dxvk/src/dxvk/dxvk_context.h

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#pragma once
#include "dxvk_barrier.h"
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#include "dxvk_cmdlist.h"
#include "dxvk_context_state.h"
#include "dxvk_deferred.h"
#include "dxvk_pipemgr.h"
#include "dxvk_util.h"
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namespace dxvk {
/**
* \brief DXVk context
*
* Tracks pipeline state and records command lists.
* This is where the actual rendering commands are
* recorded.
*/
class DxvkContext : public RcObject {
public:
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DxvkContext(
const Rc<DxvkDevice>& device,
const Rc<DxvkPipelineManager>& pipeMgr);
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~DxvkContext();
/**
* \brief Begins command buffer recording
*
* Begins recording a command list. This does
* not alter any context state other than the
* active command list.
* \param [in] recorder Target recorder
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*/
void beginRecording(
const Rc<DxvkRecorder>& recorder);
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/**
* \brief Ends command buffer recording
*
* Finishes recording the active command list.
* The command list can then be submitted to
* the device.
*
* This will not change any context state
* other than the active command list.
*/
void endRecording();
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/**
* \brief Sets framebuffer
* \param [in] fb Framebuffer
*/
void bindFramebuffer(
const Rc<DxvkFramebuffer>& fb);
/**
* \brief Binds index buffer
* \param [in] buffer New index buffer
*/
void bindIndexBuffer(
const DxvkBufferBinding& buffer);
/**
* \brief Sets shader for a given shader stage
*
* Binds a shader to a given stage, while unbinding the
* existing one. If \c nullptr is passed as the shader
* to bind, the given shader stage will be disabled.
* When drawing, at least a vertex shader must be bound.
* \param [in] stage The shader stage
* \param [in] shader The shader to set
*/
void bindShader(
VkShaderStageFlagBits stage,
const Rc<DxvkShader>& shader);
/**
* \brief Binds vertex buffer
*
* \param [in] binding Vertex buffer binding
* \param [in] buffer New vertex buffer
*/
void bindVertexBuffer(
uint32_t binding,
const DxvkBufferBinding& buffer);
/**
* \brief Clears an active render target
*
* \param [in] attachment Attachment to clear
* \param [in] clearArea Rectangular area to clear
*/
void clearRenderTarget(
const VkClearAttachment& attachment,
const VkClearRect& clearArea);
/**
* \brief Draws primitive without using an index buffer
*
* \param [in] vertexCount Number of vertices to draw
* \param [in] instanceCount Number of instances to render
* \param [in] firstVertex First vertex in vertex buffer
* \param [in] firstInstance First instance ID
*/
void draw(
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance);
/**
* \brief Draws primitives using an index buffer
*
* \param [in] indexCount Number of indices to draw
* \param [in] instanceCount Number of instances to render
* \param [in] firstIndex First index within the index buffer
* \param [in] vertexOffset Vertex ID that corresponds to index 0
* \param [in] firstInstance First instance ID
*/
void drawIndexed(
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
uint32_t vertexOffset,
uint32_t firstInstance);
/**
* \brief Sets input assembly state
* \param [in] state New state object
*/
void setInputAssemblyState(
const Rc<DxvkInputAssemblyState>& state);
/**
* \brief Sets input layout state
* \param [in] state New state object
*/
void setInputLayout(
const Rc<DxvkInputLayout>& state);
/**
* \brief Sets rasterizer state
* \param [in] state New state object
*/
void setRasterizerState(
const Rc<DxvkRasterizerState>& state);
/**
* \brief Sets multisample state
* \param [in] state New state object
*/
void setMultisampleState(
const Rc<DxvkMultisampleState>& state);
/**
* \brief Sets depth stencil state
* \param [in] state New state object
*/
void setDepthStencilState(
const Rc<DxvkDepthStencilState>& state);
/**
* \brief Sets color blend state
* \param [in] state New state object
*/
void setBlendState(
const Rc<DxvkBlendState>& state);
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private:
const Rc<DxvkDevice> m_device;
const Rc<DxvkPipelineManager> m_pipeMgr;
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Rc<DxvkRecorder> m_cmd;
DxvkContextState m_state;
void renderPassBegin();
void renderPassEnd();
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void bindGraphicsPipeline();
void bindDynamicState();
void bindIndexBuffer();
void bindVertexBuffers();
void commitGraphicsState();
DxvkShaderStageState* getShaderStage(
VkShaderStageFlagBits stage);
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};
}