargetView *render_target_view,
1589		const float color[4])
1590	{
1591		SYNCHRONIZED;
1592		GalliumD3D11RenderTargetView* view = ((GalliumD3D11RenderTargetView*)render_target_view);
1593		pipe->clear_render_target(pipe, view->object, color, 0, 0, view->object->width, view->object->height);
1594	}
1595
1596	virtual void STDMETHODCALLTYPE ClearDepthStencilView(
1597		ID3D11DepthStencilView  *depth_stencil_view,
1598		unsigned clear_flags,
1599		float depth,
1600		UINT8 stencil)
1601	{
1602		SYNCHRONIZED;
1603		GalliumD3D11DepthStencilView* view = ((GalliumD3D11DepthStencilView*)depth_stencil_view);
1604		unsigned flags = 0;
1605		if(clear_flags & D3D11_CLEAR_DEPTH)
1606			flags |= PIPE_CLEAR_DEPTH;
1607		if(clear_flags & D3D11_CLEAR_STENCIL)
1608			flags |= PIPE_CLEAR_STENCIL;
1609		pipe->clear_depth_stencil(pipe, view->object, flags, depth, stencil, 0, 0, view->object->width, view->object->height);
1610	}
1611
1612#if API >= 11
1613	virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
1614		ID3D11UnorderedAccessView *unordered_access_view,
1615		const unsigned values[4])
1616	{
1617		SYNCHRONIZED;
1618	}
1619
1620	virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
1621			ID3D11UnorderedAccessView *unordered_access_view,
1622			const float values[4])
1623	{
1624		SYNCHRONIZED;
1625	}
1626#endif
1627
1628	void restore_gallium_state_blit_only()
1629	{
1630		pipe->bind_blend_state(pipe, blend_state.p ? blend_state.p->object : default_blend);
1631		pipe->bind_depth_stencil_alpha_state(pipe, depth_stencil_state.p ? depth_stencil_state.p->object : default_depth_stencil);
1632		pipe->bind_rasterizer_state(pipe, rasterizer_state.p ? rasterizer_state.p->object : default_rasterizer);
1633		pipe->bind_vertex_elements_state(pipe, input_layout.p ? input_layout.p->object : default_input_layout);
1634		pipe->bind_fs_state(pipe, shaders[D3D11_STAGE_PS].p ? shaders[D3D11_STAGE_PS].p->object : default_shaders[PIPE_SHADER_FRAGMENT]);
1635		pipe->bind_vs_state(pipe, shaders[D3D11_STAGE_VS].p ? shaders[D3D11_STAGE_VS].p->object : default_shaders[PIPE_SHADER_VERTEX]);
1636		if(caps.gs)
1637			pipe->bind_gs_state(pipe, shaders[D3D11_STAGE_GS].p ? shaders[D3D11_STAGE_GS].p->object : default_shaders[PIPE_SHADER_GEOMETRY]);
1638		set_framebuffer();
1639		set_viewport();
1640		set_clip();
1641		set_render_condition();
1642		// TODO: restore stream output
1643
1644		update_flags |= UPDATE_VERTEX_BUFFERS | (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_PS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_PS));
1645	}
1646
1647	virtual void STDMETHODCALLTYPE RestoreGalliumStateBlitOnly()
1648	{
1649		SYNCHRONIZED;
1650		restore_gallium_state_blit_only();
1651	}
1652
1653	virtual void STDMETHODCALLTYPE GenerateMips(
1654		ID3D11ShaderResourceView *shader_resource_view)
1655	{
1656		SYNCHRONIZED;
1657
1658		GalliumD3D11ShaderResourceView* view = (GalliumD3D11ShaderResourceView*)shader_resource_view;
1659		if(caps.gs)
1660			pipe->bind_gs_state(pipe, 0);
1661		if(caps.so)
1662			pipe->bind_stream_output_state(pipe, 0);
1663		if(pipe->render_condition)
1664			pipe->render_condition(pipe, 0, 0);
1665		util_gen_mipmap(gen_mipmap, view->object, 0, 0, view->object->texture->last_level, PIPE_TEX_FILTER_LINEAR);
1666		restore_gallium_state_blit_only();
1667	}
1668
1669	virtual void STDMETHODCALLTYPE RestoreGalliumState()
1670	{
1671		SYNCHRONIZED;
1672		restore_gallium_state_blit_only();
1673
1674		set_index_buffer();
1675		set_stencil_ref();
1676		pipe->set_blend_color(pipe, (struct pipe_blend_color*)blend_color);
1677		pipe->set_sample_mask(pipe, sample_mask);
1678
1679		for(unsigned s = 0; s < 3; ++s)
1680		{
1681			unsigned num = std::min(caps.constant_buffers[s], (unsigned)D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1682			for(unsigned i = 0; i < num; ++i)
1683				pipe->set_constant_buffer(pipe, s, i, constant_buffers[s][i].p ? constant_buffers[s][i].p->resource : 0);
1684		}
1685
1686		if(caps.so)
1687			pipe->set_stream_output_buffers(pipe, so_buffers, (int*)so_offsets, num_so_targets);
1688
1689		update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_VS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_VS));
1690		update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + D3D11_STAGE_GS)) | (1 << (UPDATE_VIEWS_SHIFT + D3D11_STAGE_GS));
1691
1692		set_scissor();
1693	}
1694
1695#if API >= 11
1696	/* TODO: hack SRVs or sampler states to handle this, or add to Gallium */
1697	virtual void STDMETHODCALLTYPE SetResourceMinLOD(
1698		ID3D11Resource *iresource,
1699		float min_lod)
1700	{
1701		SYNCHRONIZED;
1702		GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
1703		if(resource->min_lod != min_lod)
1704		{
1705			// TODO: actually do anything?
1706			resource->min_lod = min_lod;
1707		}
1708	}
1709
1710	virtual float STDMETHODCALLTYPE GetResourceMinLOD(
1711		ID3D11Resource *iresource)
1712	{
1713		SYNCHRONIZED;
1714		GalliumD3D11Resource<>* resource = (GalliumD3D11Resource<>*)iresource;
1715		return resource->min_lod;
1716	}
1717#endif
1718
1719	virtual void STDMETHODCALLTYPE ResolveSubresource(
1720		ID3D11Resource *dst_resource,
1721		unsigned dst_subresource,
1722		ID3D11Resource *src_resource,
1723		unsigned src_subresource,
1724		DXGI_FORMAT format)
1725	{
1726		SYNCHRONIZED;
1727		GalliumD3D11Resource<>* dst = (GalliumD3D11Resource<>*)dst_resource;
1728		GalliumD3D11Resource<>* src = (GalliumD3D11Resource<>*)src_resource;
1729		struct pipe_resolve_info info;
1730
1731		info.dst.res = dst->resource;
1732		info.src.res = src->resource;
1733		info.dst.level = 0;
1734		info.dst.layer = d3d11_subresource_to_face(dst->resource, dst_subresource);
1735		info.src.layer = d3d11_subresource_to_face(src->resource, src_subresource);
1736
1737		info.src.x0 = 0;
1738		info.src.x1 = info.src.res->width0;
1739		info.src.y0 = 0;
1740		info.src.y1 = info.src.res->height0;
1741		info.dst.x0 = 0;
1742		info.dst.x1 = info.dst.res->width0;
1743		info.dst.y0 = 0;
1744		info.dst.y1 = info.dst.res->height0;
1745
1746		info.mask = PIPE_MASK_RGBA | PIPE_MASK_ZS;
1747
1748		pipe->resource_resolve(pipe, &info);
1749	}
1750
1751#if API >= 11
1752	virtual void STDMETHODCALLTYPE ExecuteCommandList(
1753		ID3D11CommandList *command_list,
1754		BOOL restore_context_state)
1755	{
1756		SYNCHRONIZED;
1757	}
1758
1759	virtual HRESULT STDMETHODCALLTYPE FinishCommandList(
1760		BOOL restore_deferred_context_state,
1761		ID3D11CommandList **out_command_list)
1762	{
1763		SYNCHRONIZED;
1764		return E_NOTIMPL;
1765	}
1766#endif
1767
1768	virtual void STDMETHODCALLTYPE ClearState(void)
1769	{
1770		/* we don't take a lock here because we would deadlock otherwise
1771		 * TODO: this is probably incorrect, because ClearState should likely be atomic.
1772		 * However, I can't think of any correct usage that would be affected by this
1773		 * being non-atomic, and making this atomic is quite expensive and complicates
1774		 * the code
1775		 */
1776
1777		// we qualify all calls so that we avoid virtual dispatch and might get them inlined
1778		// TODO: make sure all this gets inlined, which might require more compiler flags
1779		// TODO: optimize this
1780#if API >= 11
1781		GalliumD3D11DeviceContext::PSSetShader(0, 0, 0);
1782		GalliumD3D11DeviceContext::GSSetShader(0, 0, 0);
1783		GalliumD3D11DeviceContext::VSSetShader(0, 0, 0);
1784		GalliumD3D11DeviceContext::HSSetShader(0, 0, 0);
1785		GalliumD3D11DeviceContext::DSSetShader(0, 0, 0);
1786		GalliumD3D11DeviceContext::CSSetShader(0, 0, 0);
1787#else
1788		GalliumD3D11DeviceContext::PSSetShader(0);
1789		GalliumD3D11DeviceContext::GSSetShader(0);
1790		GalliumD3D11DeviceContext::VSSetShader(0);
1791#endif
1792
1793		GalliumD3D11DeviceContext::IASetInputLayout(0);
1794		GalliumD3D11DeviceContext::IASetIndexBuffer(0, DXGI_FORMAT_UNKNOWN, 0);
1795		GalliumD3D11DeviceContext::RSSetState(0);
1796		GalliumD3D11DeviceContext::OMSetDepthStencilState(0, 0);
1797		GalliumD3D11DeviceContext::OMSetBlendState(0, (float*)zero_data, ~0);
1798		GalliumD3D11DeviceContext::SetPredication(0, 0);
1799		GalliumD3D11DeviceContext::IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_UNDEFINED);
1800
1801		GalliumD3D11DeviceContext::PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1802		GalliumD3D11DeviceContext::GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1803		GalliumD3D11DeviceContext::VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1804#if API >= 11
1805		GalliumD3D11DeviceContext::HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1806		GalliumD3D11DeviceContext::DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1807		GalliumD3D11DeviceContext::CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, (ID3D11Buffer**)zero_data);
1808#endif
1809
1810		GalliumD3D11DeviceContext::IASetVertexBuffers(0, num_vertex_buffers, (ID3D11Buffer**)zero_data, (unsigned*)zero_data, (unsigned*)zero_data);
1811#if API >= 11
1812		GalliumD3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, 0, 0 , 0, 0, 0, 0);
1813#else
1814		GalliumD3D11DeviceContext::OMSetRenderTargets(0, 0, 0 );
1815#endif
1816		GalliumD3D11DeviceContext::SOSetTargets(0, 0, 0);
1817
1818		GalliumD3D11DeviceContext::PSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_PS], (ID3D11ShaderResourceView**)zero_data);
1819		GalliumD3D11DeviceContext::GSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_GS], (ID3D11ShaderResourceView**)zero_data);
1820		GalliumD3D11DeviceContext::VSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_VS], (ID3D11ShaderResourceView**)zero_data);
1821#if API >= 11
1822		GalliumD3D11DeviceContext::HSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_HS], (ID3D11ShaderResourceView**)zero_data);
1823		GalliumD3D11DeviceContext::DSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_DS], (ID3D11ShaderResourceView**)zero_data);
1824		GalliumD3D11DeviceContext::CSSetShaderResources(0, num_shader_resource_views[D3D11_STAGE_CS], (ID3D11ShaderResourceView**)zero_data);
1825#endif
1826
1827		GalliumD3D11DeviceContext::PSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_PS], (ID3D11SamplerState**)zero_data);
1828		GalliumD3D11DeviceContext::GSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_GS], (ID3D11SamplerState**)zero_data);
1829		GalliumD3D11DeviceContext::VSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_VS], (ID3D11SamplerState**)zero_data);
1830#if API >= 11
1831		GalliumD3D11DeviceContext::HSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_HS], (ID3D11SamplerState**)zero_data);
1832		GalliumD3D11DeviceContext::DSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_DS], (ID3D11SamplerState**)zero_data);
1833		GalliumD3D11DeviceContext::CSSetSamplers(0, num_shader_resource_views[D3D11_STAGE_CS], (ID3D11SamplerState**)zero_data);
1834#endif
1835
1836		GalliumD3D11DeviceContext::RSSetViewports(0, 0);
1837		GalliumD3D11DeviceContext::RSSetScissorRects(0, 0);
1838	}
1839
1840	virtual void STDMETHODCALLTYPE Flush(void)
1841	{
1842		SYNCHRONIZED;
1843                pipe->flush(pipe, 0);
1844	}
1845
1846	/* In Direct3D 10, if the reference count of an object drops to 0, it is automatically
1847	 * cleanly unbound from the pipeline.
1848	 * In Direct3D 11, the pipeline holds a reference.
1849	 *
1850	 * Note that instead of always scanning the pipeline on destruction, we could
1851	 * maintain the internal reference count on DirectX 10 and use it to check if an
1852	 * object is still bound.
1853	 * Presumably, on average, scanning is faster if the application is well written.
1854	 */
1855#if API < 11
1856#define IMPLEMENT_SIMPLE_UNBIND(name, member, gallium, def) \
1857	void Unbind##name(ID3D11##name* state) \
1858	{ \
1859		SYNCHRONIZED; \
1860		if((void*)state == (void*)member.p) \
1861		{ \
1862			member.p = 0; \
1863			pipe->bind_##gallium##_state(pipe, default_##def); \
1864		} \
1865	}
1866	IMPLEMENT_SIMPLE_UNBIND(BlendState, blend_state, blend, blend)
1867	IMPLEMENT_SIMPLE_UNBIND(RasterizerState, rasterizer_state, rasterizer, rasterizer)
1868	IMPLEMENT_SIMPLE_UNBIND(DepthStencilState, depth_stencil_state, depth_stencil_alpha, depth_stencil)
1869	IMPLEMENT_SIMPLE_UNBIND(InputLayout, input_layout, vertex_elements, input_layout)
1870	IMPLEMENT_SIMPLE_UNBIND(PixelShader, shaders[D3D11_STAGE_PS], fs, shaders[D3D11_STAGE_PS])
1871	IMPLEMENT_SIMPLE_UNBIND(VertexShader, shaders[D3D11_STAGE_VS], vs, shaders[D3D11_STAGE_VS])
1872	IMPLEMENT_SIMPLE_UNBIND(GeometryShader, shaders[D3D11_STAGE_GS], gs, shaders[D3D11_STAGE_GS])
1873
1874	void UnbindPredicate(ID3D11Predicate* predicate)
1875	{
1876		SYNCHRONIZED;
1877		if(predicate == render_predicate)
1878		{
1879			render_predicate.p = NULL;
1880			render_predicate_value = 0;
1881			pipe->render_condition(pipe, 0, 0);
1882		}
1883	}
1884
1885	void UnbindSamplerState(ID3D11SamplerState* state)
1886	{
1887		SYNCHRONIZED;
1888		for(unsigned s = 0; s < D3D11_STAGES; ++s)
1889		{
1890			for(unsigned i = 0; i < num_samplers[s]; ++i)
1891			{
1892				if(samplers[s][i] == state)
1893				{
1894					samplers[s][i].p = NULL;
1895					sampler_csos[s].v[i] = NULL;
1896					update_flags |= (1 << (UPDATE_SAMPLERS_SHIFT + s));
1897				}
1898			}
1899		}
1900	}
1901
1902	void UnbindBuffer(ID3D11Buffer* buffer)
1903	{
1904		SYNCHRONIZED;
1905		if(buffer == index_buffer)
1906		{
1907			index_buffer.p = 0;
1908			index_format = DXGI_FORMAT_UNKNOWN;
1909			index_offset = 0;
1910			struct pipe_index_buffer ib;
1911			memset(&ib, 0, sizeof(ib));
1912			pipe->set_index_buffer(pipe, &ib);
1913		}
1914
1915		for(unsigned i = 0; i < num_vertex_buffers; ++i)
1916		{
1917			if(buffer == input_buffers[i])
1918			{
1919				input_buffers[i].p = 0;
1920				memset(&vertex_buffers[num_vertex_buffers], 0, sizeof(vertex_buffers[num_vertex_buffers]));
1921				update_flags |= UPDATE_VERTEX_BUFFERS;
1922			}
1923		}
1924
1925		for(unsigned s = 0; s < D3D11_STAGES; ++s)
1926		{
1927			for(unsigned i = 0; i < sizeof(constant_buffers) / sizeof(constant_buffers[0]); ++i)
1928			{
1929				if(constant_buffers[s][i] == buffer)
1930				{
1931					constant_buffers[s][i] = (ID3D10Buffer*)NULL;
1932					pipe->set_constant_buffer(pipe, s, i, NULL);
1933				}
1934			}
1935		}
1936	}
1937
1938	void UnbindDepthStencilView(ID3D11DepthStencilView * view)
1939	{
1940		SYNCHRONIZED;
1941		if(view == depth_stencil_view)
1942		{
1943			depth_stencil_view.p = NULL;
1944			set_framebuffer();
1945		}
1946	}
1947
1948	void UnbindRenderTargetView(ID3D11RenderTargetView* view)
1949	{
1950		SYNCHRONIZED;
1951		bool any_bound = false;
1952		for(unsigned i = 0; i < num_render_target_views; ++i)
1953		{
1954			if(render_target_views[i] == view)
1955			{
1956				render_target_views[i].p = NULL;
1957				any_bound = true;
1958			}
1959		}
1960		if(any_bound)
1961			set_framebuffer();
1962	}
1963
1964	void UnbindShaderResourceView(ID3D11ShaderResourceView* view)
1965	{
1966		SYNCHRONIZED;
1967		for(unsigned s = 0; s < D3D11_STAGES; ++s)
1968		{
1969			for(unsigned i = 0; i < num_shader_resource_views[s]; ++i)
1970			{
1971				if(shader_resource_views[s][i] == view)
1972				{
1973					shader_resource_views[s][i].p = NULL;
1974					sampler_views[s][i] = NULL;
1975					update_flags |= (1 << (UPDATE_VIEWS_SHIFT + s));
1976				}
1977			}
1978		}
1979	}
1980#endif
1981
1982#undef SYNCHRONIZED
1983};
1984
1985#if API >= 11
1986/* This approach serves two purposes.
1987 * First, we don't want to do an atomic operation to manipulate the reference
1988 * count every time something is bound/unbound to the pipeline, since they are
1989 * expensive.
1990 * Fortunately, the immediate context can only be used by a single thread, so
1991 * we don't have to use them, as long as a separate reference count is used
1992 * (see dual_refcnt_t).
1993 *
1994 * Second, we want to avoid the Device -> DeviceContext -> bound DeviceChild -> Device
1995 * garbage cycle.
1996 * To avoid it, DeviceChild doesn't hold a reference to Device as usual, but adds
1997 * one for each external reference count, while internal nonatomic_add_ref doesn't
1998 * add any.
1999 *
2000 * Note that ideally we would to eliminate the non-atomic op too, but this is more
2001 * complicated, since we would either need to use garbage collection and give up
2002 * deterministic destruction (especially bad for large textures), or scan the whole
2003 * pipeline state every time the reference count of object drops to 0, which risks
2004 * pathological slowdowns.
2005 *
2006 * Since this microoptimization should matter relatively little, let's avoid it for now.
2007 *
2008 * Note that deferred contexts don't use this, since as a whole, they must thread-safe.
2009 * Eliminating the atomic ops for deferred contexts seems substantially harder.
2010 * This might be a problem if they are used in a one-shot multithreaded rendering
2011 * fashion, where SMP cacheline bouncing on the reference count may be visible.
2012 *
2013 * The idea would be to attach a structure of reference counts indexed by deferred
2014 * context id to each object. Ideally, this should be organized like ext2 block pointers.
2015 *
2016 * Every deferred context would get a reference count in its own cacheline.
2017 * The external count is protected by a lock bit, and there is also a "lock bit" in each
2018 * internal count.
2019 *
2020 * When the external count has to be dropped to 0, the lock bit is taken and all internal
2021 * reference counts are scanned, taking a count of them. A flag would also be set on them.
2022 * Deferred context manipulation would notice the flag, and update the count.
2023 * Once the count goes to zero, the object is freed.
2024 *
2025 * The problem of this is that if the external reference count ping-pongs between
2026 * zero and non-zero, the scans will take a lot of time.
2027 *
2028 * The idea to solve this is to compute the scans in a binary-tree like fashion, where
2029 * each binary tree node would have a "determined bit", which would be invalidated
2030 * by manipulations.
2031 *
2032 * However, all this complexity might actually be a loss in most cases, so let's just
2033 * stick to a single atomic refcnt for now.
2034 *
2035 * Also, we don't even support deferred contexts yet, so this can wait.
2036 */
2037struct nonatomic_device_child_ptr_traits
2038{
2039	static void add_ref(void* p)
2040	{
2041		if(p)
2042			((GalliumD3D11DeviceChild<>*)p)->nonatomic_add_ref();
2043	}
2044
2045	static void release(void* p)
2046	{
2047		if(p)
2048			((GalliumD3D11DeviceChild<>*)p)->nonatomic_release();
2049	}
2050};
2051
2052struct GalliumD3D11ImmediateDeviceContext
2053	: public GalliumD3D11DeviceContext<nonatomic_device_child_ptr_traits>
2054{
2055	GalliumD3D11ImmediateDeviceContext(GalliumD3D11Screen* device, pipe_context* pipe, unsigned context_flags = 0)
2056	: GalliumD3D11DeviceContext<nonatomic_device_child_ptr_traits>(device, pipe, context_flags)
2057	{
2058		// not necessary, but tests that the API at least basically works
2059		ClearState();
2060	}
2061
2062	/* we do this since otherwise we would have a garbage cycle between this and the device */
2063	virtual ULONG STDMETHODCALLTYPE AddRef()
2064	{
2065		return this->device->AddRef();
2066	}
2067
2068	virtual ULONG STDMETHODCALLTYPE Release()
2069	{
2070		return this->device->Release();
2071	}
2072
2073	virtual D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType()
2074	{
2075		return D3D11_DEVICE_CONTEXT_IMMEDIATE;
2076	}
2077};
2078
2079static ID3D11DeviceContext* GalliumD3D11ImmediateDeviceContext_Create(GalliumD3D11Screen* device, struct pipe_context* pipe, bool owns_pipe)
2080{
2081	return new GalliumD3D11ImmediateDeviceContext(device, pipe, owns_pipe);
2082}
2083
2084static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(ID3D11DeviceContext* context)
2085{
2086	((GalliumD3D11ImmediateDeviceContext*)context)->RestoreGalliumState();
2087}
2088
2089static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(ID3D11DeviceContext* context)
2090{
2091	((GalliumD3D11ImmediateDeviceContext*)context)->RestoreGalliumStateBlitOnly();
2092}
2093
2094static void GalliumD3D11ImmediateDeviceContext_Destroy(ID3D11DeviceContext* context)
2095{
2096	delete (GalliumD3D11ImmediateDeviceContext*)context;
2097}
2098#endif
2099