mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-13 07:08:50 +01:00
1af52abb67
We cannot call Flush() on deferred contexts anyway, so the command submission optimization should only be applied to immediate contexts.
664 lines
28 KiB
C++
664 lines
28 KiB
C++
#pragma once
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#include "../dxvk/dxvk_adapter.h"
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#include "../dxvk/dxvk_cs.h"
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#include "../dxvk/dxvk_device.h"
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#include "d3d11_context_state.h"
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#include "d3d11_device_child.h"
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namespace dxvk {
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class D3D11Device;
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class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext> {
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public:
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D3D11DeviceContext(
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D3D11Device* pParent,
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Rc<DxvkDevice> Device);
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~D3D11DeviceContext();
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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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,
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void* pData,
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UINT DataSize,
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UINT GetDataFlags) final;
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void STDMETHODCALLTYPE SetPredication(
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ID3D11Predicate* pPredicate,
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BOOL PredicateValue) final;
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void STDMETHODCALLTYPE GetPredication(
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ID3D11Predicate** ppPredicate,
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BOOL* pPredicateValue) final;
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void STDMETHODCALLTYPE CopySubresourceRegion(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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UINT DstX,
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UINT DstY,
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UINT DstZ,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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const D3D11_BOX* pSrcBox) final;
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void STDMETHODCALLTYPE CopyResource(
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ID3D11Resource* pDstResource,
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ID3D11Resource* pSrcResource) final;
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void STDMETHODCALLTYPE CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
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UINT DstAlignedByteOffset,
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ID3D11UnorderedAccessView* pSrcView) final;
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void STDMETHODCALLTYPE ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
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const FLOAT ColorRGBA[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const UINT Values[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const FLOAT Values[4]) final;
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void STDMETHODCALLTYPE ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
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UINT ClearFlags,
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FLOAT Depth,
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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,
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UINT DstSubresource,
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const D3D11_BOX* pDstBox,
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const void* pSrcData,
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UINT SrcRowPitch,
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UINT SrcDepthPitch) final;
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void STDMETHODCALLTYPE SetResourceMinLOD(
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ID3D11Resource* pResource,
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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,
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UINT DstSubresource,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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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,
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UINT StartVertexLocation) final;
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void STDMETHODCALLTYPE DrawIndexed(
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UINT IndexCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation) final;
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void STDMETHODCALLTYPE DrawInstanced(
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UINT VertexCountPerInstance,
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UINT InstanceCount,
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UINT StartVertexLocation,
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UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstanced(
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UINT IndexCountPerInstance,
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UINT InstanceCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation,
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UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE Dispatch(
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UINT ThreadGroupCountX,
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UINT ThreadGroupCountY,
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UINT ThreadGroupCountZ) final;
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void STDMETHODCALLTYPE DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
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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,
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UINT NumBuffers,
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ID3D11Buffer* const* ppVertexBuffers,
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const UINT* pStrides,
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const UINT* pOffsets) final;
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void STDMETHODCALLTYPE IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
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DXGI_FORMAT Format,
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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,
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UINT NumBuffers,
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ID3D11Buffer** ppVertexBuffers,
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UINT* pStrides,
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UINT* pOffsets) final;
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void STDMETHODCALLTYPE IAGetIndexBuffer(
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ID3D11Buffer** ppIndexBuffer,
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DXGI_FORMAT* pFormat,
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UINT* pOffset) final;
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void STDMETHODCALLTYPE VSSetShader(
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ID3D11VertexShader* pVertexShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE VSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE VSGetShader(
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ID3D11VertexShader** ppVertexShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE VSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE HSSetShader(
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ID3D11HullShader* pHullShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE HSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE HSGetShader(
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ID3D11HullShader** ppHullShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE HSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE DSSetShader(
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ID3D11DomainShader* pDomainShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE DSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE DSGetShader(
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ID3D11DomainShader** ppDomainShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE DSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE GSSetShader(
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ID3D11GeometryShader* pShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE GSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE GSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE PSSetShader(
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ID3D11PixelShader* pPixelShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE PSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE PSGetShader(
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ID3D11PixelShader** ppPixelShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE PSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSSetShader(
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ID3D11ComputeShader* pComputeShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE CSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
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UINT StartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts) final;
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void STDMETHODCALLTYPE CSGetShader(
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ID3D11ComputeShader** ppComputeShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE CSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
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UINT StartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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void STDMETHODCALLTYPE OMSetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView);
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void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView,
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UINT UAVStartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts) final;
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void STDMETHODCALLTYPE OMSetBlendState(
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ID3D11BlendState* pBlendState,
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const FLOAT BlendFactor[4],
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UINT SampleMask) final;
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void STDMETHODCALLTYPE OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
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UINT StencilRef) final;
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void STDMETHODCALLTYPE OMGetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView** ppRenderTargetViews,
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ID3D11DepthStencilView** ppDepthStencilView) final;
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void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
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ID3D11RenderTargetView** ppRenderTargetViews,
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ID3D11DepthStencilView** ppDepthStencilView,
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UINT UAVStartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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void STDMETHODCALLTYPE OMGetBlendState(
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ID3D11BlendState** ppBlendState,
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FLOAT BlendFactor[4],
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UINT* pSampleMask) final;
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void STDMETHODCALLTYPE OMGetDepthStencilState(
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ID3D11DepthStencilState** ppDepthStencilState,
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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,
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const D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSSetScissorRects(
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UINT NumRects,
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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,
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D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSGetScissorRects(
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UINT* pNumRects,
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D3D11_RECT* pRects) final;
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void STDMETHODCALLTYPE SOSetTargets(
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UINT NumBuffers,
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ID3D11Buffer* const* ppSOTargets,
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const UINT* pOffsets) final;
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void STDMETHODCALLTYPE SOGetTargets(
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UINT NumBuffers,
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ID3D11Buffer** ppSOTargets) final;
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protected:
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D3D11Device* const m_parent;
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Rc<DxvkDevice> m_device;
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Rc<DxvkCsChunk> m_csChunk;
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Rc<DxvkDataBuffer> m_updateBuffer;
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Com<D3D11BlendState> m_defaultBlendState;
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Com<D3D11DepthStencilState> m_defaultDepthStencilState;
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Com<D3D11RasterizerState> m_defaultRasterizerState;
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D3D11ContextState m_state;
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uint64_t m_drawCount = 0;
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void ApplyInputLayout();
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void ApplyPrimitiveTopology();
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void ApplyBlendState();
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void ApplyBlendFactor();
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void ApplyDepthStencilState();
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void ApplyStencilRef();
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void ApplyRasterizerState();
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void ApplyViewportState();
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void BindFramebuffer();
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template<typename T>
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void BindShader(
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T* pShader,
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VkShaderStageFlagBits Stage) {
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EmitCs([
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cShader = pShader != nullptr ? pShader->GetShader() : nullptr,
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cStage = Stage
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] (DxvkContext* ctx) {
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ctx->bindShader(cStage, cShader);
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});
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}
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void BindVertexBuffer(
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UINT Slot,
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D3D11Buffer* pBuffer,
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UINT Offset,
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UINT Stride);
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void BindIndexBuffer(
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D3D11Buffer* pBuffer,
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UINT Offset,
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DXGI_FORMAT Format);
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void BindConstantBuffer(
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UINT Slot,
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D3D11Buffer* pBuffer);
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void BindSampler(
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UINT Slot,
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D3D11SamplerState* pSampler);
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void BindShaderResource(
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UINT Slot,
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D3D11ShaderResourceView* pResource);
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void BindUnorderedAccessView(
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UINT UavSlot,
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UINT CtrSlot,
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D3D11UnorderedAccessView* pUav);
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void SetConstantBuffers(
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DxbcProgramType ShaderStage,
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D3D11ConstantBufferBindings& Bindings,
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers);
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|
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void SetSamplers(
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|
DxbcProgramType ShaderStage,
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|
D3D11SamplerBindings& Bindings,
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|
UINT StartSlot,
|
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UINT NumSamplers,
|
|
ID3D11SamplerState* const* ppSamplers);
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|
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void SetShaderResources(
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|
DxbcProgramType ShaderStage,
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|
D3D11ShaderResourceBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumResources,
|
|
ID3D11ShaderResourceView* const* ppResources);
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void SetUnorderedAccessViews(
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|
DxbcProgramType ShaderStage,
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|
D3D11UnorderedAccessBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews);
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|
|
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void InitUnorderedAccessViewCounters(
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
|
const UINT* pUAVInitialCounts);
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|
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void RestoreState();
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|
|
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void RestoreConstantBuffers(
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|
DxbcProgramType Stage,
|
|
D3D11ConstantBufferBindings& Bindings);
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|
|
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void RestoreSamplers(
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|
DxbcProgramType Stage,
|
|
D3D11SamplerBindings& Bindings);
|
|
|
|
void RestoreShaderResources(
|
|
DxbcProgramType Stage,
|
|
D3D11ShaderResourceBindings& Bindings);
|
|
|
|
void RestoreUnorderedAccessViews(
|
|
DxbcProgramType Stage,
|
|
D3D11UnorderedAccessBindings& Bindings,
|
|
UINT SlotCount);
|
|
|
|
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
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|
|
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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;
|
|
|
|
};
|
|
|
|
}
|