dxvk/src/d3d11/d3d11_context_imm.h

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#pragma once
#include "d3d11_context.h"
namespace dxvk {
class D3D11ImmediateContext : public D3D11DeviceContext {
public:
D3D11ImmediateContext(
D3D11Device* pParent,
Rc<DxvkDevice> Device);
~D3D11ImmediateContext();
ULONG STDMETHODCALLTYPE AddRef() final;
ULONG STDMETHODCALLTYPE Release() final;
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
UINT STDMETHODCALLTYPE GetContextFlags() final;
void STDMETHODCALLTYPE Flush() final;
void STDMETHODCALLTYPE ExecuteCommandList(
ID3D11CommandList* pCommandList,
WINBOOL RestoreContextState) final;
HRESULT STDMETHODCALLTYPE FinishCommandList(
WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) final;
HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
void STDMETHODCALLTYPE Unmap(
ID3D11Resource* pResource,
UINT Subresource) final;
void SynchronizeCsThread();
private:
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DxvkCsThread m_csThread;
void SynchronizeDevice();
void EmitCsChunk(Rc<DxvkCsChunk>&& chunk) final;
};
}