#pragma once #include "d3d11_context.h" namespace dxvk { class D3D11Buffer; class D3D11CommonTexture; class D3D11ImmediateContext : public D3D11DeviceContext { constexpr static UINT MaxPendingDraws = 500; public: D3D11ImmediateContext( D3D11Device* pParent, const Rc& Device); ~D3D11ImmediateContext(); ULONG STDMETHODCALLTYPE AddRef() final; ULONG STDMETHODCALLTYPE Release() final; D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final; UINT STDMETHODCALLTYPE GetContextFlags() final; void STDMETHODCALLTYPE Flush() final; void STDMETHODCALLTYPE ExecuteCommandList( ID3D11CommandList* pCommandList, BOOL RestoreContextState) final; HRESULT STDMETHODCALLTYPE FinishCommandList( BOOL RestoreDeferredContextState, ID3D11CommandList **ppCommandList) final; HRESULT STDMETHODCALLTYPE Map( ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) final; void STDMETHODCALLTYPE Unmap( ID3D11Resource* pResource, UINT Subresource) final; void STDMETHODCALLTYPE OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) final; void SynchronizeCsThread(); private: DxvkCsThread m_csThread; bool m_csIsBusy = false; HRESULT MapBuffer( D3D11Buffer* pResource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource); HRESULT MapImage( D3D11CommonTexture* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource); void UnmapImage( D3D11CommonTexture* pResource, UINT Subresource); void SynchronizeDevice(); bool WaitForResource( const Rc& Resource, UINT MapFlags); void EmitCsChunk(Rc&& chunk) final; }; }