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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.
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
// Copyright 2019 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 <memory>
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#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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namespace DX12
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{
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class VertexManager final : 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() override;
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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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void UpdateVertexShaderConstants();
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void UpdateGeometryShaderConstants();
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void UpdatePixelShaderConstants();
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// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
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// allocated immediately, the current command buffer will be submitted and all stage's
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// constants will be re-uploaded. false will be returned in this case, otherwise true.
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bool ReserveConstantStorage();
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void UploadAllConstants();
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StreamBuffer m_vertex_stream_buffer;
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StreamBuffer m_index_stream_buffer;
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StreamBuffer m_uniform_stream_buffer;
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StreamBuffer m_texel_stream_buffer;
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std::array<DescriptorHandle, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views = {};
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};
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} // namespace DX12
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