[d3d10] Implement ID3D10Multithread

This commit is contained in:
Philip Rebohle 2018-10-12 19:06:05 +02:00
parent e549c9303b
commit 55d6eae210
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
6 changed files with 98 additions and 5 deletions

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@ -8,7 +8,7 @@ namespace dxvk {
D3D10Device::D3D10Device(
D3D11Device* pDevice,
D3D11ImmediateContext* pContext)
: m_device(pDevice), m_context(pContext) {
: m_device(pDevice), m_context(pContext), m_multithread(this) {
// Respecting the single-threaded flag may improve performance
UINT flags = pDevice->GetCreationFlags();
m_threadSafe = !(flags & D3D10_CREATE_DEVICE_SINGLETHREADED);

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@ -1,12 +1,9 @@
#pragma once
#include "d3d10_include.h"
#include "d3d10_multithread.h"
namespace dxvk {
using D3D10DeviceMutex = sync::Spinlock;
using D3D10DeviceLock = std::unique_lock<D3D10DeviceMutex>;
class D3D11Device;
class D3D11ImmediateContext;
@ -473,6 +470,10 @@ namespace dxvk {
UINT* pWidth,
UINT* pHeight);
D3D10Multithread* GetMultithreadIface() {
return &m_multithread;
}
D3D10DeviceLock LockDevice() {
return m_threadSafe
? D3D10DeviceLock(m_mutex)
@ -484,6 +485,7 @@ namespace dxvk {
D3D10DeviceMutex m_mutex;
D3D11Device* m_device;
D3D11ImmediateContext* m_context;
D3D10Multithread m_multithread;
bool m_threadSafe = true;

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@ -0,0 +1,42 @@
#include "d3d10_multithread.h"
#include "d3d10_device.h"
namespace dxvk {
HRESULT STDMETHODCALLTYPE D3D10Multithread::QueryInterface(
REFIID riid,
void** ppvObject) {
return m_device->QueryInterface(riid, ppvObject);
}
ULONG STDMETHODCALLTYPE D3D10Multithread::AddRef() {
return m_device->AddRef();
}
ULONG STDMETHODCALLTYPE D3D10Multithread::Release() {
return m_device->Release();
}
void STDMETHODCALLTYPE D3D10Multithread::Enter() {
m_lock = m_device->LockDevice();
}
void STDMETHODCALLTYPE D3D10Multithread::Leave() {
m_lock.unlock();
}
BOOL STDMETHODCALLTYPE D3D10Multithread::GetMultithreadProtected() {
return m_enabled;
}
BOOL STDMETHODCALLTYPE D3D10Multithread::SetMultithreadProtected(BOOL Enable) {
return std::exchange(m_enabled, Enable);
}
}

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@ -0,0 +1,43 @@
#pragma once
#include "d3d10_include.h"
namespace dxvk {
using D3D10DeviceMutex = sync::Spinlock;
using D3D10DeviceLock = std::unique_lock<D3D10DeviceMutex>;
class D3D10Device;
class D3D10Multithread : public ID3D10Multithread {
public:
D3D10Multithread(D3D10Device* pDevice)
: m_device(pDevice) { }
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release();
void STDMETHODCALLTYPE Enter();
void STDMETHODCALLTYPE Leave();
BOOL STDMETHODCALLTYPE GetMultithreadProtected();
BOOL STDMETHODCALLTYPE SetMultithreadProtected(BOOL Enable);
private:
D3D10Device* m_device;
D3D10DeviceLock m_lock;
bool m_enabled = true;
};
}

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@ -61,6 +61,11 @@ namespace dxvk {
return S_OK;
}
if (riid == __uuidof(ID3D10Multithread)) {
*ppvObject = ref(m_d3d11Device->GetD3D10Interface()->GetMultithreadIface());
return S_OK;
}
if (riid == __uuidof(ID3D11Device)
|| riid == __uuidof(ID3D11Device1)) {
*ppvObject = ref(m_d3d11Device);

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@ -4,6 +4,7 @@ d3d10_src = [
'../d3d10/d3d10_depth_stencil.cpp',
'../d3d10/d3d10_device.cpp',
'../d3d10/d3d10_input_layout.cpp',
'../d3d10/d3d10_multithread.cpp',
'../d3d10/d3d10_query.cpp',
'../d3d10/d3d10_rasterizer.cpp',
'../d3d10/d3d10_sampler.cpp',