[d3d11] Don't mark context methods as 'final'

This commit is contained in:
Philip Rebohle 2018-10-17 16:52:46 +02:00
parent 629587bedd
commit f14d17b743
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
3 changed files with 141 additions and 141 deletions

View File

@ -24,36 +24,36 @@ namespace dxvk {
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
void** ppvObject);
void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource) final;
void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource);
void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView) final;
void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView);
void STDMETHODCALLTYPE DiscardView1(
ID3D11View* pResourceView,
const D3D11_RECT* pRects,
UINT NumRects) final;
UINT NumRects);
void STDMETHODCALLTYPE SwapDeviceContextState(
ID3DDeviceContextState* pState,
ID3DDeviceContextState** ppPreviousState) final;
ID3DDeviceContextState** ppPreviousState);
void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice);
void STDMETHODCALLTYPE ClearState() final;
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync);
void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync);
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue) final;
BOOL PredicateValue);
void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) final;
BOOL* pPredicateValue);
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource* pDstResource,
@ -83,31 +83,31 @@ namespace dxvk {
void STDMETHODCALLTYPE CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) final;
ID3D11UnorderedAccessView* pSrcView);
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) final;
const FLOAT ColorRGBA[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) final;
const UINT Values[4]);
void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) final;
const FLOAT Values[4]);
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) final;
UINT8 Stencil);
void STDMETHODCALLTYPE ClearView(
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects) final;
UINT NumRects);
void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView);
@ -131,10 +131,10 @@ namespace dxvk {
void STDMETHODCALLTYPE SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) final;
FLOAT MinLOD);
FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
ID3D11Resource* pResource) final;
ID3D11Resource* pResource);
void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource* pDstResource,
@ -143,417 +143,417 @@ namespace dxvk {
UINT SrcSubresource,
DXGI_FORMAT Format);
void STDMETHODCALLTYPE DrawAuto() final;
void STDMETHODCALLTYPE DrawAuto();
void STDMETHODCALLTYPE Draw(
UINT VertexCount,
UINT StartVertexLocation) final;
UINT StartVertexLocation);
void STDMETHODCALLTYPE DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) final;
INT BaseVertexLocation);
void STDMETHODCALLTYPE DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) final;
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) final;
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) final;
UINT ThreadGroupCountZ);
void STDMETHODCALLTYPE DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
UINT AlignedByteOffsetForArgs);
void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout* pInputLayout) final;
ID3D11InputLayout* pInputLayout);
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology) final;
D3D11_PRIMITIVE_TOPOLOGY Topology);
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) final;
const UINT* pOffsets);
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) final;
UINT Offset);
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout** ppInputLayout) final;
ID3D11InputLayout** ppInputLayout);
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
D3D11_PRIMITIVE_TOPOLOGY* pTopology);
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) final;
UINT* pOffsets);
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) final;
UINT* pOffset);
void STDMETHODCALLTYPE VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
virtual void STDMETHODCALLTYPE GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
UINT NumClassInstances);
void STDMETHODCALLTYPE CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
ID3D11Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) final;
const UINT* pNumConstants);
void STDMETHODCALLTYPE CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
ID3D11ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
ID3D11SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
const UINT* pUAVInitialCounts);
void STDMETHODCALLTYPE CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
UINT* pNumClassInstances);
void STDMETHODCALLTYPE CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
ID3D11Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) final;
UINT* pNumConstants);
void STDMETHODCALLTYPE CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
ID3D11ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
ID3D11SamplerState** ppSamplers);
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
@ -572,16 +572,16 @@ namespace dxvk {
void STDMETHODCALLTYPE OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) final;
UINT SampleMask);
void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) final;
UINT StencilRef);
void STDMETHODCALLTYPE OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) final;
ID3D11DepthStencilView** ppDepthStencilView);
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
@ -589,47 +589,47 @@ namespace dxvk {
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
void STDMETHODCALLTYPE OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) final;
UINT* pSampleMask);
void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) final;
UINT* pStencilRef);
void STDMETHODCALLTYPE RSSetState(
ID3D11RasterizerState* pRasterizerState) final;
ID3D11RasterizerState* pRasterizerState);
void STDMETHODCALLTYPE RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) final;
const D3D11_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) final;
const D3D11_RECT* pRects);
void STDMETHODCALLTYPE RSGetState(
ID3D11RasterizerState** ppRasterizerState) final;
ID3D11RasterizerState** ppRasterizerState);
void STDMETHODCALLTYPE RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) final;
D3D11_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) final;
D3D11_RECT* pRects);
void STDMETHODCALLTYPE SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) final;
const UINT* pOffsets);
void STDMETHODCALLTYPE SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) final;
ID3D11Buffer** ppSOTargets);
void STDMETHODCALLTYPE SOGetTargetsWithOffsets(
UINT NumBuffers,

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@ -30,36 +30,36 @@ namespace dxvk {
const Rc<DxvkDevice>& Device,
UINT ContextFlags);
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
UINT STDMETHODCALLTYPE GetContextFlags() final;
UINT STDMETHODCALLTYPE GetContextFlags();
HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) final;
UINT GetDataFlags);
void STDMETHODCALLTYPE Flush() final;
void STDMETHODCALLTYPE Flush();
void STDMETHODCALLTYPE ExecuteCommandList(
ID3D11CommandList* pCommandList,
BOOL RestoreContextState) final;
BOOL RestoreContextState);
HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) final;
ID3D11CommandList **ppCommandList);
HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void STDMETHODCALLTYPE Unmap(
ID3D11Resource* pResource,
UINT Subresource) final;
UINT Subresource);
private:
@ -97,7 +97,7 @@ namespace dxvk {
Com<D3D11CommandList> CreateCommandList();
void EmitCsChunk(DxvkCsChunkRef&& chunk) final;
void EmitCsChunk(DxvkCsChunkRef&& chunk);
auto FindMapEntry(ID3D11Resource* pResource, UINT Subresource) {
return std::find_if(m_mappedResources.rbegin(), m_mappedResources.rend(),

View File

@ -17,40 +17,40 @@ namespace dxvk {
const Rc<DxvkDevice>& Device);
~D3D11ImmediateContext();
ULONG STDMETHODCALLTYPE AddRef() final;
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release() final;
ULONG STDMETHODCALLTYPE Release();
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
UINT STDMETHODCALLTYPE GetContextFlags() final;
UINT STDMETHODCALLTYPE GetContextFlags();
HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) final;
UINT GetDataFlags);
void STDMETHODCALLTYPE Flush() final;
void STDMETHODCALLTYPE Flush();
void STDMETHODCALLTYPE ExecuteCommandList(
ID3D11CommandList* pCommandList,
BOOL RestoreContextState) final;
BOOL RestoreContextState);
HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) final;
ID3D11CommandList **ppCommandList);
HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void STDMETHODCALLTYPE Unmap(
ID3D11Resource* pResource,
UINT Subresource) final;
UINT Subresource);
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource* pDstResource,
@ -60,7 +60,7 @@ namespace dxvk {
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) final;
const D3D11_BOX* pSrcBox);
void STDMETHODCALLTYPE CopySubresourceRegion1(
ID3D11Resource* pDstResource,
@ -71,14 +71,14 @@ namespace dxvk {
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox,
UINT CopyFlags) final;
UINT CopyFlags);
void STDMETHODCALLTYPE CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) final;
ID3D11Resource* pSrcResource);
void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView) final;
ID3D11ShaderResourceView* pShaderResourceView);
void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource* pDstResource,
@ -86,7 +86,7 @@ namespace dxvk {
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) final;
UINT SrcDepthPitch);
void STDMETHODCALLTYPE UpdateSubresource1(
ID3D11Resource* pDstResource,
@ -95,19 +95,19 @@ namespace dxvk {
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags) final;
UINT CopyFlags);
void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) final;
DXGI_FORMAT Format);
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) final;
ID3D11DepthStencilView* pDepthStencilView);
void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
@ -116,7 +116,7 @@ namespace dxvk {
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
const UINT* pUAVInitialCounts);
void SynchronizeCsThread();
@ -151,7 +151,7 @@ namespace dxvk {
const Rc<DxvkResource>& Resource,
UINT MapFlags);
void EmitCsChunk(DxvkCsChunkRef&& chunk) final;
void EmitCsChunk(DxvkCsChunkRef&& chunk);
void FlushImplicit();