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/*
* 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
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