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dxvk/src/d3d11/d3d11_interop.cpp
Philip Rebohle e074d83d0b [dxvk] Introduce GetContext method to retrieve immediate context.
Bypasses vtable hooks when retrieving the immediate context internally.
Remaining uses of GetImmediateContext are fine since those only interact
with public methods.
2023-04-18 12:42:24 +02:00

160 lines
4.4 KiB
C++

#include "d3d11_context_imm.h"
#include "d3d11_interop.h"
#include "d3d11_device.h"
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_device.h"
#include "../dxvk/dxvk_instance.h"
namespace dxvk {
D3D11VkInterop::D3D11VkInterop(
IDXGIObject* pContainer,
D3D11Device* pDevice)
: m_container (pContainer),
m_device (pDevice) { }
D3D11VkInterop::~D3D11VkInterop() {
}
ULONG STDMETHODCALLTYPE D3D11VkInterop::AddRef() {
return m_container->AddRef();
}
ULONG STDMETHODCALLTYPE D3D11VkInterop::Release() {
return m_container->Release();
}
HRESULT STDMETHODCALLTYPE D3D11VkInterop::QueryInterface(
REFIID riid,
void** ppvObject) {
return m_container->QueryInterface(riid, ppvObject);
}
void STDMETHODCALLTYPE D3D11VkInterop::GetVulkanHandles(
VkInstance* pInstance,
VkPhysicalDevice* pPhysDev,
VkDevice* pDevice) {
auto device = m_device->GetDXVKDevice();
auto adapter = device->adapter();
auto instance = device->instance();
if (pDevice != nullptr)
*pDevice = device->handle();
if (pPhysDev != nullptr)
*pPhysDev = adapter->handle();
if (pInstance != nullptr)
*pInstance = instance->handle();
}
void STDMETHODCALLTYPE D3D11VkInterop::GetSubmissionQueue(
VkQueue* pQueue,
uint32_t* pQueueFamilyIndex) {
auto device = static_cast<D3D11Device*>(m_device)->GetDXVKDevice();
DxvkDeviceQueue queue = device->queues().graphics;
if (pQueue != nullptr)
*pQueue = queue.queueHandle;
if (pQueueFamilyIndex != nullptr)
*pQueueFamilyIndex = queue.queueFamily;
}
void STDMETHODCALLTYPE D3D11VkInterop::TransitionSurfaceLayout(
IDXGIVkInteropSurface* pSurface,
const VkImageSubresourceRange* pSubresources,
VkImageLayout OldLayout,
VkImageLayout NewLayout) {
auto immediateContext = m_device->GetContext();
immediateContext->TransitionSurfaceLayout(
pSurface, pSubresources, OldLayout, NewLayout);
}
void STDMETHODCALLTYPE D3D11VkInterop::FlushRenderingCommands() {
auto immediateContext = m_device->GetContext();
immediateContext->Flush();
immediateContext->SynchronizeCsThread(DxvkCsThread::SynchronizeAll);
}
void STDMETHODCALLTYPE D3D11VkInterop::LockSubmissionQueue() {
m_device->GetDXVKDevice()->lockSubmission();
}
void STDMETHODCALLTYPE D3D11VkInterop::ReleaseSubmissionQueue() {
m_device->GetDXVKDevice()->unlockSubmission();
}
void STDMETHODCALLTYPE D3D11VkInterop::GetSubmissionQueue1(
VkQueue* pQueue,
uint32_t* pQueueIndex,
uint32_t* pQueueFamilyIndex) {
auto device = static_cast<D3D11Device*>(m_device)->GetDXVKDevice();
DxvkDeviceQueue queue = device->queues().graphics;
if (pQueue != nullptr)
*pQueue = queue.queueHandle;
if (pQueueIndex != nullptr)
*pQueueIndex = queue.queueIndex;
if (pQueueFamilyIndex != nullptr)
*pQueueFamilyIndex = queue.queueFamily;
}
HRESULT STDMETHODCALLTYPE D3D11VkInterop::CreateTexture2DFromVkImage(
const D3D11_TEXTURE2D_DESC1 *pDesc,
VkImage vkImage,
ID3D11Texture2D **ppTexture2D) {
InitReturnPtr(ppTexture2D);
if (!pDesc)
return E_INVALIDARG;
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pDesc->Width;
desc.Height = pDesc->Height;
desc.Depth = 1;
desc.MipLevels = pDesc->MipLevels;
desc.ArraySize = pDesc->ArraySize;
desc.Format = pDesc->Format;
desc.SampleDesc = pDesc->SampleDesc;
desc.Usage = pDesc->Usage;
desc.BindFlags = pDesc->BindFlags;
desc.CPUAccessFlags = pDesc->CPUAccessFlags;
desc.MiscFlags = pDesc->MiscFlags;
desc.TextureLayout = pDesc->TextureLayout;
HRESULT hr = D3D11CommonTexture::NormalizeTextureProperties(&desc);
if (FAILED(hr))
return hr;
if (!ppTexture2D)
return S_FALSE;
try {
Com<D3D11Texture2D> texture = new D3D11Texture2D(m_device, &desc, 0, vkImage);
*ppTexture2D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_INVALIDARG;
}
}
}