mirror of https://github.com/AxioDL/boo.git
73 lines
3.4 KiB
C++
73 lines
3.4 KiB
C++
#pragma once
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#if _WIN32
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#include <cstddef>
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#include <vector>
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#include "boo/BooObject.hpp"
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#include "boo/System.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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using pD3DCreateBlob = HRESULT(WINAPI*)(SIZE_T Size, ID3DBlob** ppBlob);
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extern pD3DCreateBlob D3DCreateBlobPROC;
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namespace boo {
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struct BaseGraphicsData;
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class D3D11DataFactory : public IGraphicsDataFactory {
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public:
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~D3D11DataFactory() override = default;
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Platform platform() const override { return Platform::D3D11; }
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const char* platformName() const override { return "D3D11"; }
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class Context final : public IGraphicsDataFactory::Context {
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friend class D3D11DataFactoryImpl;
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D3D11DataFactory& m_parent;
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ObjToken<BaseGraphicsData> m_data;
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Context(D3D11DataFactory& parent __BooTraceArgs);
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~Context();
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public:
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Platform platform() const override { return Platform::D3D11; }
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const char* platformName() const override { return "D3D11"; }
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ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count) override;
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ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count) override;
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ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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TextureClampMode clampMode, const void* data, size_t sz) override;
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ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, TextureClampMode clampMode, const void* data,
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size_t sz) override;
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ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt,
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TextureClampMode clampMode) override;
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ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, size_t colorBindCount,
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size_t depthBindCount) override;
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ObjToken<ITextureCubeR> newCubeRenderTexture(size_t width, size_t mips) override;
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ObjToken<IShaderStage> newShaderStage(const uint8_t* data, size_t size, PipelineStage stage) override;
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ObjToken<IShaderPipeline> newShaderPipeline(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
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ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
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ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
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const AdditionalPipelineInfo& additionalInfo,
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bool asynchronous = true) override;
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ObjToken<IShaderDataBinding>
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newShaderDataBinding(const ObjToken<IShaderPipeline>& pipeline, const ObjToken<IGraphicsBuffer>& vbo,
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const ObjToken<IGraphicsBuffer>& instVbo, const ObjToken<IGraphicsBuffer>& ibo,
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size_t ubufCount, const ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
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const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount,
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const ObjToken<ITexture>* texs, const int* bindIdxs, const bool* bindDepth,
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size_t baseVert = 0, size_t baseInst = 0) override;
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};
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static std::vector<uint8_t> CompileHLSL(const char* source, PipelineStage stage);
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};
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} // namespace boo
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#endif // _WIN32
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