mirror of
https://github.com/doitsujin/dxvk.git
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6d18efdfc7
May fix thread safety issues in some games. Apparently, the D3D10Device is supposed to be thread safe by default.
72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
#pragma once
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#include "d3d10_util.h"
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namespace dxvk {
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class D3D11Buffer;
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class D3D11Device;
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class D3D10Device;
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class D3D10Buffer : public ID3D10Buffer {
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public:
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D3D10Buffer(D3D11Buffer* pParent, D3D10Device* pDevice)
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: m_device(pDevice), m_d3d11(pParent) { }
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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void** ppvObject);
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ULONG STDMETHODCALLTYPE AddRef();
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ULONG STDMETHODCALLTYPE Release();
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void STDMETHODCALLTYPE GetDevice(
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ID3D10Device** ppDevice);
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HRESULT STDMETHODCALLTYPE GetPrivateData(
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REFGUID guid,
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UINT* pDataSize,
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void* pData);
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HRESULT STDMETHODCALLTYPE SetPrivateData(
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REFGUID guid,
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UINT DataSize,
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const void* pData);
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HRESULT STDMETHODCALLTYPE SetPrivateDataInterface(
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REFGUID guid,
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const IUnknown* pData);
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void STDMETHODCALLTYPE GetType(
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D3D10_RESOURCE_DIMENSION* rType);
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void STDMETHODCALLTYPE SetEvictionPriority(
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UINT EvictionPriority);
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UINT STDMETHODCALLTYPE GetEvictionPriority();
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HRESULT STDMETHODCALLTYPE Map(
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D3D10_MAP MapType,
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UINT MapFlags,
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void** ppData);
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void STDMETHODCALLTYPE Unmap();
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void STDMETHODCALLTYPE GetDesc(
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D3D10_BUFFER_DESC* pDesc);
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D3D11Buffer* GetD3D11Iface() {
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return m_d3d11;
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}
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private:
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D3D10Device* m_device;
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D3D11Buffer* m_d3d11;
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};
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} |