diff --git a/src/d3d11/d3d11_context.h b/src/d3d11/d3d11_context.h index 47efa7a3..615e47d2 100644 --- a/src/d3d11/d3d11_context.h +++ b/src/d3d11/d3d11_context.h @@ -24,36 +24,36 @@ namespace dxvk { HRESULT STDMETHODCALLTYPE QueryInterface( REFIID riid, - void** ppvObject) final; + void** ppvObject); - void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource) final; + void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource); - void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView) final; + void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView); void STDMETHODCALLTYPE DiscardView1( ID3D11View* pResourceView, const D3D11_RECT* pRects, - UINT NumRects) final; + UINT NumRects); void STDMETHODCALLTYPE SwapDeviceContextState( ID3DDeviceContextState* pState, - ID3DDeviceContextState** ppPreviousState) final; + ID3DDeviceContextState** ppPreviousState); - void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final; + void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice); - void STDMETHODCALLTYPE ClearState() final; + void STDMETHODCALLTYPE ClearState(); - void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final; + void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync); - void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final; + void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync); void STDMETHODCALLTYPE SetPredication( ID3D11Predicate* pPredicate, - BOOL PredicateValue) final; + BOOL PredicateValue); void STDMETHODCALLTYPE GetPredication( ID3D11Predicate** ppPredicate, - BOOL* pPredicateValue) final; + BOOL* pPredicateValue); void STDMETHODCALLTYPE CopySubresourceRegion( ID3D11Resource* pDstResource, @@ -83,31 +83,31 @@ namespace dxvk { void STDMETHODCALLTYPE CopyStructureCount( ID3D11Buffer* pDstBuffer, UINT DstAlignedByteOffset, - ID3D11UnorderedAccessView* pSrcView) final; + ID3D11UnorderedAccessView* pSrcView); void STDMETHODCALLTYPE ClearRenderTargetView( ID3D11RenderTargetView* pRenderTargetView, - const FLOAT ColorRGBA[4]) final; + const FLOAT ColorRGBA[4]); void STDMETHODCALLTYPE ClearUnorderedAccessViewUint( ID3D11UnorderedAccessView* pUnorderedAccessView, - const UINT Values[4]) final; + const UINT Values[4]); void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat( ID3D11UnorderedAccessView* pUnorderedAccessView, - const FLOAT Values[4]) final; + const FLOAT Values[4]); void STDMETHODCALLTYPE ClearDepthStencilView( ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, - UINT8 Stencil) final; + UINT8 Stencil); void STDMETHODCALLTYPE ClearView( ID3D11View *pView, const FLOAT Color[4], const D3D11_RECT *pRect, - UINT NumRects) final; + UINT NumRects); void STDMETHODCALLTYPE GenerateMips( ID3D11ShaderResourceView* pShaderResourceView); @@ -131,10 +131,10 @@ namespace dxvk { void STDMETHODCALLTYPE SetResourceMinLOD( ID3D11Resource* pResource, - FLOAT MinLOD) final; + FLOAT MinLOD); FLOAT STDMETHODCALLTYPE GetResourceMinLOD( - ID3D11Resource* pResource) final; + ID3D11Resource* pResource); void STDMETHODCALLTYPE ResolveSubresource( ID3D11Resource* pDstResource, @@ -143,417 +143,417 @@ namespace dxvk { UINT SrcSubresource, DXGI_FORMAT Format); - void STDMETHODCALLTYPE DrawAuto() final; + void STDMETHODCALLTYPE DrawAuto(); void STDMETHODCALLTYPE Draw( UINT VertexCount, - UINT StartVertexLocation) final; + UINT StartVertexLocation); void STDMETHODCALLTYPE DrawIndexed( UINT IndexCount, UINT StartIndexLocation, - INT BaseVertexLocation) final; + INT BaseVertexLocation); void STDMETHODCALLTYPE DrawInstanced( UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, - UINT StartInstanceLocation) final; + UINT StartInstanceLocation); void STDMETHODCALLTYPE DrawIndexedInstanced( UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, - UINT StartInstanceLocation) final; + UINT StartInstanceLocation); void STDMETHODCALLTYPE DrawIndexedInstancedIndirect( ID3D11Buffer* pBufferForArgs, - UINT AlignedByteOffsetForArgs) final; + UINT AlignedByteOffsetForArgs); void STDMETHODCALLTYPE DrawInstancedIndirect( ID3D11Buffer* pBufferForArgs, - UINT AlignedByteOffsetForArgs) final; + UINT AlignedByteOffsetForArgs); void STDMETHODCALLTYPE Dispatch( UINT ThreadGroupCountX, UINT ThreadGroupCountY, - UINT ThreadGroupCountZ) final; + UINT ThreadGroupCountZ); void STDMETHODCALLTYPE DispatchIndirect( ID3D11Buffer* pBufferForArgs, - UINT AlignedByteOffsetForArgs) final; + UINT AlignedByteOffsetForArgs); void STDMETHODCALLTYPE IASetInputLayout( - ID3D11InputLayout* pInputLayout) final; + ID3D11InputLayout* pInputLayout); void STDMETHODCALLTYPE IASetPrimitiveTopology( - D3D11_PRIMITIVE_TOPOLOGY Topology) final; + D3D11_PRIMITIVE_TOPOLOGY Topology); void STDMETHODCALLTYPE IASetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, - const UINT* pOffsets) final; + const UINT* pOffsets); void STDMETHODCALLTYPE IASetIndexBuffer( ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, - UINT Offset) final; + UINT Offset); void STDMETHODCALLTYPE IAGetInputLayout( - ID3D11InputLayout** ppInputLayout) final; + ID3D11InputLayout** ppInputLayout); void STDMETHODCALLTYPE IAGetPrimitiveTopology( - D3D11_PRIMITIVE_TOPOLOGY* pTopology) final; + D3D11_PRIMITIVE_TOPOLOGY* pTopology); void STDMETHODCALLTYPE IAGetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppVertexBuffers, UINT* pStrides, - UINT* pOffsets) final; + UINT* pOffsets); void STDMETHODCALLTYPE IAGetIndexBuffer( ID3D11Buffer** ppIndexBuffer, DXGI_FORMAT* pFormat, - UINT* pOffset) final; + UINT* pOffset); void STDMETHODCALLTYPE VSSetShader( ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE VSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); void STDMETHODCALLTYPE VSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE VSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE VSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE VSGetShader( ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE VSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE VSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE VSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE VSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE HSSetShader( ID3D11HullShader* pHullShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE HSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE HSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); void STDMETHODCALLTYPE HSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE HSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE HSGetShader( ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE HSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE HSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE HSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE HSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE DSSetShader( ID3D11DomainShader* pDomainShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE DSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE DSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); void STDMETHODCALLTYPE DSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE DSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE DSGetShader( ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE DSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE DSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE DSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE DSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE GSSetShader( ID3D11GeometryShader* pShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE GSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); virtual void STDMETHODCALLTYPE GSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE GSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE GSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE GSGetShader( ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE GSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE GSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE GSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE GSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE PSSetShader( ID3D11PixelShader* pPixelShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE PSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); void STDMETHODCALLTYPE PSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE PSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE PSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE PSGetShader( ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE PSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE PSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE PSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE PSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE CSSetShader( ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance* const* ppClassInstances, - UINT NumClassInstances) final; + UINT NumClassInstances); void STDMETHODCALLTYPE CSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer* const* ppConstantBuffers) final; + ID3D11Buffer* const* ppConstantBuffers); void STDMETHODCALLTYPE CSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, - const UINT* pNumConstants) final; + const UINT* pNumConstants); void STDMETHODCALLTYPE CSSetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView* const* ppShaderResourceViews) final; + ID3D11ShaderResourceView* const* ppShaderResourceViews); void STDMETHODCALLTYPE CSSetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState* const* ppSamplers) final; + ID3D11SamplerState* const* ppSamplers); void STDMETHODCALLTYPE CSSetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, - const UINT* pUAVInitialCounts) final; + const UINT* pUAVInitialCounts); void STDMETHODCALLTYPE CSGetShader( ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, - UINT* pNumClassInstances) final; + UINT* pNumClassInstances); void STDMETHODCALLTYPE CSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, - ID3D11Buffer** ppConstantBuffers) final; + ID3D11Buffer** ppConstantBuffers); void STDMETHODCALLTYPE CSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, - UINT* pNumConstants) final; + UINT* pNumConstants); void STDMETHODCALLTYPE CSGetShaderResources( UINT StartSlot, UINT NumViews, - ID3D11ShaderResourceView** ppShaderResourceViews) final; + ID3D11ShaderResourceView** ppShaderResourceViews); void STDMETHODCALLTYPE CSGetSamplers( UINT StartSlot, UINT NumSamplers, - ID3D11SamplerState** ppSamplers) final; + ID3D11SamplerState** ppSamplers); void STDMETHODCALLTYPE CSGetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, - ID3D11UnorderedAccessView** ppUnorderedAccessViews) final; + ID3D11UnorderedAccessView** ppUnorderedAccessViews); void STDMETHODCALLTYPE OMSetRenderTargets( UINT NumViews, @@ -572,16 +572,16 @@ namespace dxvk { void STDMETHODCALLTYPE OMSetBlendState( ID3D11BlendState* pBlendState, const FLOAT BlendFactor[4], - UINT SampleMask) final; + UINT SampleMask); void STDMETHODCALLTYPE OMSetDepthStencilState( ID3D11DepthStencilState* pDepthStencilState, - UINT StencilRef) final; + UINT StencilRef); void STDMETHODCALLTYPE OMGetRenderTargets( UINT NumViews, ID3D11RenderTargetView** ppRenderTargetViews, - ID3D11DepthStencilView** ppDepthStencilView) final; + ID3D11DepthStencilView** ppDepthStencilView); void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, @@ -589,47 +589,47 @@ namespace dxvk { ID3D11DepthStencilView** ppDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, - ID3D11UnorderedAccessView** ppUnorderedAccessViews) final; + ID3D11UnorderedAccessView** ppUnorderedAccessViews); void STDMETHODCALLTYPE OMGetBlendState( ID3D11BlendState** ppBlendState, FLOAT BlendFactor[4], - UINT* pSampleMask) final; + UINT* pSampleMask); void STDMETHODCALLTYPE OMGetDepthStencilState( ID3D11DepthStencilState** ppDepthStencilState, - UINT* pStencilRef) final; + UINT* pStencilRef); void STDMETHODCALLTYPE RSSetState( - ID3D11RasterizerState* pRasterizerState) final; + ID3D11RasterizerState* pRasterizerState); void STDMETHODCALLTYPE RSSetViewports( UINT NumViewports, - const D3D11_VIEWPORT* pViewports) final; + const D3D11_VIEWPORT* pViewports); void STDMETHODCALLTYPE RSSetScissorRects( UINT NumRects, - const D3D11_RECT* pRects) final; + const D3D11_RECT* pRects); void STDMETHODCALLTYPE RSGetState( - ID3D11RasterizerState** ppRasterizerState) final; + ID3D11RasterizerState** ppRasterizerState); void STDMETHODCALLTYPE RSGetViewports( UINT* pNumViewports, - D3D11_VIEWPORT* pViewports) final; + D3D11_VIEWPORT* pViewports); void STDMETHODCALLTYPE RSGetScissorRects( UINT* pNumRects, - D3D11_RECT* pRects) final; + D3D11_RECT* pRects); void STDMETHODCALLTYPE SOSetTargets( UINT NumBuffers, ID3D11Buffer* const* ppSOTargets, - const UINT* pOffsets) final; + const UINT* pOffsets); void STDMETHODCALLTYPE SOGetTargets( UINT NumBuffers, - ID3D11Buffer** ppSOTargets) final; + ID3D11Buffer** ppSOTargets); void STDMETHODCALLTYPE SOGetTargetsWithOffsets( UINT NumBuffers, diff --git a/src/d3d11/d3d11_context_def.h b/src/d3d11/d3d11_context_def.h index 911a37b5..3dfc8002 100644 --- a/src/d3d11/d3d11_context_def.h +++ b/src/d3d11/d3d11_context_def.h @@ -30,36 +30,36 @@ namespace dxvk { const Rc& Device, UINT ContextFlags); - D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final; + D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType(); - UINT STDMETHODCALLTYPE GetContextFlags() final; + UINT STDMETHODCALLTYPE GetContextFlags(); HRESULT STDMETHODCALLTYPE GetData( ID3D11Asynchronous* pAsync, void* pData, UINT DataSize, - UINT GetDataFlags) final; + UINT GetDataFlags); - void STDMETHODCALLTYPE Flush() final; + void STDMETHODCALLTYPE Flush(); void STDMETHODCALLTYPE ExecuteCommandList( ID3D11CommandList* pCommandList, - BOOL RestoreContextState) final; + BOOL RestoreContextState); HRESULT STDMETHODCALLTYPE FinishCommandList( BOOL RestoreDeferredContextState, - ID3D11CommandList **ppCommandList) final; + ID3D11CommandList **ppCommandList); HRESULT STDMETHODCALLTYPE Map( ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, - D3D11_MAPPED_SUBRESOURCE* pMappedResource) final; + D3D11_MAPPED_SUBRESOURCE* pMappedResource); void STDMETHODCALLTYPE Unmap( ID3D11Resource* pResource, - UINT Subresource) final; + UINT Subresource); private: @@ -97,7 +97,7 @@ namespace dxvk { Com CreateCommandList(); - void EmitCsChunk(DxvkCsChunkRef&& chunk) final; + void EmitCsChunk(DxvkCsChunkRef&& chunk); auto FindMapEntry(ID3D11Resource* pResource, UINT Subresource) { return std::find_if(m_mappedResources.rbegin(), m_mappedResources.rend(), diff --git a/src/d3d11/d3d11_context_imm.h b/src/d3d11/d3d11_context_imm.h index 4e8e5a17..35598554 100644 --- a/src/d3d11/d3d11_context_imm.h +++ b/src/d3d11/d3d11_context_imm.h @@ -17,40 +17,40 @@ namespace dxvk { const Rc& Device); ~D3D11ImmediateContext(); - ULONG STDMETHODCALLTYPE AddRef() final; + ULONG STDMETHODCALLTYPE AddRef(); - ULONG STDMETHODCALLTYPE Release() final; + ULONG STDMETHODCALLTYPE Release(); - D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final; + D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType(); - UINT STDMETHODCALLTYPE GetContextFlags() final; + UINT STDMETHODCALLTYPE GetContextFlags(); HRESULT STDMETHODCALLTYPE GetData( ID3D11Asynchronous* pAsync, void* pData, UINT DataSize, - UINT GetDataFlags) final; + UINT GetDataFlags); - void STDMETHODCALLTYPE Flush() final; + void STDMETHODCALLTYPE Flush(); void STDMETHODCALLTYPE ExecuteCommandList( ID3D11CommandList* pCommandList, - BOOL RestoreContextState) final; + BOOL RestoreContextState); HRESULT STDMETHODCALLTYPE FinishCommandList( BOOL RestoreDeferredContextState, - ID3D11CommandList **ppCommandList) final; + ID3D11CommandList **ppCommandList); HRESULT STDMETHODCALLTYPE Map( ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, - D3D11_MAPPED_SUBRESOURCE* pMappedResource) final; + D3D11_MAPPED_SUBRESOURCE* pMappedResource); void STDMETHODCALLTYPE Unmap( ID3D11Resource* pResource, - UINT Subresource) final; + UINT Subresource); void STDMETHODCALLTYPE CopySubresourceRegion( ID3D11Resource* pDstResource, @@ -60,7 +60,7 @@ namespace dxvk { UINT DstZ, ID3D11Resource* pSrcResource, UINT SrcSubresource, - const D3D11_BOX* pSrcBox) final; + const D3D11_BOX* pSrcBox); void STDMETHODCALLTYPE CopySubresourceRegion1( ID3D11Resource* pDstResource, @@ -71,14 +71,14 @@ namespace dxvk { ID3D11Resource* pSrcResource, UINT SrcSubresource, const D3D11_BOX* pSrcBox, - UINT CopyFlags) final; + UINT CopyFlags); void STDMETHODCALLTYPE CopyResource( ID3D11Resource* pDstResource, - ID3D11Resource* pSrcResource) final; + ID3D11Resource* pSrcResource); void STDMETHODCALLTYPE GenerateMips( - ID3D11ShaderResourceView* pShaderResourceView) final; + ID3D11ShaderResourceView* pShaderResourceView); void STDMETHODCALLTYPE UpdateSubresource( ID3D11Resource* pDstResource, @@ -86,7 +86,7 @@ namespace dxvk { const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, - UINT SrcDepthPitch) final; + UINT SrcDepthPitch); void STDMETHODCALLTYPE UpdateSubresource1( ID3D11Resource* pDstResource, @@ -95,19 +95,19 @@ namespace dxvk { const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, - UINT CopyFlags) final; + UINT CopyFlags); void STDMETHODCALLTYPE ResolveSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, ID3D11Resource* pSrcResource, UINT SrcSubresource, - DXGI_FORMAT Format) final; + DXGI_FORMAT Format); void STDMETHODCALLTYPE OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, - ID3D11DepthStencilView* pDepthStencilView) final; + ID3D11DepthStencilView* pDepthStencilView); void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, @@ -116,7 +116,7 @@ namespace dxvk { UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, - const UINT* pUAVInitialCounts) final; + const UINT* pUAVInitialCounts); void SynchronizeCsThread(); @@ -151,7 +151,7 @@ namespace dxvk { const Rc& Resource, UINT MapFlags); - void EmitCsChunk(DxvkCsChunkRef&& chunk) final; + void EmitCsChunk(DxvkCsChunkRef&& chunk); void FlushImplicit();