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dxvk/src/d3d11/d3d11_cmdlist.h
Philip Rebohle f1b075c0f3 [dxvk] Add CS chunk pool
Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00

49 lines
1.0 KiB
C++

#pragma once
#include "d3d11_context.h"
namespace dxvk {
class D3D11CommandList : public D3D11DeviceChild<ID3D11CommandList> {
public:
D3D11CommandList(
D3D11Device* pDevice,
UINT ContextFlags);
~D3D11CommandList();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
void STDMETHODCALLTYPE GetDevice(
ID3D11Device **ppDevice) final;
UINT STDMETHODCALLTYPE GetContextFlags() final;
void AddChunk(
DxvkCsChunkRef&& Chunk);
void EmitToCommandList(
ID3D11CommandList* pCommandList);
void EmitToCsThread(
DxvkCsThread* CsThread);
private:
D3D11Device* const m_device;
UINT const m_contextFlags;
std::vector<DxvkCsChunkRef> m_chunks;
std::atomic<bool> m_submitted = { false };
std::atomic<bool> m_warned = { false };
void MarkSubmitted();
};
}