[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

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

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

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