#pragma once #include "../dxvk/dxvk_adapter.h" #include "../dxvk/dxvk_cs.h" #include "../dxvk/dxvk_device.h" #include "d3d11_annotation.h" #include "d3d11_context_state.h" #include "d3d11_device_child.h" #include "d3d11_uav_counter.h" namespace dxvk { class D3D11Device; class D3D11DeviceContext : public D3D11DeviceChild { public: D3D11DeviceContext( D3D11Device* pParent, const Rc& Device); ~D3D11DeviceContext(); HRESULT STDMETHODCALLTYPE QueryInterface( REFIID riid, void** ppvObject) final; void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource) final; void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView) final; void STDMETHODCALLTYPE DiscardView1( ID3D11View* pResourceView, const D3D11_RECT* pRects, UINT NumRects) final; void STDMETHODCALLTYPE SwapDeviceContextState( ID3DDeviceContextState* pState, ID3DDeviceContextState** ppPreviousState) final; void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final; void STDMETHODCALLTYPE ClearState() final; void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final; void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final; void STDMETHODCALLTYPE SetPredication( ID3D11Predicate* pPredicate, BOOL PredicateValue) final; void STDMETHODCALLTYPE GetPredication( ID3D11Predicate** ppPredicate, BOOL* pPredicateValue) final; 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) final; void STDMETHODCALLTYPE ClearRenderTargetView( ID3D11RenderTargetView* pRenderTargetView, const FLOAT ColorRGBA[4]) final; void STDMETHODCALLTYPE ClearUnorderedAccessViewUint( ID3D11UnorderedAccessView* pUnorderedAccessView, const UINT Values[4]) final; void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat( ID3D11UnorderedAccessView* pUnorderedAccessView, const FLOAT Values[4]) final; void STDMETHODCALLTYPE ClearDepthStencilView( ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) final; void STDMETHODCALLTYPE ClearView( ID3D11View *pView, const FLOAT Color[4], const D3D11_RECT *pRect, UINT NumRects) final; void STDMETHODCALLTYPE GenerateMips( ID3D11ShaderResourceView* pShaderResourceView); void STDMETHODCALLTYPE UpdateSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch); void STDMETHODCALLTYPE UpdateSubresource1( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags); void STDMETHODCALLTYPE SetResourceMinLOD( ID3D11Resource* pResource, FLOAT MinLOD) final; FLOAT STDMETHODCALLTYPE GetResourceMinLOD( ID3D11Resource* pResource) final; void STDMETHODCALLTYPE ResolveSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, ID3D11Resource* pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format); void STDMETHODCALLTYPE DrawAuto() final; void STDMETHODCALLTYPE Draw( UINT VertexCount, UINT StartVertexLocation) final; void STDMETHODCALLTYPE DrawIndexed( UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) final; void STDMETHODCALLTYPE DrawInstanced( UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) final; void STDMETHODCALLTYPE DrawIndexedInstanced( UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) final; void STDMETHODCALLTYPE DrawIndexedInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) final; void STDMETHODCALLTYPE DrawInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) final; void STDMETHODCALLTYPE Dispatch( UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ) final; void STDMETHODCALLTYPE DispatchIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) final; void STDMETHODCALLTYPE IASetInputLayout( ID3D11InputLayout* pInputLayout) final; void STDMETHODCALLTYPE IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY Topology) final; void STDMETHODCALLTYPE IASetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, const UINT* pOffsets) final; void STDMETHODCALLTYPE IASetIndexBuffer( ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, UINT Offset) final; void STDMETHODCALLTYPE IAGetInputLayout( ID3D11InputLayout** ppInputLayout) final; void STDMETHODCALLTYPE IAGetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY* pTopology) final; void STDMETHODCALLTYPE IAGetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppVertexBuffers, UINT* pStrides, UINT* pOffsets) final; void STDMETHODCALLTYPE IAGetIndexBuffer( ID3D11Buffer** ppIndexBuffer, DXGI_FORMAT* pFormat, UINT* pOffset) final; void STDMETHODCALLTYPE VSSetShader( ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE VSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; void STDMETHODCALLTYPE VSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE VSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE VSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE VSGetShader( ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE VSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE VSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE VSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE VSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE HSSetShader( ID3D11HullShader* pHullShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE HSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE HSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; void STDMETHODCALLTYPE HSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE HSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE HSGetShader( ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE HSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE HSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE HSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE HSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE DSSetShader( ID3D11DomainShader* pDomainShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE DSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE DSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; void STDMETHODCALLTYPE DSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE DSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE DSGetShader( ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE DSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE DSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE DSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE DSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE GSSetShader( ID3D11GeometryShader* pShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE GSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; virtual void STDMETHODCALLTYPE GSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE GSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE GSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE GSGetShader( ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE GSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE GSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE GSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE GSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE PSSetShader( ID3D11PixelShader* pPixelShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE PSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; void STDMETHODCALLTYPE PSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE PSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE PSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE PSGetShader( ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE PSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE PSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE PSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE PSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE CSSetShader( ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) final; void STDMETHODCALLTYPE CSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) final; void STDMETHODCALLTYPE CSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) final; void STDMETHODCALLTYPE CSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) final; void STDMETHODCALLTYPE CSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) final; void STDMETHODCALLTYPE CSSetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) final; void STDMETHODCALLTYPE CSGetShader( ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) final; void STDMETHODCALLTYPE CSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) final; void STDMETHODCALLTYPE CSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) final; void STDMETHODCALLTYPE CSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) final; void STDMETHODCALLTYPE CSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) final; void STDMETHODCALLTYPE CSGetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) final; 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) final; void STDMETHODCALLTYPE OMSetDepthStencilState( ID3D11DepthStencilState* pDepthStencilState, UINT StencilRef) final; void STDMETHODCALLTYPE OMGetRenderTargets( UINT NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView) final; void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) final; void STDMETHODCALLTYPE OMGetBlendState( ID3D11BlendState** ppBlendState, FLOAT BlendFactor[4], UINT* pSampleMask) final; void STDMETHODCALLTYPE OMGetDepthStencilState( ID3D11DepthStencilState** ppDepthStencilState, UINT* pStencilRef) final; void STDMETHODCALLTYPE RSSetState( ID3D11RasterizerState* pRasterizerState) final; void STDMETHODCALLTYPE RSSetViewports( UINT NumViewports, const D3D11_VIEWPORT* pViewports) final; void STDMETHODCALLTYPE RSSetScissorRects( UINT NumRects, const D3D11_RECT* pRects) final; void STDMETHODCALLTYPE RSGetState( ID3D11RasterizerState** ppRasterizerState) final; void STDMETHODCALLTYPE RSGetViewports( UINT* pNumViewports, D3D11_VIEWPORT* pViewports) final; void STDMETHODCALLTYPE RSGetScissorRects( UINT* pNumRects, D3D11_RECT* pRects) final; void STDMETHODCALLTYPE SOSetTargets( UINT NumBuffers, ID3D11Buffer* const* ppSOTargets, const UINT* pOffsets) final; void STDMETHODCALLTYPE SOGetTargets( UINT NumBuffers, ID3D11Buffer** ppSOTargets) final; void STDMETHODCALLTYPE TransitionSurfaceLayout( IDXGIVkInteropSurface* pSurface, const VkImageSubresourceRange* pSubresources, VkImageLayout OldLayout, VkImageLayout NewLayout); protected: D3D11Device* const m_parent; D3D11UserDefinedAnnotation m_annotation; Rc m_device; Rc m_csChunk; Rc m_updateBuffer; Com m_defaultBlendState; Com m_defaultDepthStencilState; Com m_defaultRasterizerState; D3D11ContextState m_state; void ApplyInputLayout(); void ApplyPrimitiveTopology(); void ApplyBlendState(); void ApplyBlendFactor(); void ApplyDepthStencilState(); void ApplyStencilRef(); void ApplyRasterizerState(); void ApplyViewportState(); void BindShader( DxbcProgramType ShaderStage, const D3D11CommonShader* pShaderModule); void BindFramebuffer( BOOL Spill); void BindVertexBuffer( UINT Slot, D3D11Buffer* pBuffer, UINT Offset, UINT Stride); void BindIndexBuffer( D3D11Buffer* pBuffer, UINT Offset, DXGI_FORMAT Format); void BindConstantBuffer( UINT Slot, const D3D11ConstantBufferBinding* pBufferBinding); void BindSampler( UINT Slot, D3D11SamplerState* pSampler); void BindShaderResource( UINT Slot, D3D11ShaderResourceView* pResource); void BindUnorderedAccessView( UINT UavSlot, UINT CtrSlot, D3D11UnorderedAccessView* pUav); void DiscardBuffer( D3D11Buffer* pBuffer); void SetConstantBuffers( DxbcProgramType ShaderStage, D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants); void SetSamplers( DxbcProgramType ShaderStage, D3D11SamplerBindings& Bindings, 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 SetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView); void InitUnorderedAccessViewCounters( UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts); void GetConstantBuffers( const D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants); 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); bool ValidateRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView); DxvkDataSlice AllocUpdateBufferSlice(size_t Size); template const D3D11CommonShader* GetCommonShader(T* pShader) const { return pShader != nullptr ? pShader->GetCommonShader() : nullptr; } template 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&& chunk) = 0; }; }