dxvk/src/dxvk/dxvk_context.h

137 lines
3.8 KiB
C++

#pragma once
#define DXVK_ERROR_CHECKING 1
#include "dxvk_cmdlist.h"
#include "dxvk_context_state.h"
namespace dxvk {
/**
* \brief DXVk context
*
* Tracks pipeline state and records command lists.
* This is where the actual rendering commands are
* recorded.
*/
class DxvkContext : public RcObject {
public:
DxvkContext(const Rc<vk::DeviceFn>& vkd);
~DxvkContext();
/**
* \brief Begins command buffer recording
*
* Begins recording a command list. This does
* not alter any context state other than the
* active command list.
* \param [in] cmdList Target command list
*/
void beginRecording(
const Rc<DxvkCommandList>& cmdList);
/**
* \brief Ends command buffer recording
*
* Finishes recording the active command list.
* The command list can then be submitted to
* the device.
*
* The return value of this method can be used to
* determine whether the command list needs to be
* submitted. In case the command list is empty,
* \c false will be returned and it shall not be
* submitted to the device.
*
* This will not change any context state
* other than the active command list.
* \returns \c true if any commands were recorded
*/
bool endRecording();
/**
* \brief Clears an active render target
*
* \param [in] attachment Attachment to clear
* \param [in] clearArea Rectangular area to clear
*/
void clearRenderTarget(
const VkClearAttachment& attachment,
const VkClearRect& clearArea);
/**
* \brief Draws primitive without using an index buffer
*
* \param [in] vertexCount Number of vertices to draw
* \param [in] instanceCount Number of instances to render
* \param [in] firstVertex First vertex in vertex buffer
* \param [in] firstInstance First instance ID
*/
void draw(
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance);
/**
* \brief Draws primitives using an index buffer
*
* \param [in] indexCount Number of indices to draw
* \param [in] instanceCount Number of instances to render
* \param [in] firstIndex First index within the index buffer
* \param [in] vertexOffset Vertex ID that corresponds to index 0
* \param [in] firstInstance First instance ID
*/
void drawIndexed(
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
uint32_t vertexOffset,
uint32_t firstInstance);
/**
* \brief Sets framebuffer
* \param [in] fb Framebuffer
*/
void setFramebuffer(
const Rc<DxvkFramebuffer>& fb);
/**
* \brief Sets shader for a given shader stage
*
* Binds a shader to a given stage, while unbinding the
* existing one. If \c nullptr is passed as the shader
* to bind, the given shader stage will be disabled.
* When drawing, at least a vertex shader must be bound.
* \param [in] stage The shader stage
* \param [in] shader The shader to set
*/
void setShader(
VkShaderStageFlagBits stage,
const Rc<DxvkShader>& shader);
private:
Rc<vk::DeviceFn> m_vkd;
Rc<DxvkCommandList> m_commandList;
DxvkContextState m_state;
/**
* \brief Forces a graphics pipeline state flush
*
* Applies current shader bindings, resource bindings
* etc. to the command buffer so that draw calls can
* be executed. Called whenever the need arises.
*/
void flushGraphicsState();
void prepareDraw();
void beginRenderPass();
void endRenderPass();
};
}