Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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46
src/util/d3d11_stream_buffer.h
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46
src/util/d3d11_stream_buffer.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/types.h"
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#include "common/windows_headers.h"
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#include <d3d11_1.h>
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#include <wrl/client.h>
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class D3D11StreamBuffer
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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D3D11StreamBuffer();
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D3D11StreamBuffer(ComPtr<ID3D11Buffer> buffer);
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~D3D11StreamBuffer();
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ALWAYS_INLINE ID3D11Buffer* GetD3DBuffer() const { return m_buffer.Get(); }
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ALWAYS_INLINE ID3D11Buffer* const* GetD3DBufferArray() const { return m_buffer.GetAddressOf(); }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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ALWAYS_INLINE u32 GetPosition() const { return m_position; }
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bool Create(ID3D11Device* device, D3D11_BIND_FLAG bind_flags, u32 size);
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void Destroy();
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struct MappingResult
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{
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void* pointer;
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u32 buffer_offset;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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MappingResult Map(ID3D11DeviceContext1* context, u32 alignment, u32 min_size);
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void Unmap(ID3D11DeviceContext1* context, u32 used_size);
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private:
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ComPtr<ID3D11Buffer> m_buffer;
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u32 m_size;
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u32 m_position;
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bool m_use_map_no_overwrite = false;
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};
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