1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-07 07:46:19 +01:00
dxvk/src/d3d11/d3d11_context_imm.h
Philip Rebohle 5ab6f691ae
[d3d11] Remove some flush points
These aren't as useful as they may look like since they occur
at render pass boundaries anyway.
2018-10-17 17:28:47 +02:00

109 lines
3.4 KiB
C++

#pragma once
#include <chrono>
#include "d3d11_context.h"
namespace dxvk {
class D3D11Buffer;
class D3D11CommonTexture;
class D3D11ImmediateContext : public D3D11DeviceContext {
public:
D3D11ImmediateContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device);
~D3D11ImmediateContext();
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release();
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
UINT STDMETHODCALLTYPE GetContextFlags();
HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags);
void STDMETHODCALLTYPE Flush();
void STDMETHODCALLTYPE ExecuteCommandList(
ID3D11CommandList* pCommandList,
BOOL RestoreContextState);
HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList);
HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void STDMETHODCALLTYPE Unmap(
ID3D11Resource* pResource,
UINT Subresource);
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void SynchronizeCsThread();
private:
DxvkCsThread m_csThread;
bool m_csIsBusy = false;
std::chrono::high_resolution_clock::time_point m_lastFlush
= std::chrono::high_resolution_clock::now();
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<DxvkResource>& Resource,
UINT MapFlags);
void EmitCsChunk(DxvkCsChunkRef&& chunk);
void FlushImplicit();
};
}