dxvk/src/d3d11/d3d11_cmdlist.h

70 lines
1.6 KiB
C++

#pragma once
#include <functional>
#include "d3d11_context.h"
namespace dxvk {
using D3D11ChunkDispatchProc = std::function<uint64_t (DxvkCsChunkRef&&, GpuFlushType)>;
class D3D11CommandList : public D3D11DeviceChild<ID3D11CommandList> {
public:
D3D11CommandList(
D3D11Device* pDevice,
UINT ContextFlags);
~D3D11CommandList();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
UINT STDMETHODCALLTYPE GetContextFlags() final;
void AddQuery(
D3D11Query* pQuery);
uint64_t AddChunk(
DxvkCsChunkRef&& Chunk);
uint64_t AddCommandList(
D3D11CommandList* pCommandList);
void EmitToCsThread(
const D3D11ChunkDispatchProc& DispatchProc);
void TrackResourceUsage(
ID3D11Resource* pResource,
D3D11_RESOURCE_DIMENSION ResourceType,
UINT Subresource,
uint64_t ChunkId);
private:
struct TrackedResource {
D3D11ResourceRef ref;
uint64_t chunkId;
};
UINT m_contextFlags;
std::vector<DxvkCsChunkRef> m_chunks;
std::vector<Com<D3D11Query, false>> m_queries;
std::vector<TrackedResource> m_resources;
std::atomic<bool> m_submitted = { false };
std::atomic<bool> m_warned = { false };
void TrackResourceSequenceNumber(
const D3D11ResourceRef& Resource,
uint64_t Seq);
void MarkSubmitted();
};
}