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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-12 22:08:59 +01:00
dxvk/src/d3d11/d3d11_context.h
Philip Rebohle 3fee20dfec
[d3d11] Implement DiscardResource for buffers
We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00

809 lines
35 KiB
C++

#pragma once
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_cs.h"
#include "../dxvk/dxvk_device.h"
#include "d3d11_annotation.h"
#include "d3d11_context_state.h"
#include "d3d11_device_child.h"
#include "d3d11_uav_counter.h"
namespace dxvk {
class D3D11Device;
class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext1> {
public:
D3D11DeviceContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device);
~D3D11DeviceContext();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource) final;
void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView) final;
void STDMETHODCALLTYPE DiscardView1(
ID3D11View* pResourceView,
const D3D11_RECT* pRects,
UINT NumRects) final;
void STDMETHODCALLTYPE SwapDeviceContextState(
ID3DDeviceContextState* pState,
ID3DDeviceContextState** ppPreviousState) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
void STDMETHODCALLTYPE ClearState() final;
void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue) final;
void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) final;
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) final;
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) final;
void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) final;
void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) final;
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) final;
void STDMETHODCALLTYPE ClearView(
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects) final;
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) final;
FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
ID3D11Resource* pResource) final;
void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format);
void STDMETHODCALLTYPE DrawAuto() final;
void STDMETHODCALLTYPE Draw(
UINT VertexCount,
UINT StartVertexLocation) final;
void STDMETHODCALLTYPE DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) final;
void STDMETHODCALLTYPE DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) final;
void STDMETHODCALLTYPE DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) final;
void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) final;
void STDMETHODCALLTYPE DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout* pInputLayout) final;
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology) final;
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) final;
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) final;
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout** ppInputLayout) final;
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) final;
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) final;
void STDMETHODCALLTYPE VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
virtual void STDMETHODCALLTYPE GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
void STDMETHODCALLTYPE CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
void STDMETHODCALLTYPE CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
void STDMETHODCALLTYPE CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
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) final;
void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) final;
void STDMETHODCALLTYPE OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) final;
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
void STDMETHODCALLTYPE OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) final;
void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) final;
void STDMETHODCALLTYPE RSSetState(
ID3D11RasterizerState* pRasterizerState) final;
void STDMETHODCALLTYPE RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) final;
void STDMETHODCALLTYPE RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) final;
void STDMETHODCALLTYPE RSGetState(
ID3D11RasterizerState** ppRasterizerState) final;
void STDMETHODCALLTYPE RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) final;
void STDMETHODCALLTYPE RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) final;
void STDMETHODCALLTYPE SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) final;
void STDMETHODCALLTYPE SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) final;
void STDMETHODCALLTYPE TransitionSurfaceLayout(
IDXGIVkInteropSurface* pSurface,
const VkImageSubresourceRange* pSubresources,
VkImageLayout OldLayout,
VkImageLayout NewLayout);
protected:
D3D11Device* const m_parent;
D3D11UserDefinedAnnotation m_annotation;
Rc<DxvkDevice> m_device;
Rc<DxvkCsChunk> m_csChunk;
Rc<DxvkDataBuffer> m_updateBuffer;
Com<D3D11BlendState> m_defaultBlendState;
Com<D3D11DepthStencilState> m_defaultDepthStencilState;
Com<D3D11RasterizerState> m_defaultRasterizerState;
D3D11ContextState m_state;
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 BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride);
void BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format);
void BindConstantBuffer(
UINT Slot,
const D3D11ConstantBufferBinding* pBufferBinding);
void BindSampler(
UINT Slot,
D3D11SamplerState* pSampler);
void BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource);
void BindUnorderedAccessView(
UINT UavSlot,
UINT CtrSlot,
D3D11UnorderedAccessView* pUav);
void DiscardBuffer(
D3D11Buffer* pBuffer);
void SetConstantBuffers(
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);
void SetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
void InitUnorderedAccessViewCounters(
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
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);
bool ValidateRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
template<typename T>
const D3D11CommonShader* GetCommonShader(T* pShader) const {
return pShader != nullptr ? pShader->GetCommonShader() : nullptr;
}
template<typename Cmd>
void EmitCs(Cmd&& command) {
if (!m_csChunk->push(command)) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
m_csChunk->push(command);
}
}
void FlushCsChunk() {
if (m_csChunk->commandCount() != 0) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
}
}
virtual void EmitCsChunk(Rc<DxvkCsChunk>&& chunk) = 0;
};
}