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dxvk/src/d3d10/d3d10_multithread.h
2020-03-15 03:43:04 +01:00

103 lines
2.1 KiB
C++

#pragma once
#include "d3d10_include.h"
namespace dxvk {
/**
* \brief Device lock
*
* Lightweight RAII wrapper that implements
* a subset of the functionality provided by
* \c std::unique_lock, with the goal of being
* cheaper to construct and destroy.
*/
class D3D10DeviceLock {
public:
D3D10DeviceLock()
: m_mutex(nullptr) { }
D3D10DeviceLock(sync::RecursiveSpinlock& mutex)
: m_mutex(&mutex) {
mutex.lock();
}
D3D10DeviceLock(D3D10DeviceLock&& other)
: m_mutex(other.m_mutex) {
other.m_mutex = nullptr;
}
D3D10DeviceLock& operator = (D3D10DeviceLock&& other) {
if (m_mutex)
m_mutex->unlock();
m_mutex = other.m_mutex;
other.m_mutex = nullptr;
return *this;
}
~D3D10DeviceLock() {
if (unlikely(m_mutex != nullptr))
m_mutex->unlock();
}
private:
sync::RecursiveSpinlock* m_mutex;
};
/**
* \brief D3D10 device and D3D11 context lock
*
* Can be queried from the D3D10 device or from
* any D3D11 context in order to make individual
* calls thread-safe. Provides methods to lock
* the device or context explicitly.
*/
class D3D10Multithread : public ID3D10Multithread {
public:
D3D10Multithread(
IUnknown* pParent,
BOOL Protected);
~D3D10Multithread();
ULONG STDMETHODCALLTYPE AddRef() final;
ULONG STDMETHODCALLTYPE Release() final;
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
void STDMETHODCALLTYPE Enter() final;
void STDMETHODCALLTYPE Leave() final;
BOOL STDMETHODCALLTYPE SetMultithreadProtected(
BOOL bMTProtect) final;
BOOL STDMETHODCALLTYPE GetMultithreadProtected() final;
D3D10DeviceLock AcquireLock() {
return unlikely(m_protected)
? D3D10DeviceLock(m_mutex)
: D3D10DeviceLock();
}
private:
IUnknown* m_parent;
BOOL m_protected;
sync::RecursiveSpinlock m_mutex;
};
}