// Copyright 2022 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build microsoftgdk // +build microsoftgdk package directx // Some functions of ID3D12GraphicsCommandList has additional logics besides the original COM function call. // Then, instead of calling them by LazyProc.Call, we have to defer this call to the C++ side. // These functions are chosen based on the DirectX header file's implementation. // // These functions should be defined on the C++ side like this: // // extern "C" { // void Ebitengine_ID3D12GraphicsCommandList_ClearDepthStencilView(void* i, uintptr_t depthStencilView, int32_t clearFlags, float depth, uint8_t stencil, uint32_t numRects, void* pRects) { // static_cast(i)->ClearDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE{ depthStencilView }, static_cast(clearFlags), depth, stencil, numRects, static_cast(pRects)); // } // void Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(void* i, uintptr_t pRenderTargetView, void* colorRGBA, uint32_t numRects, void* pRects) { // static_cast(i)->ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE{ pRenderTargetView }, static_cast(colorRGBA), numRects, static_cast(pRects)); // } // uintptr_t Ebitengine_ID3D12GraphicsCommandList_Close(void* i) { // auto r = static_cast(i)->Close(); // return uintptr_t(r); // } // void Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(void* i, void* pDst, uint32_t dstX, uint32_t dstY, uint32_t dstZ, void* pSrc, void* pSrcBox) { // static_cast(i)->CopyTextureRegion(static_cast(pDst), dstX, dstY, dstZ, static_cast(pSrc), static_cast(pSrcBox)); // } // void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) { // static_cast(i)->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation); // } // void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) { // static_cast(i)->IASetIndexBuffer(static_cast(pView)); // } // void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) { // static_cast(i)->IASetPrimitiveTopology(static_cast(primitiveTopology)); // } // void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) { // static_cast(i)->IASetVertexBuffers(startSlot, numViews, static_cast(pViews)); // } // void Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(void* i, uint32_t numRenderTargetDescriptors, void* pRenderTargetDescriptors, int rtsSingleHandleToDescriptorRange, void* pDepthStencilDescriptor) { // static_cast(i)->OMSetRenderTargets(numRenderTargetDescriptors, static_cast(pRenderTargetDescriptors), static_cast(rtsSingleHandleToDescriptorRange), static_cast(pDepthStencilDescriptor)); // } // void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) { // static_cast(i)->OMSetStencilRef(stencilRef); // } // void Ebitengine_ID3D12GraphicsCommandList_Release(void* i) { // static_cast(i)->Release(); // } // uintptr_t Ebitengine_ID3D12GraphicsCommandList_Reset(void* i, void* pAllocator, void* pInitialState) { // auto r = static_cast(i)->Reset(static_cast(pAllocator), static_cast(pInitialState)); // return static_cast(r); // } // void Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(void* i, uint32_t numBarriers, void* pBarriers) { // static_cast(i)->ResourceBarrier(numBarriers, static_cast(pBarriers)); // } // void Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(void* i, uint32_t numViewports, void* pViewports) { // static_cast(i)->RSSetViewports(numViewports, static_cast(pViewports)); // } // void Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(void* i, uint32_t numRects, void* pRects) { // static_cast(i)->RSSetScissorRects(numRects, static_cast(pRects)); // } // void Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(void* i, uint32_t numDescriptorHeaps, void* ppDescriptorHeaps) { // static_cast(i)->SetDescriptorHeaps(numDescriptorHeaps, static_cast(ppDescriptorHeaps)); // } // void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) { // static_cast(i)->SetGraphicsRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptorPtr }); // } // void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(void* i, void* pRootSignature) { // static_cast(i)->SetGraphicsRootSignature(static_cast(pRootSignature)); // } // void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) { // static_cast(i)->SetPipelineState(static_cast(pPipelineState)); // } // } // #include // // void Ebitengine_ID3D12GraphicsCommandList_ClearDepthStencilView(void* i, uintptr_t depthStencilView, int32_t clearFlags, float depth, uint8_t stencil, uint32_t numRects, void* pRects); // void Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(void* i, uintptr_t pRenderTargetView, void* colorRGBA, uint32_t numRects, void* pRects); // uintptr_t Ebitengine_ID3D12GraphicsCommandList_Close(void* i); // void Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(void* i, void* pDst, uint32_t dstX, uint32_t dstY, uint32_t dstZ, void* pSrc, void* pSrcBox); // void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation); // void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView); // void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology); // void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews); // void Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(void* i, uint32_t numRenderTargetDescriptors, void* pRenderTargetDescriptors, int rtsSingleHandleToDescriptorRange, void* pDepthStencilDescriptor); // void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef); // void Ebitengine_ID3D12GraphicsCommandList_Release(void* i); // uintptr_t Ebitengine_ID3D12GraphicsCommandList_Reset(void* i, void* pAllocator, void* pInitialState); // void Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(void* i, uint32_t numBarriers, void* pBarriers); // void Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(void* i, uint32_t numViewports, void* pViewports); // void Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(void* i, uint32_t numRects, void* pRects); // void Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(void* i, uint32_t numDescriptorHeaps, void* ppDescriptorHeaps); // void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr); // void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(void* i, void* pRootSignature); // void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState); import "C" import ( "unsafe" ) func _ID3D12GraphicsCommandList_ClearDepthStencilView(i *_ID3D12GraphicsCommandList, depthStencilView _D3D12_CPU_DESCRIPTOR_HANDLE, clearFlags _D3D12_CLEAR_FLAGS, depth float32, stencil uint8, rects []_D3D12_RECT) { var pRects *_D3D12_RECT if len(rects) > 0 { pRects = &rects[0] } C.Ebitengine_ID3D12GraphicsCommandList_ClearDepthStencilView(unsafe.Pointer(i), C.uintptr_t(depthStencilView.ptr), C.int32_t(clearFlags), C.float(depth), C.uint8_t(stencil), C.uint32_t(len(rects)), unsafe.Pointer(pRects)) } func _ID3D12GraphicsCommandList_ClearRenderTargetView(i *_ID3D12GraphicsCommandList, pRenderTargetView _D3D12_CPU_DESCRIPTOR_HANDLE, colorRGBA [4]float32, rects []_D3D12_RECT) { var pRects *_D3D12_RECT if len(rects) > 0 { pRects = &rects[0] } C.Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(unsafe.Pointer(i), C.uintptr_t(pRenderTargetView.ptr), unsafe.Pointer(&colorRGBA[0]), C.uint32_t(len(rects)), unsafe.Pointer(pRects)) } func _ID3D12GraphicsCommandList_Close(i *_ID3D12GraphicsCommandList) uintptr { r := C.Ebitengine_ID3D12GraphicsCommandList_Close(unsafe.Pointer(i)) return uintptr(r) } func _ID3D12GraphicsCommandList_CopyTextureRegion(i *_ID3D12GraphicsCommandList, pDst unsafe.Pointer, dstX uint32, dstY uint32, dstZ uint32, pSrc unsafe.Pointer, pSrcBox *_D3D12_BOX) { C.Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(unsafe.Pointer(i), pDst, C.uint32_t(dstX), C.uint32_t(dstY), C.uint32_t(dstZ), pSrc, unsafe.Pointer(pSrcBox)) } func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) { C.Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(unsafe.Pointer(i), C.uint32_t(indexCountPerInstance), C.uint32_t(instanceCount), C.uint32_t(startIndexLocation), C.int32_t(baseVertexLocation), C.uint32_t(startInstanceLocation)) } func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) { C.Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(unsafe.Pointer(i), unsafe.Pointer(pView)) } func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) { C.Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(unsafe.Pointer(i), C.int32_t(primitiveTopology)) } func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, views []_D3D12_VERTEX_BUFFER_VIEW) { var pViews *_D3D12_VERTEX_BUFFER_VIEW if len(views) > 0 { pViews = &views[0] } C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(len(views)), unsafe.Pointer(pViews)) } func _ID3D12GraphicsCommandList_OMSetRenderTargets(i *_ID3D12GraphicsCommandList, renderTargetDescriptors []_D3D12_CPU_DESCRIPTOR_HANDLE, rtsSingleHandleToDescriptorRange bool, pDepthStencilDescriptor *_D3D12_CPU_DESCRIPTOR_HANDLE) { var pRenderTargetDescriptors *_D3D12_CPU_DESCRIPTOR_HANDLE if len(renderTargetDescriptors) > 0 { pRenderTargetDescriptors = &renderTargetDescriptors[0] } v := 0 if rtsSingleHandleToDescriptorRange { v = 1 } C.Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(unsafe.Pointer(i), C.uint32_t(len(renderTargetDescriptors)), unsafe.Pointer(pRenderTargetDescriptors), C.int(v), unsafe.Pointer(pDepthStencilDescriptor)) } func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) { C.Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(unsafe.Pointer(i), C.uint32_t(stencilRef)) } func _ID3D12GraphicsCommandList_Release(i *_ID3D12GraphicsCommandList) { C.Ebitengine_ID3D12GraphicsCommandList_Release(unsafe.Pointer(i)) } func _ID3D12GraphicsCommandList_Reset(i *_ID3D12GraphicsCommandList, pAllocator *_ID3D12CommandAllocator, pInitialState *_ID3D12PipelineState) uintptr { r := C.Ebitengine_ID3D12GraphicsCommandList_Reset(unsafe.Pointer(i), unsafe.Pointer(pAllocator), unsafe.Pointer(pInitialState)) return uintptr(r) } func _ID3D12GraphicsCommandList_ResourceBarrier(i *_ID3D12GraphicsCommandList, barriers []_D3D12_RESOURCE_BARRIER_Transition) { var pBarriers *_D3D12_RESOURCE_BARRIER_Transition if len(barriers) > 0 { pBarriers = &barriers[0] } C.Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(unsafe.Pointer(i), C.uint32_t(len(barriers)), unsafe.Pointer(pBarriers)) } func _ID3D12GraphicsCommandList_RSSetViewports(i *_ID3D12GraphicsCommandList, viewports []_D3D12_VIEWPORT) { var pViewports *_D3D12_VIEWPORT if len(viewports) > 0 { pViewports = &viewports[0] } C.Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(unsafe.Pointer(i), C.uint32_t(len(viewports)), unsafe.Pointer(pViewports)) } func _ID3D12GraphicsCommandList_RSSetScissorRects(i *_ID3D12GraphicsCommandList, rects []_D3D12_RECT) { var pRects *_D3D12_RECT if len(rects) > 0 { pRects = &rects[0] } C.Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(unsafe.Pointer(i), C.uint32_t(len(rects)), unsafe.Pointer(pRects)) } func _ID3D12GraphicsCommandList_SetDescriptorHeaps(i *_ID3D12GraphicsCommandList, descriptorHeaps []*_ID3D12DescriptorHeap) { var ppDescriptorHeaps **_ID3D12DescriptorHeap if len(descriptorHeaps) > 0 { ppDescriptorHeaps = &descriptorHeaps[0] } C.Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(unsafe.Pointer(i), C.uint32_t(len(descriptorHeaps)), unsafe.Pointer(ppDescriptorHeaps)) } func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) { C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(unsafe.Pointer(i), C.uint32_t(rootParameterIndex), C.uint64_t(baseDescriptor.ptr)) } func _ID3D12GraphicsCommandList_SetGraphicsRootSignature(i *_ID3D12GraphicsCommandList, pRootSignature *_ID3D12RootSignature) { C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(unsafe.Pointer(i), unsafe.Pointer(pRootSignature)) } func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) { C.Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(unsafe.Pointer(i), unsafe.Pointer(pPipelineState)) }