boo/lib/win/WinCommon.hpp

118 lines
3.2 KiB
C++

#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
#include <unordered_map>
#include "boo/IWindow.hpp"
namespace boo {
class IWindow;
} // namespace boo
#if _WIN32_WINNT_WIN10
#include <dxgi1_4.h>
#include <d3d12.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <wingdi.h>
#elif _WIN32_WINNT_WIN7
#include <dxgi1_2.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <wingdi.h>
#else
#error Unsupported Windows target
#endif
#include <d3d9.h>
using pD3DPERF_BeginEvent = int (WINAPI*)(D3DCOLOR col, LPCWSTR wszName);
using pD3DPERF_EndEvent = int (WINAPI*)();
struct D3D12Context {
ComPtr<IDXGIFactory2> m_dxFactory;
ComPtr<ID3D12Device> m_dev;
ComPtr<ID3D12CommandAllocator> m_qalloc[2];
ComPtr<ID3D12CommandQueue> m_q;
ComPtr<ID3D12CommandAllocator> m_loadqalloc;
ComPtr<ID3D12CommandQueue> m_loadq;
ComPtr<ID3D12Fence> m_loadfence;
UINT64 m_loadfenceval = 0;
HANDLE m_loadfencehandle;
ComPtr<ID3D12GraphicsCommandList> m_loadlist;
ComPtr<ID3D12RootSignature> m_rs;
struct Window {
ComPtr<IDXGISwapChain3> m_swapChain;
std::unordered_map<ID3D12Resource*, ComPtr<ID3D12DescriptorHeap>> m_rtvHeaps;
UINT m_backBuf = 0;
bool m_needsResize = false;
size_t width, height;
};
std::unordered_map<const boo::IWindow*, Window> m_windows;
uint32_t m_sampleCount = 1;
uint32_t m_anisotropy = 1;
struct RGBATex2DFBViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC {
RGBATex2DFBViewDesc() {
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
Texture2D = {UINT(0), UINT(1), UINT(0), 0.0f};
}
} RGBATex2DFBViewDesc;
};
struct D3D11Context {
ComPtr<IDXGIFactory2> m_dxFactory;
ComPtr<ID3D11Device1> m_dev;
ComPtr<ID3D11DeviceContext1> m_devCtx;
ComPtr<ID3D11SamplerState> m_ss[5];
struct Window {
ComPtr<IDXGISwapChain1> m_swapChain;
ComPtr<ID3D11Texture2D> m_swapChainTex;
ComPtr<ID3D11RenderTargetView> m_swapChainRTV;
bool m_needsResize = false;
size_t width, height;
bool m_needsFSTransition = false;
bool m_fs = false;
DXGI_MODE_DESC m_fsdesc = {};
void clearRTV() {
m_swapChainTex.Reset();
m_swapChainRTV.Reset();
}
void setupRTV(ComPtr<IDXGISwapChain1>& sc, ID3D11Device* dev) {
m_swapChain = sc;
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &m_swapChainTex);
D3D11_TEXTURE2D_DESC resDesc;
m_swapChainTex->GetDesc(&resDesc);
width = resDesc.Width;
height = resDesc.Height;
CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2D, resDesc.Format);
dev->CreateRenderTargetView(m_swapChainTex.Get(), &rtvDesc, &m_swapChainRTV);
}
};
std::unordered_map<const boo::IWindow*, Window> m_windows;
uint32_t m_sampleCount = 1;
uint32_t m_anisotropy = 1;
DXGI_FORMAT m_fbFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
};
struct Boo3DAppContext {
D3D11Context m_ctx11;
void resize(boo::IWindow* window, size_t width, size_t height) {
D3D11Context::Window& win = m_ctx11.m_windows[window];
win.width = width;
win.height = height;
win.m_needsResize = true;
}
};