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_data.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:
DxvkContext(const Rc<DxvkDevice>& device);
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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] cmdList Target command list
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*/
void beginRecording(
const Rc<DxvkCommandList>& cmdList);
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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.
* \returns Active command list
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*/
Rc<DxvkCommandList> 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 Binds compute pipeline
*
* Note that binding a new pipeline implicitly
* invalidates all resource bindings that are
* used by the pipeline.
* \param [in] pipeline The pipeline to bind
*/
void bindComputePipeline(
const Rc<DxvkComputePipeline>& pipeline);
/**
* \brief Binds graphics pipeline
*
* Note that binding a new pipeline implicitly
* invalidates all bindings that are used by
* the pipeline.
* \param [in] pipeline The pipeline to bind
*/
void bindGraphicsPipeline(
const Rc<DxvkGraphicsPipeline>& pipeline);
/**
* \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 subresources of an image
*
* \param [in] image The image to clear
* \param [in] value Clear value
* \param [in] subresources Subresources to clear
*/
void clearColorImage(
const Rc<DxvkImage>& image,
const VkClearColorValue& value,
const VkImageSubresourceRange& subresources);
/**
* \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 Copies data from one buffer to another
*
* \param [in] dstBuffer Destination buffer
* \param [in] dstOffset Destination data offset
* \param [in] srcBuffer Source buffer
* \param [in] srcOffset Source data offset
* \param [in] numBytes Number of bytes to copy
*/
void copyBuffer(
const Rc<DxvkBuffer>& dstBuffer,
VkDeviceSize dstOffset,
const Rc<DxvkBuffer>& srcBuffer,
VkDeviceSize srcOffset,
VkDeviceSize numBytes);
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/**
* \brief Starts compute jobs
*
* \param [in] x Number of threads in X direction
* \param [in] y Number of threads in Y direction
* \param [in] z Number of threads in Z direction
*/
void dispatch(
uint32_t x,
uint32_t y,
uint32_t z);
/**
* \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 Initializes a buffer
*
* Uploads initial data to the buffer so that it
* can be used for read-only operations. Unlike
* \ref initImage, calling this is optional.
* \param [in] buffer The buffer to initialize
* \param [in] data Initial data buffer
*/
void initBuffer(
const Rc<DxvkBuffer>& buffer,
const Rc<DxvkDataBuffer>& data);
/**
* \brief Initializes an image
*
* Sets up the image layout for future operations
* and uploads data to the image. Note that this
* method \e must be executed on the GPU before
* the image can be used for any other operations.
* \param [in] image The image to initialize
* \param [in] data Initial data. Can be omitted.
*/
void initImage(
const Rc<DxvkImage>& image,
const Rc<DxvkDataBuffer>& data);
/**
* \brief Sets viewports
*
* \param [in] viewportCount Number of viewports
* \param [in] viewports The viewports
* \param [in] scissorRects Schissor rectangles
*/
void setViewports(
uint32_t viewportCount,
const VkViewport* viewports,
const VkRect2D* scissorRects);
/**
* \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;
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Rc<DxvkCommandList> m_cmd;
DxvkContextFlags m_flags;
DxvkContextState m_state;
DxvkBarrierSet m_barriers;
std::vector<VkWriteDescriptorSet> m_descriptorSetWrites;
void renderPassBegin();
void renderPassEnd();
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void bindComputePipeline();
void bindGraphicsPipeline();
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void updateDynamicState();
void updateViewports();
void updateIndexBufferBinding();
void updateVertexBufferBindings();
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void commitComputeState();
void commitGraphicsState();
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};
}