mirror of
https://github.com/doitsujin/dxvk.git
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5ab6f691ae
These aren't as useful as they may look like since they occur at render pass boundaries anyway.
109 lines
3.4 KiB
C++
109 lines
3.4 KiB
C++
#pragma once
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#include <chrono>
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#include "d3d11_context.h"
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namespace dxvk {
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class D3D11Buffer;
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class D3D11CommonTexture;
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class D3D11ImmediateContext : public D3D11DeviceContext {
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public:
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D3D11ImmediateContext(
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D3D11Device* pParent,
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const Rc<DxvkDevice>& Device);
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~D3D11ImmediateContext();
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ULONG STDMETHODCALLTYPE AddRef();
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ULONG STDMETHODCALLTYPE Release();
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D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
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UINT STDMETHODCALLTYPE GetContextFlags();
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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);
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void STDMETHODCALLTYPE Flush();
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void STDMETHODCALLTYPE ExecuteCommandList(
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ID3D11CommandList* pCommandList,
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BOOL RestoreContextState);
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HRESULT STDMETHODCALLTYPE FinishCommandList(
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BOOL RestoreDeferredContextState,
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ID3D11CommandList **ppCommandList);
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HRESULT STDMETHODCALLTYPE Map(
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ID3D11Resource* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource);
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void STDMETHODCALLTYPE Unmap(
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ID3D11Resource* pResource,
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UINT Subresource);
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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);
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void SynchronizeCsThread();
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private:
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DxvkCsThread m_csThread;
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bool m_csIsBusy = false;
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std::chrono::high_resolution_clock::time_point m_lastFlush
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= std::chrono::high_resolution_clock::now();
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HRESULT MapBuffer(
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D3D11Buffer* pResource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource);
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HRESULT MapImage(
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D3D11CommonTexture* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource);
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void UnmapImage(
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D3D11CommonTexture* pResource,
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UINT Subresource);
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void SynchronizeDevice();
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bool WaitForResource(
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const Rc<DxvkResource>& Resource,
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UINT MapFlags);
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void EmitCsChunk(DxvkCsChunkRef&& chunk);
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void FlushImplicit();
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};
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}
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