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dxvk/src/d3d11/d3d11_context_common.h

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2022-08-03 16:33:54 +02:00
#pragma once
#include <type_traits>
#include <vector>
#include "d3d11_buffer.h"
#include "d3d11_context.h"
#include "d3d11_texture.h"
namespace dxvk {
class D3D11DeferredContext;
class D3D11ImmediateContext;
template<bool IsDeferred>
struct D3D11ContextObjectForwarder;
/**
* \brief Object forwarder for immediate contexts
*
* Binding methods can use this to efficiently bind objects
* to the DXVK context without redundant reference counting.
*/
template<>
struct D3D11ContextObjectForwarder<false> {
template<typename T>
static T&& move(T& object) {
return std::move(object);
}
};
/**
* \brief Object forwarder for deferred contexts
*
* This forwarder will create a copy of the object passed
* into it, so that CS chunks can be reused if necessary.
*/
template<>
struct D3D11ContextObjectForwarder<true> {
template<typename T>
static T move(const T& object) {
return object;
}
};
/**
* \brief Common D3D11 device context implementation
*
* Implements all common device context methods, but since this is
* templates with the actual context type (deferred or immediate),
* all methods can call back into context-specific methods without
* having to use virtual methods.
*/
template<typename ContextType>
class D3D11CommonContext : public D3D11DeviceContext {
constexpr static bool IsDeferred = std::is_same_v<ContextType, D3D11DeferredContext>;
using Forwarder = D3D11ContextObjectForwarder<IsDeferred>;
public:
D3D11CommonContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device,
DxvkCsChunkFlags CsFlags);
~D3D11CommonContext();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource);
void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView);
void STDMETHODCALLTYPE DiscardView1(
ID3D11View* pResourceView,
const D3D11_RECT* pRects,
UINT NumRects);
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox);
void STDMETHODCALLTYPE CopySubresourceRegion1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox,
UINT CopyFlags);
void STDMETHODCALLTYPE CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource);
void STDMETHODCALLTYPE CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView);
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]);
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil);
void STDMETHODCALLTYPE ClearView(
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects);
void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView);
void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch);
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void STDMETHODCALLTYPE UpdateSubresource1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags);
void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout* pInputLayout);
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology);
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets);
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset);
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout** ppInputLayout);
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology);
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets);
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset);
void STDMETHODCALLTYPE VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void STDMETHODCALLTYPE CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void STDMETHODCALLTYPE OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask);
void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef);
void STDMETHODCALLTYPE OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView);
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
void STDMETHODCALLTYPE OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask);
void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef);
void STDMETHODCALLTYPE RSSetState(
ID3D11RasterizerState* pRasterizerState);
void STDMETHODCALLTYPE RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects);
void STDMETHODCALLTYPE RSGetState(
ID3D11RasterizerState** ppRasterizerState);
void STDMETHODCALLTYPE RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects);
void STDMETHODCALLTYPE SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets);
void STDMETHODCALLTYPE SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets);
void STDMETHODCALLTYPE SOGetTargetsWithOffsets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets,
UINT* pOffsets);
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue);
void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue);
BOOL STDMETHODCALLTYPE IsAnnotationEnabled();
protected:
D3D11DeviceContextExt<ContextType> m_contextExt;
D3D11UserDefinedAnnotation<ContextType> m_annotation;
template<DxbcProgramType ShaderStage>
void BindShader(
const D3D11CommonShader* pShaderModule);
void BindFramebuffer();
void BindDrawBuffers(
D3D11Buffer* pBufferForArgs,
D3D11Buffer* pBufferForCount);
void BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride);
void BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format);
void BindXfbBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset);
template<DxbcProgramType ShaderStage>
void BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Length);
template<DxbcProgramType ShaderStage>
void BindConstantBufferRange(
UINT Slot,
UINT Offset,
UINT Length);
template<DxbcProgramType ShaderStage>
void BindSampler(
UINT Slot,
D3D11SamplerState* pSampler);
template<DxbcProgramType ShaderStage>
void BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource);
template<DxbcProgramType ShaderStage>
void BindUnorderedAccessView(
UINT UavSlot,
D3D11UnorderedAccessView* pUav,
UINT CtrSlot,
UINT Counter);
void CopyBuffer(
D3D11Buffer* pDstBuffer,
VkDeviceSize DstOffset,
D3D11Buffer* pSrcBuffer,
VkDeviceSize SrcOffset,
VkDeviceSize ByteCount);
void CopyImage(
D3D11CommonTexture* pDstTexture,
const VkImageSubresourceLayers* pDstLayers,
VkOffset3D DstOffset,
D3D11CommonTexture* pSrcTexture,
const VkImageSubresourceLayers* pSrcLayers,
VkOffset3D SrcOffset,
VkExtent3D SrcExtent);
void DiscardBuffer(
ID3D11Resource* pResource);
void DiscardTexture(
ID3D11Resource* pResource,
UINT Subresource);
void GetConstantBuffers(
const D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void GetShaderResources(
const D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void GetSamplers(
const D3D11SamplerBindings& Bindings,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void ResetState();
template<DxbcProgramType ShaderStage, typename T>
void ResolveSrvHazards(
T* pView,
D3D11ShaderResourceBindings& Bindings);
template<typename T>
void ResolveCsSrvHazards(
T* pView);
template<typename T>
void ResolveOmSrvHazards(
T* pView);
bool ResolveOmRtvHazards(
D3D11UnorderedAccessView* pView);
void ResolveOmUavHazards(
D3D11RenderTargetView* pView);
void RestoreState();
template<DxbcProgramType Stage>
void RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreSamplers(
D3D11SamplerBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings);
template<DxbcProgramType ShaderStage>
void SetConstantBuffers(
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
template<DxbcProgramType ShaderStage>
void SetConstantBuffers1(
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
template<DxbcProgramType ShaderStage>
void SetShaderResources(
D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources);
template<DxbcProgramType ShaderStage>
void SetSamplers(
D3D11SamplerBindings& Bindings,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void SetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
bool TestRtvUavHazards(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRTVs,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUAVs);
template<DxbcProgramType ShaderStage>
bool TestSrvHazards(
D3D11ShaderResourceView* pView);
void UpdateResource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags);
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bool ValidateRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
private:
ContextType* GetTypedContext() {
return static_cast<ContextType*>(this);
}
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};
}