mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 09:23:53 +01:00
a3fe40051f
Currently restricted to buffers on the API side. Typed UAVs are not yet supported by the shader compiler. This is enough to run very simple compute shaders.
599 lines
26 KiB
C++
599 lines
26 KiB
C++
#pragma once
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#include "../dxvk/dxvk_adapter.h"
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#include "../dxvk/dxvk_device.h"
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#include "d3d11_context_state.h"
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#include "d3d11_device_child.h"
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#include "d3d11_view.h"
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namespace dxvk {
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class D3D11Device;
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class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext> {
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public:
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D3D11DeviceContext(
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D3D11Device* parent,
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Rc<DxvkDevice> device);
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~D3D11DeviceContext();
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ULONG STDMETHODCALLTYPE AddRef() final;
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ULONG STDMETHODCALLTYPE Release() final;
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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void** ppvObject) final;
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
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D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
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UINT STDMETHODCALLTYPE GetContextFlags() final;
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void STDMETHODCALLTYPE ClearState() final;
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void STDMETHODCALLTYPE Flush() final;
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void STDMETHODCALLTYPE ExecuteCommandList(
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ID3D11CommandList* pCommandList,
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WINBOOL RestoreContextState) final;
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HRESULT STDMETHODCALLTYPE FinishCommandList(
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WINBOOL RestoreDeferredContextState,
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ID3D11CommandList **ppCommandList) final;
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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) final;
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void STDMETHODCALLTYPE Unmap(
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ID3D11Resource* pResource,
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UINT Subresource) final;
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void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
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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) final;
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void STDMETHODCALLTYPE SetPredication(
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ID3D11Predicate* pPredicate,
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WINBOOL PredicateValue) final;
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void STDMETHODCALLTYPE GetPredication(
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ID3D11Predicate** ppPredicate,
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WINBOOL* pPredicateValue) final;
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void STDMETHODCALLTYPE CopySubresourceRegion(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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UINT DstX,
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UINT DstY,
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UINT DstZ,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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const D3D11_BOX* pSrcBox) final;
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void STDMETHODCALLTYPE CopyResource(
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ID3D11Resource* pDstResource,
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ID3D11Resource* pSrcResource) final;
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void STDMETHODCALLTYPE CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
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UINT DstAlignedByteOffset,
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ID3D11UnorderedAccessView* pSrcView) final;
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void STDMETHODCALLTYPE ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
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const FLOAT ColorRGBA[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const UINT Values[4]) final;
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void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const FLOAT Values[4]) final;
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void STDMETHODCALLTYPE ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
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UINT ClearFlags,
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FLOAT Depth,
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UINT8 Stencil) final;
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void STDMETHODCALLTYPE GenerateMips(
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ID3D11ShaderResourceView* pShaderResourceView) final;
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void STDMETHODCALLTYPE UpdateSubresource(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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const D3D11_BOX* pDstBox,
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const void* pSrcData,
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UINT SrcRowPitch,
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UINT SrcDepthPitch) final;
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void STDMETHODCALLTYPE SetResourceMinLOD(
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ID3D11Resource* pResource,
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FLOAT MinLOD) final;
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FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
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ID3D11Resource* pResource) final;
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void STDMETHODCALLTYPE ResolveSubresource(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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DXGI_FORMAT Format) final;
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void STDMETHODCALLTYPE DrawAuto() final;
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void STDMETHODCALLTYPE Draw(
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UINT VertexCount,
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UINT StartVertexLocation) final;
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void STDMETHODCALLTYPE DrawIndexed(
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UINT IndexCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation) final;
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void STDMETHODCALLTYPE DrawInstanced(
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UINT VertexCountPerInstance,
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UINT InstanceCount,
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UINT StartVertexLocation,
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UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstanced(
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UINT IndexCountPerInstance,
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UINT InstanceCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation,
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UINT StartInstanceLocation) final;
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void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE Dispatch(
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UINT ThreadGroupCountX,
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UINT ThreadGroupCountY,
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UINT ThreadGroupCountZ) final;
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void STDMETHODCALLTYPE DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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void STDMETHODCALLTYPE IASetInputLayout(
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ID3D11InputLayout* pInputLayout) final;
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void STDMETHODCALLTYPE IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY Topology) final;
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void STDMETHODCALLTYPE IASetVertexBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppVertexBuffers,
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const UINT* pStrides,
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const UINT* pOffsets) final;
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void STDMETHODCALLTYPE IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
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DXGI_FORMAT Format,
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UINT Offset) final;
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void STDMETHODCALLTYPE IAGetInputLayout(
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ID3D11InputLayout** ppInputLayout) final;
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void STDMETHODCALLTYPE IAGetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
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void STDMETHODCALLTYPE IAGetVertexBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppVertexBuffers,
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UINT* pStrides,
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UINT* pOffsets) final;
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void STDMETHODCALLTYPE IAGetIndexBuffer(
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ID3D11Buffer** pIndexBuffer,
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DXGI_FORMAT* Format,
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UINT* Offset) final;
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void STDMETHODCALLTYPE VSSetShader(
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ID3D11VertexShader* pVertexShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE VSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE VSGetShader(
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ID3D11VertexShader** ppVertexShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE VSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE VSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE VSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE HSSetShader(
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ID3D11HullShader* pHullShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE HSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE HSGetShader(
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ID3D11HullShader** ppHullShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE HSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE HSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE HSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE DSSetShader(
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ID3D11DomainShader* pDomainShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE DSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE DSGetShader(
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ID3D11DomainShader** ppDomainShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE DSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE DSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE DSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE GSSetShader(
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ID3D11GeometryShader* pShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE GSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE GSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE GSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE GSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE PSSetShader(
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ID3D11PixelShader* pPixelShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE PSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE PSGetShader(
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ID3D11PixelShader** ppPixelShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE PSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE PSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE PSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSSetShader(
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ID3D11ComputeShader* pComputeShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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void STDMETHODCALLTYPE CSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
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UINT StartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts) final;
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void STDMETHODCALLTYPE CSGetShader(
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ID3D11ComputeShader** ppComputeShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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void STDMETHODCALLTYPE CSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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void STDMETHODCALLTYPE CSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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void STDMETHODCALLTYPE CSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
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UINT StartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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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) final;
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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) final;
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void STDMETHODCALLTYPE OMSetBlendState(
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ID3D11BlendState* pBlendState,
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const FLOAT BlendFactor[4],
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UINT SampleMask) final;
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void STDMETHODCALLTYPE OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
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UINT StencilRef) final;
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void STDMETHODCALLTYPE OMGetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView** ppRenderTargetViews,
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ID3D11DepthStencilView** ppDepthStencilView) final;
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void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
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ID3D11RenderTargetView** ppRenderTargetViews,
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ID3D11DepthStencilView** ppDepthStencilView,
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UINT UAVStartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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void STDMETHODCALLTYPE OMGetBlendState(
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ID3D11BlendState** ppBlendState,
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FLOAT BlendFactor[4],
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UINT* pSampleMask) final;
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void STDMETHODCALLTYPE OMGetDepthStencilState(
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ID3D11DepthStencilState** ppDepthStencilState,
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UINT* pStencilRef) final;
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void STDMETHODCALLTYPE RSSetState(
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ID3D11RasterizerState* pRasterizerState) final;
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void STDMETHODCALLTYPE RSSetViewports(
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UINT NumViewports,
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const D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSSetScissorRects(
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UINT NumRects,
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const D3D11_RECT* pRects) final;
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void STDMETHODCALLTYPE RSGetState(
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ID3D11RasterizerState** ppRasterizerState) final;
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void STDMETHODCALLTYPE RSGetViewports(
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UINT* pNumViewports,
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D3D11_VIEWPORT* pViewports) final;
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void STDMETHODCALLTYPE RSGetScissorRects(
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UINT* pNumRects,
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D3D11_RECT* pRects) final;
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void STDMETHODCALLTYPE SOSetTargets(
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UINT NumBuffers,
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ID3D11Buffer* const* ppSOTargets,
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const UINT* pOffsets) final;
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void STDMETHODCALLTYPE SOGetTargets(
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UINT NumBuffers,
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ID3D11Buffer** ppSOTargets) final;
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void Synchronize();
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Rc<DxvkContext> GetDXVKContext() const {
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return m_context;
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}
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private:
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D3D11Device* const m_parent;
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const D3D11_DEVICE_CONTEXT_TYPE m_type = D3D11_DEVICE_CONTEXT_IMMEDIATE;
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const UINT m_flags = 0;
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Rc<DxvkDevice> m_device;
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Rc<DxvkContext> m_context;
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Com<D3D11BlendState> m_defaultBlendState;
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Com<D3D11DepthStencilState> m_defaultDepthStencilState;
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Com<D3D11RasterizerState> m_defaultRasterizerState;
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D3D11ContextState m_state;
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void BindConstantBuffers(
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DxbcProgramType ShaderStage,
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D3D11ConstantBufferBindings& Bindings,
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers);
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void BindSamplers(
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DxbcProgramType ShaderStage,
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D3D11SamplerBindings& Bindings,
|
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers);
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|
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void BindShaderResources(
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DxbcProgramType ShaderStage,
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|
D3D11ShaderResourceBindings& Bindings,
|
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UINT StartSlot,
|
|
UINT NumResources,
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|
ID3D11ShaderResourceView* const* ppResources);
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|
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void BindUnorderedAccessViews(
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|
DxbcProgramType ShaderStage,
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|
D3D11UnorderedAccessBindings& Bindings,
|
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UINT StartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews);
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|
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void ApplyViewportState();
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|
};
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}
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