2015-11-01 19:41:24 -10:00

62 lines
2.2 KiB
C++

#ifndef GDEV_D3D12_HPP
#define GDEV_D3D12_HPP
#include "IGraphicsDataFactory.hpp"
#include "IGraphicsCommandQueue.hpp"
#include "boo/IGraphicsContext.hpp"
#include <d3d12.h>
#include <vector>
#include <unordered_set>
#include <wrl/client.h>
template <class T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
namespace boo
{
class D3D12DataFactory : public IGraphicsDataFactory
{
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
struct D3D12Context* m_ctx;
std::unordered_set<IGraphicsData*> m_committedData;
public:
D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx);
~D3D12DataFactory() {}
Platform platform() const {return PlatformD3D12;}
const char* platformName() const {return "Direct 3D 12";}
const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz);
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
const IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling);
const IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);
void reset();
IGraphicsData* commit();
void destroyData(IGraphicsData* data);
void destroyAllData();
};
}
#endif // GDEV_D3D12_HPP