mirror of https://github.com/AxioDL/boo.git
137 lines
3.8 KiB
C++
137 lines
3.8 KiB
C++
#ifndef BOO_WINCOMMON_HPP
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#define BOO_WINCOMMON_HPP
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#include <unordered_map>
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#include "boo/IWindow.hpp"
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namespace boo {class IWindow;}
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#if _WIN32_WINNT_WIN10
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#include <dxgi1_4.h>
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#include <d3d12.h>
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
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#include <wingdi.h>
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#elif _WIN32_WINNT_WIN7
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#include <dxgi1_2.h>
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
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#include <wingdi.h>
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#else
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#error Unsupported Windows target
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#endif
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struct D3D12Context
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{
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ComPtr<IDXGIFactory2> m_dxFactory;
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ComPtr<ID3D12Device> m_dev;
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ComPtr<ID3D12CommandAllocator> m_qalloc[2];
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ComPtr<ID3D12CommandQueue> m_q;
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ComPtr<ID3D12CommandAllocator> m_loadqalloc;
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ComPtr<ID3D12CommandQueue> m_loadq;
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ComPtr<ID3D12Fence> m_loadfence;
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UINT64 m_loadfenceval = 0;
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HANDLE m_loadfencehandle;
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ComPtr<ID3D12GraphicsCommandList> m_loadlist;
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ComPtr<ID3D12RootSignature> m_rs;
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struct Window
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{
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ComPtr<IDXGISwapChain3> m_swapChain;
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std::unordered_map<ID3D12Resource*, ComPtr<ID3D12DescriptorHeap>> m_rtvHeaps;
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UINT m_backBuf = 0;
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bool m_needsResize = false;
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size_t width, height;
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};
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std::unordered_map<const boo::IWindow*, Window> m_windows;
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uint32_t m_sampleCount = 1;
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uint32_t m_anisotropy = 1;
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struct RGBATex2DFBViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
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{
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RGBATex2DFBViewDesc()
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{
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Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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Texture2D = {UINT(0), UINT(1), UINT(0), 0.0f};
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}
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} RGBATex2DFBViewDesc;
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};
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struct D3D11Context
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{
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ComPtr<IDXGIFactory2> m_dxFactory;
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ComPtr<ID3D11Device1> m_dev;
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ComPtr<ID3D11DeviceContext1> m_devCtx;
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ComPtr<ID3D11SamplerState> m_ss[5];
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struct Window
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{
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ComPtr<IDXGISwapChain1> m_swapChain;
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ComPtr<ID3D11Texture2D> m_swapChainTex;
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ComPtr<ID3D11RenderTargetView> m_swapChainRTV;
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bool m_needsResize = false;
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size_t width, height;
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bool m_needsFSTransition = false;
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bool m_fs = false;
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DXGI_MODE_DESC m_fsdesc = {};
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void clearRTV()
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{
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m_swapChainTex.Reset();
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m_swapChainRTV.Reset();
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}
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void setupRTV(ComPtr<IDXGISwapChain1>& sc, ID3D11Device* dev)
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{
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m_swapChain = sc;
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m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &m_swapChainTex);
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D3D11_TEXTURE2D_DESC resDesc;
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m_swapChainTex->GetDesc(&resDesc);
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width = resDesc.Width;
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height = resDesc.Height;
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CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2D, resDesc.Format);
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dev->CreateRenderTargetView(m_swapChainTex.Get(), &rtvDesc, &m_swapChainRTV);
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}
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};
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std::unordered_map<const boo::IWindow*, Window> m_windows;
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uint32_t m_sampleCount = 1;
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uint32_t m_anisotropy = 1;
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DXGI_FORMAT m_fbFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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};
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struct Boo3DAppContext
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{
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D3D11Context m_ctx11;
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void resize(boo::IWindow* window, size_t width, size_t height)
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{
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D3D11Context::Window& win = m_ctx11.m_windows[window];
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win.width = width;
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win.height = height;
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win.m_needsResize = true;
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}
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};
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static inline std::string WCSTMBS(const wchar_t* wstr)
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{
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int sizeNeeded = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, nullptr, 0, nullptr, nullptr) - 1;
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std::string strTo(sizeNeeded, 0);
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WideCharToMultiByte(CP_UTF8, 0, wstr, -1, &strTo[0], sizeNeeded, nullptr, nullptr);
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return strTo;
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}
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static inline std::wstring MBSTWCS(const char* str)
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{
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int sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, str, -1, nullptr, 0) - 1;
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std::wstring strTo(sizeNeeded, 0);
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MultiByteToWideChar(CP_UTF8, 0, str, -1, &strTo[0], sizeNeeded);
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return strTo;
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}
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#endif // BOO_WINCOMMON_HPP
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