[d3d11] Added D3D11 stubs

This commit is contained in:
Philip Rebohle 2017-10-11 09:51:48 +02:00
parent fce424ccfe
commit c7680dea2a
8 changed files with 2097 additions and 0 deletions

861
src/d3d11/d3d11_context.cpp Normal file
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#include "d3d11_context.h"
#include "d3d11_device.h"
namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext() {
TRACE(this);
}
D3D11DeviceContext::~D3D11DeviceContext() {
TRACE(this);
}
HRESULT D3D11DeviceContext::QueryInterface(
REFIID riid,
void** ppvObject) {
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceContext);
Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
void D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
Logger::warn("D3D11DeviceContext::GetDevice: Not implemented");
}
D3D11_DEVICE_CONTEXT_TYPE D3D11DeviceContext::GetType() {
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
}
UINT D3D11DeviceContext::GetContextFlags() {
return 0;
}
void D3D11DeviceContext::ClearState() {
Logger::err("D3D11DeviceContext::ClearState: Not implemented");
}
void D3D11DeviceContext::Flush() {
Logger::err("D3D11DeviceContext::Flush: Not implemented");
}
void D3D11DeviceContext::ExecuteCommandList(
ID3D11CommandList* pCommandList,
WINBOOL RestoreContextState) {
Logger::err("D3D11DeviceContext::ExecuteCommandList: Not implemented");
}
HRESULT D3D11DeviceContext::FinishCommandList(
WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) {
Logger::err("D3D11DeviceContext::FinishCommandList: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11DeviceContext::Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
Logger::err("D3D11DeviceContext::Map: Not implemented");
return E_NOTIMPL;
}
void D3D11DeviceContext::Unmap(
ID3D11Resource* pResource,
UINT Subresource) {
Logger::err("D3D11DeviceContext::Unmap: Not implemented");
}
void D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) {
Logger::err("D3D11DeviceContext::Begin: Not implemented");
}
void D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) {
Logger::err("D3D11DeviceContext::End: Not implemented");
}
HRESULT D3D11DeviceContext::GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) {
Logger::err("D3D11DeviceContext::GetData: Not implemented");
return E_NOTIMPL;
}
void D3D11DeviceContext::SetPredication(
ID3D11Predicate* pPredicate,
WINBOOL PredicateValue) {
Logger::err("D3D11DeviceContext::SetPredication: Not implemented");
}
void D3D11DeviceContext::GetPredication(
ID3D11Predicate** ppPredicate,
WINBOOL* pPredicateValue) {
Logger::err("D3D11DeviceContext::GetPredication: Not implemented");
}
void D3D11DeviceContext::CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
Logger::err("D3D11DeviceContext::CopySubresourceRegion: Not implemented");
}
void D3D11DeviceContext::CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
Logger::err("D3D11DeviceContext::CopyResource: Not implemented");
}
void D3D11DeviceContext::CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) {
Logger::err("D3D11DeviceContext::CopyStructureCount: Not implemented");
}
void D3D11DeviceContext::ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
Logger::err("D3D11DeviceContext::ClearRenderTargetView: Not implemented");
}
void D3D11DeviceContext::ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented");
}
void D3D11DeviceContext::ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented");
}
void D3D11DeviceContext::ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
Logger::err("D3D11DeviceContext::ClearDepthStencilView: Not implemented");
}
void D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) {
Logger::err("D3D11DeviceContext::GenerateMips: Not implemented");
}
void D3D11DeviceContext::UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
Logger::err("D3D11DeviceContext::UpdateSubresource: Not implemented");
}
void D3D11DeviceContext::SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) {
Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented");
}
FLOAT D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) {
Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented");
return 0.0f;
}
void D3D11DeviceContext::ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
Logger::err("D3D11DeviceContext::ResolveSubresource: Not implemented");
}
void D3D11DeviceContext::DrawAuto() {
Logger::err("D3D11DeviceContext::DrawAuto: Not implemented");
}
void D3D11DeviceContext::Draw(
UINT VertexCount,
UINT StartVertexLocation) {
Logger::err("D3D11DeviceContext::Draw: Not implemented");
}
void D3D11DeviceContext::DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
Logger::err("D3D11DeviceContext::DrawIndexed: Not implemented");
}
void D3D11DeviceContext::DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
Logger::err("D3D11DeviceContext::DrawInstanced: Not implemented");
}
void D3D11DeviceContext::DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
Logger::err("D3D11DeviceContext::DrawIndexedInstanced: Not implemented");
}
void D3D11DeviceContext::DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawIndexedInstancedIndirect: Not implemented");
}
void D3D11DeviceContext::DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawInstancedIndirect: Not implemented");
}
void D3D11DeviceContext::Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) {
Logger::err("D3D11DeviceContext::Dispatch: Not implemented");
}
void D3D11DeviceContext::DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DispatchIndirect: Not implemented");
}
void D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
Logger::err("D3D11DeviceContext::IASetInputLayout: Not implemented");
}
void D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
Logger::err("D3D11DeviceContext::IASetPrimitiveTopology: Not implemented");
}
void D3D11DeviceContext::IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
Logger::err("D3D11DeviceContext::IASetVertexBuffers: Not implemented");
}
void D3D11DeviceContext::IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
Logger::err("D3D11DeviceContext::IASetIndexBuffer: Not implemented");
}
void D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
Logger::err("D3D11DeviceContext::IAGetInputLayout: Not implemented");
}
void D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
Logger::err("D3D11DeviceContext::IAGetPrimitiveTopology: Not implemented");
}
void D3D11DeviceContext::IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
Logger::err("D3D11DeviceContext::IAGetVertexBuffers: Not implemented");
}
void D3D11DeviceContext::IAGetIndexBuffer(
ID3D11Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) {
Logger::err("D3D11DeviceContext::IAGetIndexBuffer: Not implemented");
}
void D3D11DeviceContext::VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::VSSetShader: Not implemented");
}
void D3D11DeviceContext::VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::VSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::VSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::VSSetSamplers: Not implemented");
}
void D3D11DeviceContext::VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::VSGetShader: Not implemented");
}
void D3D11DeviceContext::VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::VSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::VSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::VSGetSamplers: Not implemented");
}
void D3D11DeviceContext::HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::HSSetShader: Not implemented");
}
void D3D11DeviceContext::HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::HSSetSamplers: Not implemented");
}
void D3D11DeviceContext::HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::HSGetShader: Not implemented");
}
void D3D11DeviceContext::HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::HSGetSamplers: Not implemented");
}
void D3D11DeviceContext::DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::DSSetShader: Not implemented");
}
void D3D11DeviceContext::DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::DSSetSamplers: Not implemented");
}
void D3D11DeviceContext::DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::DSGetShader: Not implemented");
}
void D3D11DeviceContext::DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::DSGetSamplers: Not implemented");
}
void D3D11DeviceContext::GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::GSSetShader: Not implemented");
}
void D3D11DeviceContext::GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::GSSetSamplers: Not implemented");
}
void D3D11DeviceContext::GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::GSGetShader: Not implemented");
}
void D3D11DeviceContext::GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::GSGetSamplers: Not implemented");
}
void D3D11DeviceContext::PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::PSSetShader: Not implemented");
}
void D3D11DeviceContext::PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::PSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::PSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::PSSetSamplers: Not implemented");
}
void D3D11DeviceContext::PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::PSGetShader: Not implemented");
}
void D3D11DeviceContext::PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::PSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::PSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::PSGetSamplers: Not implemented");
}
void D3D11DeviceContext::CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::CSSetShader: Not implemented");
}
void D3D11DeviceContext::CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::CSSetSamplers: Not implemented");
}
void D3D11DeviceContext::CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
Logger::err("D3D11DeviceContext::CSSetUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::CSGetShader: Not implemented");
}
void D3D11DeviceContext::CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::CSGetSamplers: Not implemented");
}
void D3D11DeviceContext::CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::CSGetUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
Logger::err("D3D11DeviceContext::OMSetRenderTargets: Not implemented");
}
void D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
Logger::err("D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
Logger::err("D3D11DeviceContext::OMSetBlendState: Not implemented");
}
void D3D11DeviceContext::OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
Logger::err("D3D11DeviceContext::OMSetDepthStencilState: Not implemented");
}
void D3D11DeviceContext::OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) {
Logger::err("D3D11DeviceContext::OMGetRenderTargets: Not implemented");
}
void D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
Logger::err("D3D11DeviceContext::OMGetBlendState: Not implemented");
}
void D3D11DeviceContext::OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
Logger::err("D3D11DeviceContext::OMGetDepthStencilState: Not implemented");
}
void D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
Logger::err("D3D11DeviceContext::RSSetState: Not implemented");
}
void D3D11DeviceContext::RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) {
Logger::err("D3D11DeviceContext::RSSetViewports: Not implemented");
}
void D3D11DeviceContext::RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) {
Logger::err("D3D11DeviceContext::RSSetScissorRects: Not implemented");
}
void D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
Logger::err("D3D11DeviceContext::RSGetState: Not implemented");
}
void D3D11DeviceContext::RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) {
Logger::err("D3D11DeviceContext::RSGetViewports: Not implemented");
}
void D3D11DeviceContext::RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) {
Logger::err("D3D11DeviceContext::RSGetScissorRects: Not implemented");
}
void D3D11DeviceContext::SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) {
Logger::err("D3D11DeviceContext::SOSetTargets: Not implemented");
}
void D3D11DeviceContext::SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) {
Logger::err("D3D11DeviceContext::SOGetTargets: Not implemented");
}
}

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src/d3d11/d3d11_context.h Normal file
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#pragma once
#include "d3d11_device_child.h"
#include <dxvk_adapter.h>
#include <dxvk_device.h>
namespace dxvk {
class D3D11Device;
class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext> {
public:
D3D11DeviceContext();
~D3D11DeviceContext();
HRESULT QueryInterface(
REFIID riid,
void** ppvObject) final;
void GetDevice(ID3D11Device **ppDevice) final;
D3D11_DEVICE_CONTEXT_TYPE GetType() final;
UINT GetContextFlags() final;
void ClearState() final;
void Flush() final;
void ExecuteCommandList(
ID3D11CommandList* pCommandList,
WINBOOL RestoreContextState) final;
HRESULT FinishCommandList(
WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) final;
HRESULT Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
void Unmap(
ID3D11Resource* pResource,
UINT Subresource) final;
void Begin(ID3D11Asynchronous *pAsync) final;
void End(ID3D11Asynchronous *pAsync) final;
HRESULT GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) final;
void SetPredication(
ID3D11Predicate* pPredicate,
WINBOOL PredicateValue) final;
void GetPredication(
ID3D11Predicate** ppPredicate,
WINBOOL* pPredicateValue) final;
void CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) final;
void CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) final;
void CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) final;
void ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) final;
void ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) final;
void ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) final;
void ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) final;
void GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView) final;
void UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) final;
void SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) final;
FLOAT GetResourceMinLOD(
ID3D11Resource* pResource) final;
void ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) final;
void DrawAuto() final;
void Draw(
UINT VertexCount,
UINT StartVertexLocation) final;
void DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) final;
void DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) final;
void DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) final;
void DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) final;
void DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void IASetInputLayout(
ID3D11InputLayout* pInputLayout) final;
void IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology) final;
void IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) final;
void IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) final;
void IAGetInputLayout(
ID3D11InputLayout** ppInputLayout) final;
void IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
void IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) final;
void IAGetIndexBuffer(
ID3D11Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) final;
void VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
void CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
void OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) final;
void OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
void OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) final;
void OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) final;
void OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) final;
void OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
void OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) final;
void OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) final;
void RSSetState(
ID3D11RasterizerState* pRasterizerState) final;
void RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) final;
void RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) final;
void RSGetState(
ID3D11RasterizerState** ppRasterizerState) final;
void RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) final;
void RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) final;
void SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) final;
void SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) final;
private:
};
}

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#include <cstring>
#include "d3d11_context.h"
#include "d3d11_device.h"
namespace dxvk {
D3D11Device::D3D11Device(
D3D_FEATURE_LEVEL featureLevel,
UINT featureFlags)
: m_featureLevel(featureLevel),
m_featureFlags(featureFlags) {
TRACE(this, featureLevel, featureFlags);
}
D3D11Device::~D3D11Device() {
TRACE(this);
}
HRESULT D3D11Device::QueryInterface(
REFIID riid,
void **ppvObject) {
COM_QUERY_IFACE(riid, ppvObject, ID3D11Device);
Logger::warn("D3D11Device::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
HRESULT D3D11Device::CreateBuffer(
const D3D11_BUFFER_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Buffer** ppBuffer) {
Logger::err("D3D11Device::CreateBuffer: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateTexture1D(
const D3D11_TEXTURE1D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture1D** ppTexture1D) {
Logger::err("D3D11Device::CreateTexture1D: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateTexture2D(
const D3D11_TEXTURE2D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture2D** ppTexture2D) {
Logger::err("D3D11Device::CreateTexture2D: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateTexture3D(
const D3D11_TEXTURE3D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture3D** ppTexture3D) {
Logger::err("D3D11Device::CreateTexture3D: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateShaderResourceView(
ID3D11Resource* pResource,
const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D11ShaderResourceView** ppSRView) {
Logger::err("D3D11Device::CreateShaderResourceView: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateUnorderedAccessView(
ID3D11Resource* pResource,
const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,
ID3D11UnorderedAccessView** ppUAView) {
Logger::err("D3D11Device::CreateUnorderedAccessView: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateRenderTargetView(
ID3D11Resource* pResource,
const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,
ID3D11RenderTargetView** ppRTView) {
Logger::err("D3D11Device::CreateRenderTargetView: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateDepthStencilView(
ID3D11Resource* pResource,
const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,
ID3D11DepthStencilView** ppDepthStencilView) {
Logger::err("D3D11Device::CreateRenderTargetView: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateInputLayout(
const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,
UINT NumElements,
const void* pShaderBytecodeWithInputSignature,
SIZE_T BytecodeLength,
ID3D11InputLayout** ppInputLayout) {
Logger::err("D3D11Device::CreateInputLayout: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateVertexShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11VertexShader** ppVertexShader) {
Logger::err("D3D11Device::CreateVertexShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateGeometryShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) {
Logger::err("D3D11Device::CreateGeometryShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateGeometryShaderWithStreamOutput(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,
UINT NumEntries,
const UINT* pBufferStrides,
UINT NumStrides,
UINT RasterizedStream,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) {
Logger::err("D3D11Device::CreateGeometryShaderWithStreamOutput: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreatePixelShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11PixelShader** ppPixelShader) {
Logger::err("D3D11Device::CreatePixelShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateHullShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11HullShader** ppHullShader) {
Logger::err("D3D11Device::CreateHullShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateDomainShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11DomainShader** ppDomainShader) {
Logger::err("D3D11Device::CreateDomainShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateComputeShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11ComputeShader** ppComputeShader) {
Logger::err("D3D11Device::CreateComputeShader: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateClassLinkage(ID3D11ClassLinkage** ppLinkage) {
Logger::err("D3D11Device::CreateClassLinkage: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateBlendState(
const D3D11_BLEND_DESC* pBlendStateDesc,
ID3D11BlendState** ppBlendState) {
Logger::err("D3D11Device::CreateBlendState: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateDepthStencilState(
const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,
ID3D11DepthStencilState** ppDepthStencilState) {
Logger::err("D3D11Device::CreateDepthStencilState: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateRasterizerState(
const D3D11_RASTERIZER_DESC* pRasterizerDesc,
ID3D11RasterizerState** ppRasterizerState) {
Logger::err("D3D11Device::CreateRasterizerState: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateSamplerState(
const D3D11_SAMPLER_DESC* pSamplerDesc,
ID3D11SamplerState** ppSamplerState) {
Logger::err("D3D11Device::CreateSamplerState: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateQuery(
const D3D11_QUERY_DESC* pQueryDesc,
ID3D11Query** ppQuery) {
Logger::err("D3D11Device::CreateQuery: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreatePredicate(
const D3D11_QUERY_DESC* pPredicateDesc,
ID3D11Predicate** ppPredicate) {
Logger::err("D3D11Device::CreatePredicate: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateCounter(
const D3D11_COUNTER_DESC* pCounterDesc,
ID3D11Counter** ppCounter) {
Logger::err("D3D11Device::CreateCounter: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CreateDeferredContext(
UINT ContextFlags,
ID3D11DeviceContext** ppDeferredContext) {
Logger::err("D3D11Device::CreateDeferredContext: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::OpenSharedResource(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource) {
Logger::err("D3D11Device::OpenSharedResource: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CheckFormatSupport(
DXGI_FORMAT Format,
UINT* pFormatSupport) {
Logger::err("D3D11Device::CheckFormatSupport: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CheckMultisampleQualityLevels(
DXGI_FORMAT Format,
UINT SampleCount,
UINT* pNumQualityLevels) {
Logger::err("D3D11Device::CheckMultisampleQualityLevels: Not implemented");
return E_NOTIMPL;
}
void D3D11Device::CheckCounterInfo(D3D11_COUNTER_INFO* pCounterInfo) {
Logger::err("D3D11Device::CheckCounterInfo: Not implemented");
}
HRESULT D3D11Device::CheckCounter(
const D3D11_COUNTER_DESC* pDesc,
D3D11_COUNTER_TYPE* pType,
UINT* pActiveCounters,
LPSTR szName,
UINT* pNameLength,
LPSTR szUnits,
UINT* pUnitsLength,
LPSTR szDescription,
UINT* pDescriptionLength) {
Logger::err("D3D11Device::CheckCounter: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::CheckFeatureSupport(
D3D11_FEATURE Feature,
void* pFeatureSupportData,
UINT FeatureSupportDataSize) {
Logger::err("D3D11Device::CheckFeatureSupport: Not implemented");
return E_NOTIMPL;
}
HRESULT D3D11Device::GetPrivateData(
REFGUID guid, UINT* pDataSize, void* pData) {
return m_privateData.getData(guid, pDataSize, pData);
}
HRESULT D3D11Device::SetPrivateData(
REFGUID guid, UINT DataSize, const void* pData) {
return m_privateData.setData(guid, DataSize, pData);
}
HRESULT D3D11Device::SetPrivateDataInterface(
REFGUID guid, const IUnknown* pData) {
return m_privateData.setInterface(guid, pData);
}
D3D_FEATURE_LEVEL D3D11Device::GetFeatureLevel() {
return m_featureLevel;
}
UINT D3D11Device::GetCreationFlags() {
return m_featureFlags;
}
HRESULT D3D11Device::GetDeviceRemovedReason() {
Logger::err("D3D11Device::GetDeviceRemovedReason: Not implemented");
return E_NOTIMPL;
}
void D3D11Device::GetImmediateContext(ID3D11DeviceContext** ppImmediateContext) {
Logger::err("D3D11Device::GetImmediateContext: Not implemented");
}
HRESULT D3D11Device::SetExceptionMode(UINT RaiseFlags) {
Logger::err("D3D11Device::SetExceptionMode: Not implemented");
return E_NOTIMPL;
}
UINT D3D11Device::GetExceptionMode() {
Logger::err("D3D11Device::GetExceptionMode: Not implemented");
return 0;
}
}

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#pragma once
#include "d3d11_include.h"
#include "../util/com/com_private_data.h"
namespace dxvk {
class DxgiAdapter;
class D3D11DeviceContext;
class D3D11Device : public ComObject<ID3D11Device> {
public:
D3D11Device(
D3D_FEATURE_LEVEL featureLevel,
UINT featureFlags);
~D3D11Device();
HRESULT QueryInterface(
REFIID riid,
void **ppvObject) final;
HRESULT CreateBuffer(
const D3D11_BUFFER_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Buffer** ppBuffer) final;
HRESULT CreateTexture1D(
const D3D11_TEXTURE1D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture1D** ppTexture1D) final;
HRESULT CreateTexture2D(
const D3D11_TEXTURE2D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture2D** ppTexture2D) final;
HRESULT CreateTexture3D(
const D3D11_TEXTURE3D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture3D** ppTexture3D) final;
HRESULT CreateShaderResourceView(
ID3D11Resource* pResource,
const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D11ShaderResourceView** ppSRView) final;
HRESULT CreateUnorderedAccessView(
ID3D11Resource* pResource,
const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,
ID3D11UnorderedAccessView** ppUAView) final;
HRESULT CreateRenderTargetView(
ID3D11Resource* pResource,
const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,
ID3D11RenderTargetView** ppRTView) final;
HRESULT CreateDepthStencilView(
ID3D11Resource* pResource,
const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,
ID3D11DepthStencilView** ppDepthStencilView) final;
HRESULT CreateInputLayout(
const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,
UINT NumElements,
const void* pShaderBytecodeWithInputSignature,
SIZE_T BytecodeLength,
ID3D11InputLayout** ppInputLayout) final;
HRESULT CreateVertexShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11VertexShader** ppVertexShader) final;
HRESULT CreateGeometryShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) final;
HRESULT CreateGeometryShaderWithStreamOutput(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,
UINT NumEntries,
const UINT* pBufferStrides,
UINT NumStrides,
UINT RasterizedStream,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) final;
HRESULT CreatePixelShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11PixelShader** ppPixelShader) final;
HRESULT CreateHullShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11HullShader** ppHullShader) final;
HRESULT CreateDomainShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11DomainShader** ppDomainShader) final;
HRESULT CreateComputeShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11ComputeShader** ppComputeShader) final;
HRESULT CreateClassLinkage(
ID3D11ClassLinkage** ppLinkage) final;
HRESULT CreateBlendState(
const D3D11_BLEND_DESC* pBlendStateDesc,
ID3D11BlendState** ppBlendState) final;
HRESULT CreateDepthStencilState(
const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,
ID3D11DepthStencilState** ppDepthStencilState) final;
HRESULT CreateRasterizerState(
const D3D11_RASTERIZER_DESC* pRasterizerDesc,
ID3D11RasterizerState** ppRasterizerState) final;
HRESULT CreateSamplerState(
const D3D11_SAMPLER_DESC* pSamplerDesc,
ID3D11SamplerState** ppSamplerState) final;
HRESULT CreateQuery(
const D3D11_QUERY_DESC* pQueryDesc,
ID3D11Query** ppQuery) final;
HRESULT CreatePredicate(
const D3D11_QUERY_DESC* pPredicateDesc,
ID3D11Predicate** ppPredicate) final;
HRESULT CreateCounter(
const D3D11_COUNTER_DESC* pCounterDesc,
ID3D11Counter** ppCounter) final;
HRESULT CreateDeferredContext(
UINT ContextFlags,
ID3D11DeviceContext** ppDeferredContext) final;
HRESULT OpenSharedResource(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource) final;
HRESULT CheckFormatSupport(
DXGI_FORMAT Format,
UINT* pFormatSupport) final;
HRESULT CheckMultisampleQualityLevels(
DXGI_FORMAT Format,
UINT SampleCount,
UINT* pNumQualityLevels) final;
void CheckCounterInfo(
D3D11_COUNTER_INFO* pCounterInfo) final;
HRESULT CheckCounter(
const D3D11_COUNTER_DESC* pDesc,
D3D11_COUNTER_TYPE* pType,
UINT* pActiveCounters,
LPSTR szName,
UINT* pNameLength,
LPSTR szUnits,
UINT* pUnitsLength,
LPSTR szDescription,
UINT* pDescriptionLength) final;
HRESULT CheckFeatureSupport(
D3D11_FEATURE Feature,
void* pFeatureSupportData,
UINT FeatureSupportDataSize) final;
HRESULT GetPrivateData(
REFGUID guid,
UINT* pDataSize,
void* pData) final;
HRESULT SetPrivateData(
REFGUID guid,
UINT DataSize,
const void* pData) final;
HRESULT SetPrivateDataInterface(
REFGUID guid,
const IUnknown* pData) final;
D3D_FEATURE_LEVEL GetFeatureLevel() final;
UINT GetCreationFlags() final;
HRESULT GetDeviceRemovedReason() final;
void GetImmediateContext(
ID3D11DeviceContext** ppImmediateContext) final;
HRESULT SetExceptionMode(UINT RaiseFlags) final;
UINT GetExceptionMode() final;
private:
const D3D_FEATURE_LEVEL m_featureLevel;
const UINT m_featureFlags;
ComPrivateData m_privateData;
};
}

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#pragma once
#include "d3d11_include.h"
#include "../util/com/com_private_data.h"
namespace dxvk {
template<typename Base>
class D3D11DeviceChild : public ComObject<Base> {
public:
HRESULT GetPrivateData(
REFGUID guid,
UINT *pDataSize,
void *pData) final {
return m_privateData.getData(
guid, pDataSize, pData);
}
HRESULT SetPrivateData(
REFGUID guid,
UINT DataSize,
const void *pData) final {
return m_privateData.setData(
guid, DataSize, pData);
}
HRESULT SetPrivateDataInterface(
REFGUID guid,
const IUnknown *pUnknown) final {
return m_privateData.setInterface(
guid, pUnknown);
}
private:
ComPrivateData m_privateData;
};
}

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#pragma once
#include <dxgi_include.h>
#include <d3d11_1.h>

46
src/d3d11/d3d11_main.cpp Normal file
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#include <dxgi_adapter.h>
#include "d3d11_device.h"
using namespace dxvk;
extern "C" {
DLLEXPORT HRESULT __stdcall D3D11CreateDevice(
IDXGIAdapter *pAdapter,
D3D_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
const D3D_FEATURE_LEVEL *pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
ID3D11Device **ppDevice,
D3D_FEATURE_LEVEL *pFeatureLevel,
ID3D11DeviceContext **ppImmediateContext) {
TRACE(pAdapter, DriverType, Software,
Flags, pFeatureLevels, FeatureLevels,
SDKVersion, ppDevice, pFeatureLevel,
ppImmediateContext);
Logger::err("D3D11CreateDevice: Not implemented");
return E_NOTIMPL;
}
DLLEXPORT HRESULT __stdcall D3D11CreateDeviceAndSwapChain(
IDXGIAdapter *pAdapter,
D3D_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
const D3D_FEATURE_LEVEL *pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
const DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
IDXGISwapChain **ppSwapChain,
ID3D11Device **ppDevice,
D3D_FEATURE_LEVEL *pFeatureLevel,
ID3D11DeviceContext **ppImmediateContext) {
Logger::err("D3D11CreateDeviceAndSwapChain: Not implemented");
return E_NOTIMPL;
}
}

14
src/d3d11/meson.build Normal file
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d3d11_src = [
'd3d11_context.cpp',
'd3d11_device.cpp',
'd3d11_main.cpp',
]
d3d11_dll = shared_library('d3d11', d3d11_src,
link_with : [ util_lib ],
dependencies : [ dxvk_dep, dxgi_dep ],
include_directories : dxvk_include_path)
d3d11_dep = declare_dependency(
link_with : [ d3d11_dll ],
include_directories : [ dxvk_include_path, include_directories('.') ])