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Use main buffers for utility draws
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@ -42,32 +42,32 @@ public:
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
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protected:
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void ResetBuffer(u32 stride) override;
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u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void ResetBuffer(u32 vertex_stride, bool cull_all) override;
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void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
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u32* out_base_index) override;
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void UploadConstants() override;
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void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
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private:
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void PrepareDrawBuffers(u32 stride);
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void Draw(u32 stride);
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// temp
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void vFlush() override;
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u32 m_vertexDrawOffset;
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u32 m_indexDrawOffset;
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u32 m_currentBuffer;
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u32 m_bufferCursor;
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enum
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{
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MAX_BUFFER_COUNT = 2
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};
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ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
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ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT] = {};
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u32 m_current_buffer = 0;
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u32 m_buffer_cursor = 0;
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std::vector<u8> LocalVBuffer;
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std::vector<u16> LocalIBuffer;
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std::vector<u8> m_staging_vertex_buffer;
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std::vector<u16> m_staging_index_buffer;
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ID3D11Buffer* m_vertex_constant_buffer = nullptr;
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ID3D11Buffer* m_geometry_constant_buffer = nullptr;
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ID3D11Buffer* m_pixel_constant_buffer = nullptr;
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};
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} // namespace
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} // namespace DX11
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