dolphin/Source/Core/VideoBackends/D3D/D3DVertexManager.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
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.
2021-07-05 04:35:56 +02:00

73 lines
2.2 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <atomic>
#include <memory>
#include <vector>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexManagerBase.h"
namespace DX11
{
class D3DVertexFormat : public NativeVertexFormat
{
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat();
ID3D11InputLayout* GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size);
private:
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
UINT m_num_elems = 0;
std::atomic<ID3D11InputLayout*> m_layout{nullptr};
};
class VertexManager : public VertexManagerBase
{
public:
VertexManager();
~VertexManager();
bool Initialize();
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
u32* out_offset) override;
bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset,
const void* palette_data, u32 palette_size,
TexelBufferFormat palette_format, u32* out_palette_offset) override;
protected:
void ResetBuffer(u32 vertex_stride) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadUniforms() override;
private:
static constexpr u32 BUFFER_COUNT = 2;
static constexpr u32 BUFFER_SIZE =
(VERTEX_STREAM_BUFFER_SIZE + INDEX_STREAM_BUFFER_SIZE) / BUFFER_COUNT;
bool MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr);
ComPtr<ID3D11Buffer> m_buffers[BUFFER_COUNT] = {};
u32 m_current_buffer = 0;
u32 m_buffer_cursor = 0;
ComPtr<ID3D11Buffer> m_vertex_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
u32 m_texel_buffer_offset = 0;
};
} // namespace DX11