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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
dxvk/src/d3d11/d3d11_context.h
2019-05-19 14:38:48 +02:00

870 lines
36 KiB
C++

#pragma once
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_cs.h"
#include "../dxvk/dxvk_device.h"
#include "../d3d10/d3d10_multithread.h"
#include "d3d11_annotation.h"
#include "d3d11_cmd.h"
#include "d3d11_context_ext.h"
#include "d3d11_context_state.h"
#include "d3d11_device_child.h"
#include "d3d11_texture.h"
namespace dxvk {
class D3D11Device;
class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext1> {
friend class D3D11DeviceContextExt;
public:
D3D11DeviceContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device,
DxvkCsChunkFlags CsFlags);
~D3D11DeviceContext();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource);
void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView);
void STDMETHODCALLTYPE DiscardView1(
ID3D11View* pResourceView,
const D3D11_RECT* pRects,
UINT NumRects);
void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice);
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync);
void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync);
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue);
void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue);
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox);
void STDMETHODCALLTYPE CopySubresourceRegion1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox,
UINT CopyFlags);
void STDMETHODCALLTYPE CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource);
void STDMETHODCALLTYPE CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView);
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]);
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil);
void STDMETHODCALLTYPE ClearView(
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects);
void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView);
void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch);
void STDMETHODCALLTYPE UpdateSubresource1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags);
void STDMETHODCALLTYPE SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD);
FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
ID3D11Resource* pResource);
void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format);
void STDMETHODCALLTYPE DrawAuto();
void STDMETHODCALLTYPE Draw(
UINT VertexCount,
UINT StartVertexLocation);
void STDMETHODCALLTYPE DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation);
void STDMETHODCALLTYPE DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ);
void STDMETHODCALLTYPE DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout* pInputLayout);
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology);
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets);
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset);
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout** ppInputLayout);
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology);
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets);
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset);
void STDMETHODCALLTYPE VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances);
void STDMETHODCALLTYPE CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants);
void STDMETHODCALLTYPE CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void STDMETHODCALLTYPE CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances);
void STDMETHODCALLTYPE CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants);
void STDMETHODCALLTYPE CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE CSGetSamplers(
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;
};
}