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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
73 lines
2.2 KiB
C++
73 lines
2.2 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <atomic>
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#include <memory>
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#include <vector>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexManagerBase.h"
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namespace DX11
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{
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class D3DVertexFormat : public NativeVertexFormat
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{
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public:
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D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
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~D3DVertexFormat();
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ID3D11InputLayout* GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size);
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private:
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std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
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UINT m_num_elems = 0;
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std::atomic<ID3D11InputLayout*> m_layout{nullptr};
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};
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class VertexManager : public VertexManagerBase
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{
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public:
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VertexManager();
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~VertexManager();
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bool Initialize();
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
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bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
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u32* out_offset) override;
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bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset,
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const void* palette_data, u32 palette_size,
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TexelBufferFormat palette_format, u32* out_palette_offset) override;
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protected:
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void ResetBuffer(u32 vertex_stride) 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 UploadUniforms() override;
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private:
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static constexpr u32 BUFFER_COUNT = 2;
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static constexpr u32 BUFFER_SIZE =
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(VERTEX_STREAM_BUFFER_SIZE + INDEX_STREAM_BUFFER_SIZE) / BUFFER_COUNT;
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bool MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr);
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ComPtr<ID3D11Buffer> m_buffers[BUFFER_COUNT] = {};
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u32 m_current_buffer = 0;
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u32 m_buffer_cursor = 0;
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ComPtr<ID3D11Buffer> m_vertex_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
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std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
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u32 m_texel_buffer_offset = 0;
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};
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} // namespace DX11
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