// Copyright (c) 2017- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include class PushBufferD3D11 { public: PushBufferD3D11(ID3D11Device *device, size_t size, D3D11_BIND_FLAG bindFlags) : size_(size) { D3D11_BUFFER_DESC desc{}; desc.BindFlags = bindFlags; desc.ByteWidth = (UINT)size; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.Usage = D3D11_USAGE_DYNAMIC; device->CreateBuffer(&desc, nullptr, &buffer_); } PushBufferD3D11(PushBufferD3D11 &) = delete; ~PushBufferD3D11() { buffer_->Release(); } ID3D11Buffer *Buf() const { return buffer_; } // Should be done each frame void Reset() { pos_ = 0; nextMapDiscard_ = true; } uint8_t *BeginPush(ID3D11DeviceContext *context, UINT *offset, size_t size, int align = 16) { D3D11_MAPPED_SUBRESOURCE map; pos_ = (pos_ + align - 1) & ~(align - 1); if (pos_ + size > size_) { // Wrap! Note that with this method, since we return the same buffer as before, you have to do the draw immediately after, // can't defer like in Vulkan. We instead let the driver handle the invalidation etc. pos_ = 0; nextMapDiscard_ = true; } context->Map(buffer_, 0, nextMapDiscard_ ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map); nextMapDiscard_ = false; *offset = (UINT)pos_; uint8_t *retval = (uint8_t *)map.pData + pos_; pos_ += size; return retval; } void EndPush(ID3D11DeviceContext *context) { context->Unmap(buffer_, 0); } private: ID3D11Buffer *buffer_ = nullptr; size_t pos_ = 0; size_t size_; bool nextMapDiscard_ = false; }; ID3D11VertexShader *CreateVertexShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, std::vector *byteCodeOut, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0); ID3D11PixelShader *CreatePixelShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0); ID3D11ComputeShader *CreateComputeShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0); ID3D11GeometryShader *CreateGeometryShaderD3D11(ID3D11Device *device, const char *code, size_t codeSize, D3D_FEATURE_LEVEL featureLevel, UINT flags = 0); class StockObjectsD3D11 { public: void Create(ID3D11Device *device); void Destroy(); ID3D11DepthStencilState *depthStencilDisabled; ID3D11DepthStencilState *depthDisabledStencilWrite; ID3D11BlendState *blendStateDisabledWithColorMask[16]; ID3D11RasterizerState *rasterStateNoCull; ID3D11SamplerState *samplerPoint2DWrap; ID3D11SamplerState *samplerLinear2DWrap; ID3D11SamplerState *samplerPoint2DClamp; ID3D11SamplerState *samplerLinear2DClamp; }; #define ASSERT_SUCCESS(x) \ if (!SUCCEEDED((x))) \ Crash(); extern StockObjectsD3D11 stockD3D11;