/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #ifndef __RENDERER_D3D11_H__ #define __RENDERER_D3D11_H__ #define D3D11_NO_HELPERS #include #include "renderer_d3d.h" namespace bgfx { template class StateCacheT { public: void add(uint64_t _id, Ty* _item) { invalidate(_id); m_hashMap.insert(stl::make_pair(_id, _item) ); } Ty* find(uint64_t _id) { HashMap::iterator it = m_hashMap.find(_id); if (it != m_hashMap.end() ) { return it->second; } return NULL; } void invalidate(uint64_t _id) { HashMap::iterator it = m_hashMap.find(_id); if (it != m_hashMap.end() ) { DX_RELEASE(it->second, 0); m_hashMap.erase(it); } } void invalidate() { for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it) { DX_RELEASE(it->second, 0); } m_hashMap.clear(); } private: typedef stl::unordered_map HashMap; HashMap m_hashMap; }; struct IndexBuffer { IndexBuffer() : m_ptr(NULL) , m_dynamic(false) { } void create(uint32_t _size, void* _data); void update(uint32_t _offset, uint32_t _size, void* _data); void destroy() { if (NULL != m_ptr) { DX_RELEASE(m_ptr, 0); m_dynamic = false; } } ID3D11Buffer* m_ptr; uint32_t m_size; bool m_dynamic; }; struct VertexBuffer { VertexBuffer() : m_ptr(NULL) , m_dynamic(false) { } void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle); void update(uint32_t _offset, uint32_t _size, void* _data); void destroy() { if (NULL != m_ptr) { DX_RELEASE(m_ptr, 0); m_dynamic = false; } } ID3D11Buffer* m_ptr; uint32_t m_size; VertexDeclHandle m_decl; bool m_dynamic; }; struct Uniform { Uniform() : m_ptr(NULL) , m_data(NULL) { } void create(ConstantType::Enum _type, uint16_t _num, bool _alloc = true); void destroy(); ID3D11Buffer* m_ptr; void* m_data; }; struct Shader { Shader() : m_ptr(NULL) , m_code(NULL) , m_buffer(NULL) , m_hash(0) { } void create(bool _fragment, const Memory* _mem); DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem); void destroy() { ConstantBuffer::destroy(m_constantBuffer); m_constantBuffer = NULL; m_numPredefined = 0; if (NULL != m_buffer) { DX_RELEASE(m_buffer, 0); } DX_RELEASE(m_ptr, 0); if (NULL != m_code) { release(m_code); m_code = NULL; m_hash = 0; } } IUnknown* m_ptr; const Memory* m_code; ID3D11Buffer* m_buffer; ConstantBuffer* m_constantBuffer; PredefinedUniform m_predefined[PredefinedUniform::Count]; uint8_t m_attrMask[Attrib::Count]; uint32_t m_hash; uint16_t m_numUniforms; uint8_t m_numPredefined; }; struct Material { Material() : m_vsh(NULL) , m_fsh(NULL) { } void create(const Shader& _vsh, const Shader& _fsh) { BX_CHECK(NULL != _vsh.m_ptr, "Vertex shader doesn't exist."); m_vsh = &_vsh; BX_CHECK(NULL != _fsh.m_ptr, "Fragment shader doesn't exist."); m_fsh = &_fsh; memcpy(&m_predefined[0], _vsh.m_predefined, _vsh.m_numPredefined*sizeof(PredefinedUniform) ); memcpy(&m_predefined[_vsh.m_numPredefined], _fsh.m_predefined, _fsh.m_numPredefined*sizeof(PredefinedUniform) ); m_numPredefined = _vsh.m_numPredefined + _fsh.m_numPredefined; } void destroy() { m_numPredefined = 0; m_vsh = NULL; m_fsh = NULL; } const Shader* m_vsh; const Shader* m_fsh; PredefinedUniform m_predefined[PredefinedUniform::Count*2]; uint8_t m_numPredefined; }; struct Texture { enum Enum { Texture2D, Texture3D, TextureCube, }; Texture() : m_ptr(NULL) , m_srv(NULL) , m_sampler(NULL) , m_srgb(false) , m_numMips(0) { } // void createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt); // void createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt); // void createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt); void create(const Memory* _mem, uint32_t _flags); void destroy() { DX_RELEASE(m_srv, 0); DX_RELEASE(m_ptr, 1); } void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem); void commit(uint8_t _stage); union { ID3D11Resource* m_ptr; ID3D11Texture2D* m_texture2d; ID3D11Texture3D* m_texture3d; }; ID3D11ShaderResourceView* m_srv; ID3D11SamplerState* m_sampler; Enum m_type; bool m_srgb; uint8_t m_numMips; }; struct RenderTarget { RenderTarget() : // m_rt(NULL) // , m_colorTexture(NULL) // , m_color(NULL) // , m_depthTexture(NULL) // , m_depth(NULL) // , m_minFilter(D3DTEXF_LINEAR) // , m_magFilter(D3DTEXF_LINEAR) m_width(0) , m_height(0) , m_flags(0) , m_depthOnly(false) { } void create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags); void destroy(); void commit(uint8_t _stage); // void resolve(); // Msaa m_msaa; // IDirect3DSurface9* m_rt; // IDirect3DTexture9* m_colorTexture; // IDirect3DSurface9* m_color; // IDirect3DTexture9* m_depthTexture; // IDirect3DSurface9* m_depth; // D3DTEXTUREFILTERTYPE m_minFilter; // D3DTEXTUREFILTERTYPE m_magFilter; ID3D11Texture2D* m_colorTexture; ID3D11RenderTargetView* m_rtv; ID3D11ShaderResourceView* m_srv; ID3D11SamplerState* m_sampler; uint16_t m_width; uint16_t m_height; uint32_t m_flags; bool m_depthOnly; }; } // namespace bgfx #endif // __RENDERER_D3D11_H__