dxvk/src/d3d11/d3d11_context_def.h

149 lines
4.8 KiB
C++

#pragma once
#include "d3d11_cmdlist.h"
#include "d3d11_context.h"
#include <vector>
namespace dxvk {
struct D3D11DeferredContextMapEntry {
D3D11DeferredContextMapEntry() { }
D3D11DeferredContextMapEntry(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_RESOURCE_DIMENSION ResourceType,
const D3D11_MAPPED_SUBRESOURCE& MappedResource)
: Resource(pResource, Subresource, ResourceType),
MapInfo(MappedResource) { }
D3D11ResourceRef Resource;
D3D11_MAPPED_SUBRESOURCE MapInfo;
};
class D3D11DeferredContext : public D3D11CommonContext<D3D11DeferredContext> {
friend class D3D11CommonContext<D3D11DeferredContext>;
public:
D3D11DeferredContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device,
UINT ContextFlags);
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 SwapDeviceContextState(
ID3DDeviceContextState* pState,
ID3DDeviceContextState** ppPreviousState);
D3D10DeviceLock LockContext() {
return D3D10DeviceLock();
}
private:
// Command list that we're recording
Com<D3D11CommandList> m_commandList;
// Info about currently mapped (sub)resources. Using a vector
// here is reasonable since there will usually only be a small
// number of mapped resources per command list.
std::vector<D3D11DeferredContextMapEntry> m_mappedResources;
// Begun and ended queries, will also be stored in command list
std::vector<Com<D3D11Query, false>> m_queriesBegun;
// Chunk ID within the current command list
uint64_t m_chunkId = 0ull;
HRESULT MapBuffer(
ID3D11Resource* pResource,
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
HRESULT MapImage(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void UpdateMappedBuffer(
D3D11Buffer* pDstBuffer,
UINT Offset,
UINT Length,
const void* pSrcData,
UINT CopyFlags);
void FinalizeQueries();
Com<D3D11CommandList> CreateCommandList();
void EmitCsChunk(DxvkCsChunkRef&& chunk);
uint64_t GetCurrentChunkId() const;
void TrackTextureSequenceNumber(
D3D11CommonTexture* pResource,
UINT Subresource);
void TrackBufferSequenceNumber(
D3D11Buffer* pResource);
D3D11DeferredContextMapEntry* FindMapEntry(
ID3D11Resource* pResource,
UINT Subresource);
void AddMapEntry(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_RESOURCE_DIMENSION ResourceType,
const D3D11_MAPPED_SUBRESOURCE& MapInfo);
static DxvkCsChunkFlags GetCsChunkFlags(
D3D11Device* pDevice);
};
}