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dxvk/src/d3d11/d3d11_context.h

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28 KiB
C
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#pragma once
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_cs.h"
#include "../dxvk/dxvk_device.h"
#include "d3d11_context_state.h"
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#include "d3d11_device_child.h"
namespace dxvk {
class D3D11Device;
class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext> {
public:
D3D11DeviceContext(
D3D11Device* pParent,
Rc<DxvkDevice> Device);
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~D3D11DeviceContext();
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
void** ppvObject) final;
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
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void STDMETHODCALLTYPE ClearState() final;
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void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
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HRESULT STDMETHODCALLTYPE GetData(
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ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) final;
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void STDMETHODCALLTYPE SetPredication(
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ID3D11Predicate* pPredicate,
BOOL PredicateValue) final;
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void STDMETHODCALLTYPE GetPredication(
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ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) final;
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void STDMETHODCALLTYPE CopySubresourceRegion(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) final;
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void STDMETHODCALLTYPE CopyResource(
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ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) final;
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void STDMETHODCALLTYPE CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) final;
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void STDMETHODCALLTYPE ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) final;
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void STDMETHODCALLTYPE ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) final;
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void STDMETHODCALLTYPE GenerateMips(
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ID3D11ShaderResourceView* pShaderResourceView) final;
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void STDMETHODCALLTYPE UpdateSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) final;
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void STDMETHODCALLTYPE SetResourceMinLOD(
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ID3D11Resource* pResource,
FLOAT MinLOD) final;
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FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
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ID3D11Resource* pResource) final;
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void STDMETHODCALLTYPE ResolveSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) final;
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void STDMETHODCALLTYPE DrawAuto() final;
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void STDMETHODCALLTYPE Draw(
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UINT VertexCount,
UINT StartVertexLocation) final;
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void STDMETHODCALLTYPE DrawIndexed(
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UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) final;
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void STDMETHODCALLTYPE DrawInstanced(
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UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstanced(
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UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE Dispatch(
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UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) final;
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void STDMETHODCALLTYPE DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE IASetInputLayout(
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ID3D11InputLayout* pInputLayout) final;
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void STDMETHODCALLTYPE IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY Topology) final;
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void STDMETHODCALLTYPE IASetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) final;
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void STDMETHODCALLTYPE IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) final;
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void STDMETHODCALLTYPE IAGetInputLayout(
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ID3D11InputLayout** ppInputLayout) final;
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void STDMETHODCALLTYPE IAGetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
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void STDMETHODCALLTYPE IAGetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) final;
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void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) final;
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void STDMETHODCALLTYPE VSSetShader(
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ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE VSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE VSGetShader(
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ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE VSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE HSSetShader(
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ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE HSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE HSGetShader(
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ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE HSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE DSSetShader(
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ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE DSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE DSGetShader(
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ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE DSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE GSSetShader(
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ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE GSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE GSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE PSSetShader(
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ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE PSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE PSGetShader(
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ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE PSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSSetShader(
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ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
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void STDMETHODCALLTYPE CSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
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void STDMETHODCALLTYPE CSGetShader(
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ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE CSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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void STDMETHODCALLTYPE OMSetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
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void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
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void STDMETHODCALLTYPE OMSetBlendState(
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ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) final;
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void STDMETHODCALLTYPE OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) final;
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void STDMETHODCALLTYPE OMGetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) final;
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void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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void STDMETHODCALLTYPE OMGetBlendState(
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ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) final;
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void STDMETHODCALLTYPE OMGetDepthStencilState(
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ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) final;
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void STDMETHODCALLTYPE RSSetState(
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ID3D11RasterizerState* pRasterizerState) final;
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void STDMETHODCALLTYPE RSSetViewports(
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UINT NumViewports,
const D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSSetScissorRects(
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UINT NumRects,
const D3D11_RECT* pRects) final;
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void STDMETHODCALLTYPE RSGetState(
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ID3D11RasterizerState** ppRasterizerState) final;
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void STDMETHODCALLTYPE RSGetViewports(
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UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSGetScissorRects(
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UINT* pNumRects,
D3D11_RECT* pRects) final;
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void STDMETHODCALLTYPE SOSetTargets(
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UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) final;
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void STDMETHODCALLTYPE SOGetTargets(
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UINT NumBuffers,
ID3D11Buffer** ppSOTargets) final;
protected:
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D3D11Device* const m_parent;
Rc<DxvkDevice> m_device;
Rc<DxvkCsChunk> m_csChunk;
Rc<DxvkDataBuffer> m_updateBuffer;
Com<D3D11BlendState> m_defaultBlendState;
Com<D3D11DepthStencilState> m_defaultDepthStencilState;
Com<D3D11RasterizerState> m_defaultRasterizerState;
D3D11ContextState m_state;
uint64_t m_drawCount = 0;
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void ApplyInputLayout();
void ApplyPrimitiveTopology();
void ApplyBlendState();
void ApplyBlendFactor();
void ApplyDepthStencilState();
void ApplyStencilRef();
void ApplyRasterizerState();
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void ApplyViewportState();
void BindFramebuffer();
template<typename T>
void BindShader(
T* pShader,
VkShaderStageFlagBits Stage) {
EmitCs([
cShader = pShader != nullptr ? pShader->GetShader() : nullptr,
cStage = Stage
] (DxvkContext* ctx) {
ctx->bindShader(cStage, cShader);
});
}
void BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride);
void BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format);
void BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer);
void BindSampler(
UINT Slot,
D3D11SamplerState* pSampler);
void BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource);
void BindUnorderedAccessView(
UINT UavSlot,
UINT CtrSlot,
D3D11UnorderedAccessView* pUav);
void SetConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void SetSamplers(
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DxbcProgramType ShaderStage,
D3D11SamplerBindings& Bindings,
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void SetShaderResources(
DxbcProgramType ShaderStage,
D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources);
void SetUnorderedAccessViews(
DxbcProgramType ShaderStage,
D3D11UnorderedAccessBindings& Bindings,
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews);
void InitUnorderedAccessViewCounters(
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void RestoreState();
void RestoreConstantBuffers(
DxbcProgramType Stage,
D3D11ConstantBufferBindings& Bindings);
void RestoreSamplers(
DxbcProgramType Stage,
D3D11SamplerBindings& Bindings);
void RestoreShaderResources(
DxbcProgramType Stage,
D3D11ShaderResourceBindings& Bindings);
void RestoreUnorderedAccessViews(
DxbcProgramType Stage,
D3D11UnorderedAccessBindings& Bindings,
UINT SlotCount);
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
template<typename Cmd>
void EmitCs(Cmd&& command) {
if (!m_csChunk->push(command)) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
m_csChunk->push(command);
}
}
void FlushCsChunk() {
if (m_csChunk->commandCount() != 0) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
}
}
virtual void EmitCsChunk(Rc<DxvkCsChunk>&& chunk) = 0;
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};
}