/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once /// \file /// Definition of the Diligent::IDeviceContextD3D12 interface #include "../../GraphicsEngine/interface/DeviceContext.h" #include "CommandQueueD3D12.h" DILIGENT_BEGIN_NAMESPACE(Diligent) // {DDE9E3AB-5109-4026-92B7-F5E7EC83E21E} static const INTERFACE_ID IID_DeviceContextD3D12 = {0xdde9e3ab, 0x5109, 0x4026, {0x92, 0xb7, 0xf5, 0xe7, 0xec, 0x83, 0xe2, 0x1e}}; #define DILIGENT_INTERFACE_NAME IDeviceContextD3D12 #include "../../../Primitives/interface/DefineInterfaceHelperMacros.h" #define IDeviceContextD3D12InclusiveMethods \ IDeviceContextInclusiveMethods; \ IDeviceContextD3D12Methods DeviceContextD3D12 // clang-format off /// Exposes Direct3D12-specific functionality of a device context. DILIGENT_BEGIN_INTERFACE(IDeviceContextD3D12, IDeviceContext) { /// Transitions internal D3D12 texture object to a specified state /// \param [in] pTexture - texture to transition /// \param [in] State - D3D12 resource state this texture to transition to VIRTUAL void METHOD(TransitionTextureState)(THIS_ ITexture* pTexture, D3D12_RESOURCE_STATES State) PURE; /// Transitions internal D3D12 buffer object to a specified state /// \param [in] pBuffer - Buffer to transition /// \param [in] State - D3D12 resource state this buffer to transition to VIRTUAL void METHOD(TransitionBufferState)(THIS_ IBuffer* pBuffer, D3D12_RESOURCE_STATES State) PURE; /// Returns a pointer to Direct3D12 graphics command list that is currently being recorded /// \return - a pointer to the current command list /// /// \remarks Any command on the device context may potentially submit the command list for /// execution into the command queue and make it invalid. An application should /// never cache the pointer and should instead request the command list every time it /// needs it. /// /// The engine manages the lifetimes of all command buffers, so an application must /// not call AddRef/Release methods on the returned interface. /// /// Diligent Engine internally keeps track of all resource state changes (vertex and index /// buffers, pipeline states, render targets, etc.). If an application changes any of these /// states in the command list, it must invalidate the engine's internal state tracking by /// calling IDeviceContext::InvalidateState() and then manually restore all required states via /// appropriate Diligent API calls. VIRTUAL ID3D12GraphicsCommandList* METHOD(GetD3D12CommandList)(THIS) PURE; /// Locks the internal mutex and returns a pointer to the command queue that is associated with this device context. /// \return - a pointer to ICommandQueueD3D12 interface of the command queue associated with the context. /// /// \remarks Only immediate device contexts have associated command queues. /// /// The engine locks the internal mutex to prevent simultaneous access to the command queue. /// An application must release the lock by calling IDeviceContextD3D12::UnlockCommandQueue() /// when it is done working with the queue or the engine will not be able to submit any command /// list to the queue. Nested calls to LockCommandQueue() are not allowed. /// The queue pointer never changes while the context is alive, so an application may cache and /// use the pointer if it does not need to prevent potential simultaneous access to the queue from /// other threads. /// /// The engine manages the lifetimes of command queues and all other device objects, /// so an application must not call AddRef/Release methods on the returned interface. VIRTUAL ICommandQueueD3D12* METHOD(LockCommandQueue)(THIS) PURE; /// Unlocks the command queue that was previously locked by IDeviceContextD3D12::LockCommandQueue(). VIRTUAL void METHOD(UnlockCommandQueue)(THIS) PURE; }; DILIGENT_END_INTERFACE #include "../../../Primitives/interface/UndefInterfaceHelperMacros.h" #if DILIGENT_C_INTERFACE // clang-format off # define IDeviceContextD3D12_TransitionTextureState(This, ...) CALL_IFACE_METHOD(DeviceContextD3D12, TransitionTextureState,This, __VA_ARGS__) # define IDeviceContextD3D12_TransitionBufferState(This, ...) CALL_IFACE_METHOD(DeviceContextD3D12, TransitionBufferState, This, __VA_ARGS__) # define IDeviceContextD3D12_GetD3D12CommandList(This) CALL_IFACE_METHOD(DeviceContextD3D12, GetD3D12CommandList, This) # define IDeviceContextD3D12_LockCommandQueue(This) CALL_IFACE_METHOD(DeviceContextD3D12, LockCommandQueue, This) # define IDeviceContextD3D12_UnlockCommandQueue(This) CALL_IFACE_METHOD(DeviceContextD3D12, UnlockCommandQueue, This) // clang-format on #endif DILIGENT_END_NAMESPACE // namespace Diligent