// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexManagerBase.h" struct ID3D11Buffer; namespace DX11 { class D3DBlob; class D3DVertexFormat : public NativeVertexFormat { public: D3DVertexFormat(const PortableVertexDeclaration& vtx_decl); ~D3DVertexFormat(); ID3D11InputLayout* GetInputLayout(D3DBlob* vs_bytecode); private: std::array m_elems{}; UINT m_num_elems = 0; std::atomic m_layout{nullptr}; }; class VertexManager : public VertexManagerBase { public: VertexManager(); ~VertexManager(); std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override; protected: void CreateDeviceObjects() override; void DestroyDeviceObjects() override; void ResetBuffer(u32 vertex_stride, bool cull_all) override; void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) override; void UploadConstants() override; void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override; private: enum { MAX_BUFFER_COUNT = 2 }; ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT] = {}; u32 m_current_buffer = 0; u32 m_buffer_cursor = 0; std::vector m_staging_vertex_buffer; std::vector m_staging_index_buffer; ID3D11Buffer* m_vertex_constant_buffer = nullptr; ID3D11Buffer* m_geometry_constant_buffer = nullptr; ID3D11Buffer* m_pixel_constant_buffer = nullptr; }; } // namespace DX11