dolphin/Source/Core/VideoBackends/D3D12/D3D12VertexManager.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

52 lines
1.8 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/VertexManagerBase.h"
namespace DX12
{
class VertexManager final : public VertexManagerBase
{
public:
VertexManager();
~VertexManager();
bool Initialize() override;
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;
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
void UpdatePixelShaderConstants();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
// allocated immediately, the current command buffer will be submitted and all stage's
// constants will be re-uploaded. false will be returned in this case, otherwise true.
bool ReserveConstantStorage();
void UploadAllConstants();
StreamBuffer m_vertex_stream_buffer;
StreamBuffer m_index_stream_buffer;
StreamBuffer m_uniform_stream_buffer;
StreamBuffer m_texel_stream_buffer;
std::array<DescriptorHandle, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views = {};
};
} // namespace DX12