dxvk/src/d3d11/d3d11_context_imm.h

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#pragma once
#include <chrono>
#include "d3d11_context.h"
namespace dxvk {
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class D3D11Buffer;
class D3D11CommonTexture;
class D3D11ImmediateContext : public D3D11DeviceContext {
constexpr static uint32_t MinFlushIntervalUs = 2500;
constexpr static uint32_t MaxPendingSubmits = 2;
public:
D3D11ImmediateContext(
D3D11Device* pParent,
const 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,
BOOL RestoreContextState) final;
HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL 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 STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) final;
void SynchronizeCsThread();
private:
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DxvkCsThread m_csThread;
bool m_csIsBusy = false;
std::chrono::high_resolution_clock::time_point m_lastFlush
= std::chrono::high_resolution_clock::now();
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HRESULT MapBuffer(
D3D11Buffer* pResource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
HRESULT MapImage(
D3D11CommonTexture* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void UnmapImage(
D3D11CommonTexture* pResource,
UINT Subresource);
void SynchronizeDevice();
bool WaitForResource(
const Rc<DxvkResource>& Resource,
UINT MapFlags);
void EmitCsChunk(Rc<DxvkCsChunk>&& chunk) final;
void FlushImplicit();
};
}