mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 18:23:52 +01:00
870 lines
36 KiB
C++
870 lines
36 KiB
C++
#pragma once
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#include "../dxvk/dxvk_adapter.h"
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#include "../dxvk/dxvk_cs.h"
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#include "../dxvk/dxvk_device.h"
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#include "../d3d10/d3d10_multithread.h"
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#include "d3d11_annotation.h"
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#include "d3d11_cmd.h"
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#include "d3d11_context_ext.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_texture.h"
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namespace dxvk {
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class D3D11Device;
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class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext1> {
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friend class D3D11DeviceContextExt;
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public:
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D3D11DeviceContext(
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D3D11Device* pParent,
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const Rc<DxvkDevice>& Device,
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DxvkCsChunkFlags CsFlags);
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~D3D11DeviceContext();
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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void** ppvObject);
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void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource);
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void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView);
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void STDMETHODCALLTYPE DiscardView1(
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ID3D11View* pResourceView,
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const D3D11_RECT* pRects,
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UINT NumRects);
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice);
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void STDMETHODCALLTYPE ClearState();
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void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync);
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync);
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void STDMETHODCALLTYPE SetPredication(
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ID3D11Predicate* pPredicate,
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BOOL PredicateValue);
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void STDMETHODCALLTYPE GetPredication(
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ID3D11Predicate** ppPredicate,
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BOOL* pPredicateValue);
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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);
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void STDMETHODCALLTYPE CopySubresourceRegion1(
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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,
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UINT CopyFlags);
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void STDMETHODCALLTYPE CopyResource(
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ID3D11Resource* pDstResource,
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ID3D11Resource* pSrcResource);
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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);
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void STDMETHODCALLTYPE ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
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const FLOAT ColorRGBA[4]);
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void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const UINT Values[4]);
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void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const FLOAT Values[4]);
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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);
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void STDMETHODCALLTYPE ClearView(
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ID3D11View *pView,
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const FLOAT Color[4],
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const D3D11_RECT *pRect,
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UINT NumRects);
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void STDMETHODCALLTYPE GenerateMips(
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ID3D11ShaderResourceView* pShaderResourceView);
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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);
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void STDMETHODCALLTYPE UpdateSubresource1(
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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,
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UINT CopyFlags);
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void STDMETHODCALLTYPE SetResourceMinLOD(
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ID3D11Resource* pResource,
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FLOAT MinLOD);
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FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
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ID3D11Resource* pResource);
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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);
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void STDMETHODCALLTYPE DrawAuto();
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void STDMETHODCALLTYPE Draw(
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UINT VertexCount,
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UINT StartVertexLocation);
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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);
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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);
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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);
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void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs);
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void STDMETHODCALLTYPE DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs);
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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);
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void STDMETHODCALLTYPE DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs);
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void STDMETHODCALLTYPE IASetInputLayout(
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ID3D11InputLayout* pInputLayout);
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void STDMETHODCALLTYPE IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY Topology);
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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);
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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);
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void STDMETHODCALLTYPE IAGetInputLayout(
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ID3D11InputLayout** ppInputLayout);
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void STDMETHODCALLTYPE IAGetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY* pTopology);
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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);
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void STDMETHODCALLTYPE IAGetIndexBuffer(
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ID3D11Buffer** ppIndexBuffer,
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DXGI_FORMAT* pFormat,
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UINT* pOffset);
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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);
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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);
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void STDMETHODCALLTYPE VSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE VSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE HSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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void STDMETHODCALLTYPE HSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE DSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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void STDMETHODCALLTYPE DSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE GSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE GSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE PSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE PSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE CSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants);
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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);
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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);
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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);
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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);
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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);
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void STDMETHODCALLTYPE CSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants);
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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);
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void STDMETHODCALLTYPE CSGetSamplers(
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UINT StartSlot,
|
|
UINT NumSamplers,
|
|
ID3D11SamplerState** ppSamplers);
|
|
|
|
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
|
|
UINT StartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
|
|
|
|
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 STDMETHODCALLTYPE OMSetBlendState(
|
|
ID3D11BlendState* pBlendState,
|
|
const FLOAT BlendFactor[4],
|
|
UINT SampleMask);
|
|
|
|
void STDMETHODCALLTYPE OMSetDepthStencilState(
|
|
ID3D11DepthStencilState* pDepthStencilState,
|
|
UINT StencilRef);
|
|
|
|
void STDMETHODCALLTYPE OMGetRenderTargets(
|
|
UINT NumViews,
|
|
ID3D11RenderTargetView** ppRenderTargetViews,
|
|
ID3D11DepthStencilView** ppDepthStencilView);
|
|
|
|
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
|
|
UINT NumRTVs,
|
|
ID3D11RenderTargetView** ppRenderTargetViews,
|
|
ID3D11DepthStencilView** ppDepthStencilView,
|
|
UINT UAVStartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
|
|
|
|
void STDMETHODCALLTYPE OMGetBlendState(
|
|
ID3D11BlendState** ppBlendState,
|
|
FLOAT BlendFactor[4],
|
|
UINT* pSampleMask);
|
|
|
|
void STDMETHODCALLTYPE OMGetDepthStencilState(
|
|
ID3D11DepthStencilState** ppDepthStencilState,
|
|
UINT* pStencilRef);
|
|
|
|
void STDMETHODCALLTYPE RSSetState(
|
|
ID3D11RasterizerState* pRasterizerState);
|
|
|
|
void STDMETHODCALLTYPE RSSetViewports(
|
|
UINT NumViewports,
|
|
const D3D11_VIEWPORT* pViewports);
|
|
|
|
void STDMETHODCALLTYPE RSSetScissorRects(
|
|
UINT NumRects,
|
|
const D3D11_RECT* pRects);
|
|
|
|
void STDMETHODCALLTYPE RSGetState(
|
|
ID3D11RasterizerState** ppRasterizerState);
|
|
|
|
void STDMETHODCALLTYPE RSGetViewports(
|
|
UINT* pNumViewports,
|
|
D3D11_VIEWPORT* pViewports);
|
|
|
|
void STDMETHODCALLTYPE RSGetScissorRects(
|
|
UINT* pNumRects,
|
|
D3D11_RECT* pRects);
|
|
|
|
void STDMETHODCALLTYPE SOSetTargets(
|
|
UINT NumBuffers,
|
|
ID3D11Buffer* const* ppSOTargets,
|
|
const UINT* pOffsets);
|
|
|
|
void STDMETHODCALLTYPE SOGetTargets(
|
|
UINT NumBuffers,
|
|
ID3D11Buffer** ppSOTargets);
|
|
|
|
void STDMETHODCALLTYPE SOGetTargetsWithOffsets(
|
|
UINT NumBuffers,
|
|
ID3D11Buffer** ppSOTargets,
|
|
UINT* pOffsets);
|
|
|
|
void STDMETHODCALLTYPE TransitionSurfaceLayout(
|
|
IDXGIVkInteropSurface* pSurface,
|
|
const VkImageSubresourceRange* pSubresources,
|
|
VkImageLayout OldLayout,
|
|
VkImageLayout NewLayout);
|
|
|
|
protected:
|
|
|
|
D3D11Device* const m_parent;
|
|
D3D11DeviceContextExt m_contextExt;
|
|
D3D11UserDefinedAnnotation m_annotation;
|
|
D3D10Multithread m_multithread;
|
|
|
|
Rc<DxvkDevice> m_device;
|
|
Rc<DxvkDataBuffer> m_updateBuffer;
|
|
|
|
DxvkCsChunkFlags m_csFlags;
|
|
DxvkCsChunkRef m_csChunk;
|
|
|
|
Com<D3D11BlendState> m_defaultBlendState;
|
|
Com<D3D11DepthStencilState> m_defaultDepthStencilState;
|
|
Com<D3D11RasterizerState> m_defaultRasterizerState;
|
|
|
|
D3D11ContextState m_state;
|
|
D3D11CmdData* m_cmdData;
|
|
|
|
void ApplyInputLayout();
|
|
|
|
void ApplyPrimitiveTopology();
|
|
|
|
void ApplyBlendState();
|
|
|
|
void ApplyBlendFactor();
|
|
|
|
void ApplyDepthStencilState();
|
|
|
|
void ApplyStencilRef();
|
|
|
|
void ApplyRasterizerState();
|
|
|
|
void ApplyViewportState();
|
|
|
|
void BindShader(
|
|
DxbcProgramType ShaderStage,
|
|
const D3D11CommonShader* pShaderModule);
|
|
|
|
void BindFramebuffer(
|
|
BOOL Spill);
|
|
|
|
void BindDrawBuffers(
|
|
D3D11Buffer* pBufferForArgs,
|
|
D3D11Buffer* pBufferForCount);
|
|
|
|
void BindVertexBuffer(
|
|
UINT Slot,
|
|
D3D11Buffer* pBuffer,
|
|
UINT Offset,
|
|
UINT Stride);
|
|
|
|
void BindIndexBuffer(
|
|
D3D11Buffer* pBuffer,
|
|
UINT Offset,
|
|
DXGI_FORMAT Format);
|
|
|
|
void BindXfbBuffer(
|
|
UINT Slot,
|
|
D3D11Buffer* pBuffer,
|
|
UINT Offset);
|
|
|
|
void BindConstantBuffer(
|
|
UINT Slot,
|
|
const D3D11ConstantBufferBinding* pBufferBinding);
|
|
|
|
void BindSampler(
|
|
UINT Slot,
|
|
D3D11SamplerState* pSampler);
|
|
|
|
void BindShaderResource(
|
|
UINT Slot,
|
|
D3D11ShaderResourceView* pResource);
|
|
|
|
void BindUnorderedAccessView(
|
|
UINT UavSlot,
|
|
D3D11UnorderedAccessView* pUav,
|
|
UINT CtrSlot,
|
|
UINT Counter);
|
|
|
|
void DiscardBuffer(
|
|
D3D11Buffer* pBuffer);
|
|
|
|
void DiscardTexture(
|
|
D3D11CommonTexture* pTexture);
|
|
|
|
void SetDrawBuffers(
|
|
ID3D11Buffer* pBufferForArgs,
|
|
ID3D11Buffer* pBufferForCount);
|
|
|
|
void SetConstantBuffers(
|
|
DxbcProgramType ShaderStage,
|
|
D3D11ConstantBufferBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumBuffers,
|
|
ID3D11Buffer* const* ppConstantBuffers);
|
|
|
|
void SetConstantBuffers1(
|
|
DxbcProgramType ShaderStage,
|
|
D3D11ConstantBufferBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumBuffers,
|
|
ID3D11Buffer* const* ppConstantBuffers,
|
|
const UINT* pFirstConstant,
|
|
const UINT* pNumConstants);
|
|
|
|
void SetSamplers(
|
|
DxbcProgramType ShaderStage,
|
|
D3D11SamplerBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumSamplers,
|
|
ID3D11SamplerState* const* ppSamplers);
|
|
|
|
void SetShaderResources(
|
|
DxbcProgramType ShaderStage,
|
|
D3D11ShaderResourceBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumResources,
|
|
ID3D11ShaderResourceView* const* ppResources);
|
|
|
|
void SetUnorderedAccessViews(
|
|
DxbcProgramType ShaderStage,
|
|
D3D11UnorderedAccessBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
|
const UINT* pUAVInitialCounts);
|
|
|
|
void SetRenderTargets(
|
|
UINT NumViews,
|
|
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
|
ID3D11DepthStencilView* pDepthStencilView);
|
|
|
|
void GetConstantBuffers(
|
|
const D3D11ConstantBufferBindings& Bindings,
|
|
UINT StartSlot,
|
|
UINT NumBuffers,
|
|
ID3D11Buffer** ppConstantBuffers,
|
|
UINT* pFirstConstant,
|
|
UINT* pNumConstants);
|
|
|
|
void RestoreState();
|
|
|
|
void RestoreConstantBuffers(
|
|
DxbcProgramType Stage,
|
|
D3D11ConstantBufferBindings& Bindings);
|
|
|
|
void RestoreSamplers(
|
|
DxbcProgramType Stage,
|
|
D3D11SamplerBindings& Bindings);
|
|
|
|
void RestoreShaderResources(
|
|
DxbcProgramType Stage,
|
|
D3D11ShaderResourceBindings& Bindings);
|
|
|
|
void RestoreUnorderedAccessViews(
|
|
DxbcProgramType Stage,
|
|
D3D11UnorderedAccessBindings& Bindings);
|
|
|
|
void UpdateMappedBuffer(
|
|
const D3D11CommonTexture* pTexture,
|
|
VkImageSubresource Subresource);
|
|
|
|
bool ValidateRenderTargets(
|
|
UINT NumViews,
|
|
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
|
ID3D11DepthStencilView* pDepthStencilView);
|
|
|
|
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
|
|
|
|
DxvkCsChunkRef AllocCsChunk();
|
|
|
|
template<typename T>
|
|
const D3D11CommonShader* GetCommonShader(T* pShader) const {
|
|
return pShader != nullptr ? pShader->GetCommonShader() : nullptr;
|
|
}
|
|
|
|
D3D10DeviceLock LockContext() {
|
|
return m_multithread.AcquireLock();
|
|
}
|
|
|
|
template<typename Cmd>
|
|
void EmitCs(Cmd&& command) {
|
|
m_cmdData = nullptr;
|
|
|
|
if (!m_csChunk->push(command)) {
|
|
EmitCsChunk(std::move(m_csChunk));
|
|
|
|
m_csChunk = AllocCsChunk();
|
|
m_csChunk->push(command);
|
|
}
|
|
}
|
|
|
|
template<typename M, typename Cmd, typename... Args>
|
|
M* EmitCsCmd(Cmd&& command, Args&&... args) {
|
|
M* data = m_csChunk->pushCmd<M, Cmd, Args...>(
|
|
command, std::forward<Args>(args)...);
|
|
|
|
if (!data) {
|
|
EmitCsChunk(std::move(m_csChunk));
|
|
|
|
m_csChunk = AllocCsChunk();
|
|
data = m_csChunk->pushCmd<M, Cmd, Args...>(
|
|
command, std::forward<Args>(args)...);
|
|
}
|
|
|
|
m_cmdData = data;
|
|
return data;
|
|
}
|
|
|
|
void FlushCsChunk() {
|
|
if (m_csChunk->commandCount() != 0) {
|
|
EmitCsChunk(std::move(m_csChunk));
|
|
m_csChunk = AllocCsChunk();
|
|
m_cmdData = nullptr;
|
|
}
|
|
}
|
|
|
|
virtual void EmitCsChunk(DxvkCsChunkRef&& chunk) = 0;
|
|
|
|
};
|
|
|
|
}
|