dolphin/Source/Core/VideoBackends/D3D/VertexManager.h

74 lines
1.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <array>
#include <atomic>
#include <memory>
#include <vector>
#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<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();
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
protected:
void ResetBuffer(u32 stride) override;
u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
private:
void PrepareDrawBuffers(u32 stride);
void Draw(u32 stride);
// temp
void vFlush() override;
u32 m_vertexDrawOffset;
u32 m_indexDrawOffset;
u32 m_currentBuffer;
u32 m_bufferCursor;
enum
{
MAX_BUFFER_COUNT = 2
};
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
std::vector<u8> LocalVBuffer;
std::vector<u16> LocalIBuffer;
};
} // namespace