mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 00:48:44 +01:00
08b241b3ea
Fixes a regression in The Evil Within. We should probably find a proper solution, but for now this is the best thing we can do for games which reuse command lists.
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
#include "d3d11_cmdlist.h"
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#include "d3d11_device.h"
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namespace dxvk {
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D3D11CommandList::D3D11CommandList(
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D3D11Device* pDevice,
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UINT ContextFlags)
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: m_device (pDevice),
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m_contextFlags(ContextFlags) { }
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D3D11CommandList::~D3D11CommandList() {
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}
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HRESULT STDMETHODCALLTYPE D3D11CommandList::QueryInterface(REFIID riid, void** ppvObject) {
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*ppvObject = nullptr;
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if (riid == __uuidof(IUnknown)
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|| riid == __uuidof(ID3D11DeviceChild)
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|| riid == __uuidof(ID3D11CommandList)) {
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*ppvObject = ref(this);
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return S_OK;
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}
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Logger::warn("D3D11CommandList::QueryInterface: Unknown interface query");
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Logger::warn(str::format(riid));
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return E_NOINTERFACE;
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}
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void STDMETHODCALLTYPE D3D11CommandList::GetDevice(ID3D11Device **ppDevice) {
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*ppDevice = ref(m_device);
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}
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UINT STDMETHODCALLTYPE D3D11CommandList::GetContextFlags() {
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return m_contextFlags;
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}
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void D3D11CommandList::AddChunk(DxvkCsChunkRef&& Chunk) {
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m_chunks.push_back(std::move(Chunk));
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}
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void D3D11CommandList::EmitToCommandList(ID3D11CommandList* pCommandList) {
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auto cmdList = static_cast<D3D11CommandList*>(pCommandList);
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for (const auto& chunk : m_chunks)
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cmdList->m_chunks.push_back(chunk);
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MarkSubmitted();
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}
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void D3D11CommandList::EmitToCsThread(DxvkCsThread* CsThread) {
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for (const auto& chunk : m_chunks)
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CsThread->dispatchChunk(DxvkCsChunkRef(chunk));
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MarkSubmitted();
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}
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void D3D11CommandList::MarkSubmitted() {
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if (m_submitted.exchange(true) && !m_warned.exchange(true)
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&& m_device->GetOptions()->dcMapSpeedHack) {
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Logger::warn(
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"D3D11: Command list submitted multiple times,\n"
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" but d3d11.dcMapSpeedHack is enabled");
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}
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}
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} |