#pragma once #include "../util/util_time.h" #include "../util/sync/sync_signal.h" #include "d3d11_context.h" #include "d3d11_state_object.h" #include "d3d11_video.h" namespace dxvk { class D3D11Buffer; class D3D11CommonTexture; class D3D11ImmediateContext : public D3D11DeviceContext { friend class D3D11SwapChain; friend class D3D11VideoContext; friend class D3D11DeviceContext; public: D3D11ImmediateContext( D3D11Device* pParent, const Rc& Device); ~D3D11ImmediateContext(); HRESULT STDMETHODCALLTYPE QueryInterface( REFIID riid, void** ppvObject); D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType(); UINT STDMETHODCALLTYPE GetContextFlags(); HRESULT STDMETHODCALLTYPE GetData( ID3D11Asynchronous* pAsync, void* pData, UINT DataSize, UINT GetDataFlags); void STDMETHODCALLTYPE Begin( ID3D11Asynchronous* pAsync); void STDMETHODCALLTYPE End( ID3D11Asynchronous* pAsync); void STDMETHODCALLTYPE Flush(); void STDMETHODCALLTYPE Flush1( D3D11_CONTEXT_TYPE ContextType, HANDLE hEvent); HRESULT STDMETHODCALLTYPE Signal( ID3D11Fence* pFence, UINT64 Value); HRESULT STDMETHODCALLTYPE Wait( ID3D11Fence* pFence, UINT64 Value); void STDMETHODCALLTYPE ExecuteCommandList( ID3D11CommandList* pCommandList, BOOL RestoreContextState); HRESULT STDMETHODCALLTYPE FinishCommandList( BOOL RestoreDeferredContextState, ID3D11CommandList **ppCommandList); HRESULT STDMETHODCALLTYPE Map( ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource); void STDMETHODCALLTYPE Unmap( ID3D11Resource* pResource, UINT Subresource); void STDMETHODCALLTYPE UpdateSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch); void STDMETHODCALLTYPE UpdateSubresource1( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags); void STDMETHODCALLTYPE OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView); void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts); void STDMETHODCALLTYPE SwapDeviceContextState( ID3DDeviceContextState* pState, ID3DDeviceContextState** ppPreviousState); void SynchronizeCsThread( uint64_t SequenceNumber); private: DxvkCsThread m_csThread; uint64_t m_csSeqNum = 0ull; bool m_csIsBusy = false; Rc m_eventSignal; uint64_t m_eventCount = 0ull; dxvk::high_resolution_clock::time_point m_lastFlush = dxvk::high_resolution_clock::now(); D3D11VideoContext m_videoContext; Com m_stateObject; HRESULT MapBuffer( D3D11Buffer* pResource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource); HRESULT MapImage( D3D11CommonTexture* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource); void UnmapImage( D3D11CommonTexture* pResource, UINT Subresource); void UpdateMappedBuffer( D3D11Buffer* pDstBuffer, UINT Offset, UINT Length, const void* pSrcData, UINT CopyFlags); void SynchronizeDevice(); bool WaitForResource( const Rc& Resource, uint64_t SequenceNumber, D3D11_MAP MapType, UINT MapFlags); void EmitCsChunk(DxvkCsChunkRef&& chunk); void TrackTextureSequenceNumber( D3D11CommonTexture* pResource, UINT Subresource); void TrackBufferSequenceNumber( D3D11Buffer* pResource); void FlushImplicit(BOOL StrongHint); void SignalEvent(HANDLE hEvent); }; }