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internal/graphicsdriver/directx: refactoring
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348435f769
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@ -76,8 +76,8 @@ func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommand
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C.Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(unsafe.Pointer(i), C.int32_t(primitiveTopology))
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}
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(numViews), unsafe.Pointer(pViews))
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, pViews []_D3D12_VERTEX_BUFFER_VIEW) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(len(pViews)), unsafe.Pointer(&pViews[0]))
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}
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func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
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@ -29,7 +29,7 @@ func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommand
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, pViews []_D3D12_VERTEX_BUFFER_VIEW) {
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panic("not implemented")
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}
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@ -1750,17 +1750,17 @@ type _ID3D12GraphicsCommandList_Vtbl struct {
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_ uintptr
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}
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func (i *_ID3D12GraphicsCommandList) ClearDepthStencilView(depthStencilView _D3D12_CPU_DESCRIPTOR_HANDLE, clearFlags _D3D12_CLEAR_FLAGS, depth float32, stencil uint8, numRects uint32, pRects *_D3D12_RECT) {
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func (i *_ID3D12GraphicsCommandList) ClearDepthStencilView(depthStencilView _D3D12_CPU_DESCRIPTOR_HANDLE, clearFlags _D3D12_CLEAR_FLAGS, depth float32, stencil uint8, pRects []_D3D12_RECT) {
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syscall.Syscall9(i.vtbl.ClearDepthStencilView, 7, uintptr(unsafe.Pointer(i)),
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depthStencilView.ptr, uintptr(clearFlags), uintptr(math.Float32bits(depth)),
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uintptr(stencil), uintptr(numRects), uintptr(unsafe.Pointer(pRects)),
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uintptr(stencil), uintptr(len(pRects)), uintptr(unsafe.Pointer(&pRects[0])),
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0, 0)
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runtime.KeepAlive(pRects)
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}
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func (i *_ID3D12GraphicsCommandList) ClearRenderTargetView(pRenderTargetView _D3D12_CPU_DESCRIPTOR_HANDLE, colorRGBA [4]float32, numRects uint32, pRects *_D3D12_RECT) {
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func (i *_ID3D12GraphicsCommandList) ClearRenderTargetView(pRenderTargetView _D3D12_CPU_DESCRIPTOR_HANDLE, colorRGBA [4]float32, pRects []_D3D12_RECT) {
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syscall.Syscall6(i.vtbl.ClearRenderTargetView, 5, uintptr(unsafe.Pointer(i)),
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pRenderTargetView.ptr, uintptr(unsafe.Pointer(&colorRGBA[0])), uintptr(numRects), uintptr(unsafe.Pointer(pRects)),
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pRenderTargetView.ptr, uintptr(unsafe.Pointer(&colorRGBA[0])), uintptr(len(pRects)), uintptr(unsafe.Pointer(&pRects[0])),
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0)
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runtime.KeepAlive(pRenderTargetView)
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}
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@ -1835,13 +1835,13 @@ func (i *_ID3D12GraphicsCommandList) IASetPrimitiveTopology(primitiveTopology _D
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uintptr(primitiveTopology), 0)
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}
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func (i *_ID3D12GraphicsCommandList) IASetVertexBuffers(startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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func (i *_ID3D12GraphicsCommandList) IASetVertexBuffers(startSlot uint32, pViews []_D3D12_VERTEX_BUFFER_VIEW) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_IASetVertexBuffers(i, startSlot, numViews, pViews)
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_ID3D12GraphicsCommandList_IASetVertexBuffers(i, startSlot, pViews)
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return
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}
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syscall.Syscall6(i.vtbl.IASetVertexBuffers, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(numViews), uintptr(unsafe.Pointer(pViews)),
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uintptr(startSlot), uintptr(len(pViews)), uintptr(unsafe.Pointer(&pViews[0])),
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0, 0)
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runtime.KeepAlive(pViews)
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}
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@ -1877,21 +1877,21 @@ func (i *_ID3D12GraphicsCommandList) Reset(pAllocator *_ID3D12CommandAllocator,
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return nil
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}
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func (i *_ID3D12GraphicsCommandList) ResourceBarrier(numBarriers uint32, pBarriers *_D3D12_RESOURCE_BARRIER_Transition) {
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func (i *_ID3D12GraphicsCommandList) ResourceBarrier(pBarriers []_D3D12_RESOURCE_BARRIER_Transition) {
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syscall.Syscall(i.vtbl.ResourceBarrier, 3, uintptr(unsafe.Pointer(i)),
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uintptr(numBarriers), uintptr(unsafe.Pointer(pBarriers)))
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uintptr(len(pBarriers)), uintptr(unsafe.Pointer(&pBarriers[0])))
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runtime.KeepAlive(pBarriers)
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}
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func (i *_ID3D12GraphicsCommandList) RSSetViewports(numViewports uint32, pViewports *_D3D12_VIEWPORT) {
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func (i *_ID3D12GraphicsCommandList) RSSetViewports(pViewports []_D3D12_VIEWPORT) {
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syscall.Syscall(i.vtbl.RSSetViewports, 3, uintptr(unsafe.Pointer(i)),
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uintptr(numViewports), uintptr(unsafe.Pointer(pViewports)))
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uintptr(len(pViewports)), uintptr(unsafe.Pointer(&pViewports[0])))
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runtime.KeepAlive(pViewports)
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}
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func (i *_ID3D12GraphicsCommandList) RSSetScissorRects(numRects uint32, pRects *_D3D12_RECT) {
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func (i *_ID3D12GraphicsCommandList) RSSetScissorRects(pRects []_D3D12_RECT) {
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syscall.Syscall(i.vtbl.RSSetScissorRects, 3, uintptr(unsafe.Pointer(i)),
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uintptr(numRects), uintptr(unsafe.Pointer(pRects)))
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uintptr(len(pRects)), uintptr(unsafe.Pointer(&pRects[0])))
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runtime.KeepAlive(pRects)
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}
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@ -1115,26 +1115,32 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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}
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w, h := dst.internalSize()
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g.drawCommandList.RSSetViewports(1, &_D3D12_VIEWPORT{
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g.drawCommandList.RSSetViewports([]_D3D12_VIEWPORT{
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{
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TopLeftX: 0,
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TopLeftY: 0,
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Width: float32(w),
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Height: float32(h),
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MinDepth: _D3D12_MIN_DEPTH,
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MaxDepth: _D3D12_MAX_DEPTH,
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},
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})
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g.drawCommandList.RSSetScissorRects(1, &_D3D12_RECT{
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g.drawCommandList.RSSetScissorRects([]_D3D12_RECT{
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{
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left: int32(dstRegion.X),
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top: int32(dstRegion.Y),
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right: int32(dstRegion.X + dstRegion.Width),
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bottom: int32(dstRegion.Y + dstRegion.Height),
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},
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})
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g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
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g.drawCommandList.IASetVertexBuffers(0, 1, &_D3D12_VERTEX_BUFFER_VIEW{
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g.drawCommandList.IASetVertexBuffers(0, []_D3D12_VERTEX_BUFFER_VIEW{
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{
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BufferLocation: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].GetGPUVirtualAddress(),
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SizeInBytes: graphics.IndicesNum * graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
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StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
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},
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})
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g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
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BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
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@ -1449,7 +1455,8 @@ func (i *Image) transiteState(commandList *_ID3D12GraphicsCommandList, newState
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return
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}
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commandList.ResourceBarrier(1, &_D3D12_RESOURCE_BARRIER_Transition{
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commandList.ResourceBarrier([]_D3D12_RESOURCE_BARRIER_Transition{
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{
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Type: _D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
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Flags: _D3D12_RESOURCE_BARRIER_FLAG_NONE,
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Transition: _D3D12_RESOURCE_TRANSITION_BARRIER{
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@ -1458,6 +1465,7 @@ func (i *Image) transiteState(commandList *_ID3D12GraphicsCommandList, newState
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StateBefore: i.state,
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StateAfter: newState,
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},
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},
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})
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i.state = newState
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}
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@ -1501,7 +1509,7 @@ func (i *Image) setAsRenderTarget(device *_ID3D12Device, useStencil bool) error
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}
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dsv = &v
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i.graphics.drawCommandList.ClearDepthStencilView(v, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, 0, nil)
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i.graphics.drawCommandList.ClearDepthStencilView(v, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, nil)
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i.graphics.drawCommandList.OMSetStencilRef(0)
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}
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i.graphics.drawCommandList.OMSetRenderTargets(1, &rtv, false, dsv) // TODO: Pass depth-stencil here!
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