bgfx/src/renderer_d3d11.h

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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_RENDERER_D3D11_H_HEADER_GUARD
#define BGFX_RENDERER_D3D11_H_HEADER_GUARD
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#define D3D11_NO_HELPERS
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#include <d3d11.h>
#include "renderer_d3d.h"
#define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) )
#define D3DCOLOR_RGBA(_r, _g, _b, _a) D3DCOLOR_ARGB(_a, _r, _g, _b)
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namespace bgfx
{
typedef HRESULT (WINAPI * PFN_CREATEDXGIFACTORY)(REFIID _riid, void** _factory);
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template <typename Ty>
class StateCacheT
{
public:
void add(uint64_t _id, Ty* _item)
{
invalidate(_id);
m_hashMap.insert(stl::make_pair(_id, _item) );
}
Ty* find(uint64_t _id)
{
HashMap::iterator it = m_hashMap.find(_id);
if (it != m_hashMap.end() )
{
return it->second;
}
return NULL;
}
void invalidate(uint64_t _id)
{
HashMap::iterator it = m_hashMap.find(_id);
if (it != m_hashMap.end() )
{
DX_RELEASE_WARNONLY(it->second, 0);
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m_hashMap.erase(it);
}
}
void invalidate()
{
for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it)
{
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DX_CHECK_REFCOUNT(it->second, 1);
it->second->Release();
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}
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m_hashMap.clear();
}
private:
typedef stl::unordered_map<uint64_t, Ty*> HashMap;
HashMap m_hashMap;
};
struct IndexBufferD3D11
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{
IndexBufferD3D11()
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: m_ptr(NULL)
, m_dynamic(false)
{
}
void create(uint32_t _size, void* _data);
void update(uint32_t _offset, uint32_t _size, void* _data);
void destroy()
{
if (NULL != m_ptr)
{
DX_RELEASE(m_ptr, 0);
m_dynamic = false;
}
}
ID3D11Buffer* m_ptr;
uint32_t m_size;
bool m_dynamic;
};
struct VertexBufferD3D11
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{
VertexBufferD3D11()
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: m_ptr(NULL)
, m_dynamic(false)
{
}
void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle);
void update(uint32_t _offset, uint32_t _size, void* _data);
void destroy()
{
if (NULL != m_ptr)
{
DX_RELEASE(m_ptr, 0);
m_dynamic = false;
}
}
ID3D11Buffer* m_ptr;
uint32_t m_size;
VertexDeclHandle m_decl;
bool m_dynamic;
};
struct ShaderD3D11
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{
ShaderD3D11()
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: m_ptr(NULL)
, m_code(NULL)
, m_buffer(NULL)
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, m_constantBuffer(NULL)
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, m_hash(0)
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, m_numUniforms(0)
, m_numPredefined(0)
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{
}
void create(const Memory* _mem);
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DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem);
void destroy()
{
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if (NULL != m_constantBuffer)
{
ConstantBuffer::destroy(m_constantBuffer);
m_constantBuffer = NULL;
}
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m_numPredefined = 0;
if (NULL != m_buffer)
{
DX_RELEASE(m_buffer, 0);
}
DX_RELEASE(m_ptr, 0);
if (NULL != m_code)
{
release(m_code);
m_code = NULL;
m_hash = 0;
}
}
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union
{
ID3D11ComputeShader* m_computeShader;
ID3D11PixelShader* m_pixelShader;
ID3D11VertexShader* m_vertexShader;
IUnknown* m_ptr;
};
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const Memory* m_code;
ID3D11Buffer* m_buffer;
ConstantBuffer* m_constantBuffer;
PredefinedUniform m_predefined[PredefinedUniform::Count];
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uint8_t m_attrMask[Attrib::Count];
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uint32_t m_hash;
uint16_t m_numUniforms;
uint8_t m_numPredefined;
};
struct ProgramD3D11
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{
ProgramD3D11()
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: m_vsh(NULL)
, m_fsh(NULL)
{
}
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void create(const ShaderD3D11* _vsh, const ShaderD3D11* _fsh)
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{
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BX_CHECK(NULL != _vsh->m_ptr, "Vertex shader doesn't exist.");
m_vsh = _vsh;
memcpy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined = _vsh->m_numPredefined;
if (NULL != _fsh)
{
BX_CHECK(NULL != _fsh->m_ptr, "Fragment shader doesn't exist.");
m_fsh = _fsh;
memcpy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined += _fsh->m_numPredefined;
}
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}
void destroy()
{
m_numPredefined = 0;
m_vsh = NULL;
m_fsh = NULL;
}
const ShaderD3D11* m_vsh;
const ShaderD3D11* m_fsh;
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PredefinedUniform m_predefined[PredefinedUniform::Count*2];
uint8_t m_numPredefined;
};
struct TextureD3D11
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{
enum Enum
{
Texture2D,
Texture3D,
TextureCube,
};
TextureD3D11()
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: m_ptr(NULL)
, m_srv(NULL)
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, m_uav(NULL)
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, m_sampler(NULL)
, m_numMips(0)
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{
}
void create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
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void destroy();
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void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
void commit(uint8_t _stage, uint32_t _flags = BGFX_SAMPLER_DEFAULT_FLAGS);
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void resolve();
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union
{
ID3D11Resource* m_ptr;
ID3D11Texture2D* m_texture2d;
ID3D11Texture3D* m_texture3d;
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};
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ID3D11ShaderResourceView* m_srv;
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ID3D11UnorderedAccessView* m_uav;
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ID3D11SamplerState* m_sampler;
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uint32_t m_flags;
uint8_t m_type;
uint8_t m_requestedFormat;
uint8_t m_textureFormat;
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uint8_t m_numMips;
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};
struct FrameBufferD3D11
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{
FrameBufferD3D11()
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: m_num(0)
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{
}
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void create(uint8_t _num, const TextureHandle* _handles);
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void destroy();
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void resolve();
void clear(const Clear& _clear);
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ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11DepthStencilView* m_dsv;
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uint8_t m_num;
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};
} // namespace bgfx
#endif // BGFX_RENDERER_D3D11_H_HEADER_GUARD