mirror of
https://github.com/hajimehoshi/ebiten.git
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230 lines
15 KiB
Go
230 lines
15 KiB
Go
// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build microsoftgdk
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// +build microsoftgdk
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package directx
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// Some functions of ID3D12GraphicsCommandList has additional logics besides the original COM function call.
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// Then, instead of calling them by LazyProc.Call, we have to defer this call to the C++ side.
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// These functions are chosen based on the DirectX header file's implementation.
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//
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// These functions should be defined on the C++ side like this:
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//
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// extern "C" {
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// void Ebitengine_ID3D12GraphicsCommandList_ClearDepthStencilView(void* i, uintptr_t depthStencilView, int32_t clearFlags, float depth, uint8_t stencil, uint32_t numRects, void* pRects) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->ClearDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE{ depthStencilView }, static_cast<D3D12_CLEAR_FLAGS>(clearFlags), depth, stencil, numRects, static_cast<D3D12_RECT*>(pRects));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(void* i, uintptr_t pRenderTargetView, void* colorRGBA, uint32_t numRects, void* pRects) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE{ pRenderTargetView }, static_cast<FLOAT*>(colorRGBA), numRects, static_cast<D3D12_RECT*>(pRects));
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// }
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// uintptr_t Ebitengine_ID3D12GraphicsCommandList_Close(void* i) {
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// auto r = static_cast<ID3D12GraphicsCommandList*>(i)->Close();
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// return uintptr_t(r);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(void* i, void* pDst, uint32_t dstX, uint32_t dstY, uint32_t dstZ, void* pSrc, void* pSrcBox) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->CopyTextureRegion(static_cast<D3D12_TEXTURE_COPY_LOCATION*>(pDst), dstX, dstY, dstZ, static_cast<D3D12_TEXTURE_COPY_LOCATION*>(pSrc), static_cast<D3D12_BOX*>(pSrcBox));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetIndexBuffer(static_cast<D3D12_INDEX_BUFFER_VIEW*>(pView));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetPrimitiveTopology(static_cast<D3D12_PRIMITIVE_TOPOLOGY>(primitiveTopology));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetVertexBuffers(startSlot, numViews, static_cast<D3D12_VERTEX_BUFFER_VIEW*>(pViews));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(void* i, uint32_t numRenderTargetDescriptors, void* pRenderTargetDescriptors, int rtsSingleHandleToDescriptorRange, void* pDepthStencilDescriptor) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->OMSetRenderTargets(numRenderTargetDescriptors, static_cast<D3D12_CPU_DESCRIPTOR_HANDLE*>(pRenderTargetDescriptors), static_cast<BOOL>(rtsSingleHandleToDescriptorRange), static_cast<D3D12_CPU_DESCRIPTOR_HANDLE*>(pDepthStencilDescriptor));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->OMSetStencilRef(stencilRef);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_Release(void* i) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->Release();
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// }
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// uintptr_t Ebitengine_ID3D12GraphicsCommandList_Reset(void* i, void* pAllocator, void* pInitialState) {
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// auto r = static_cast<ID3D12GraphicsCommandList*>(i)->Reset(static_cast<ID3D12CommandAllocator*>(pAllocator), static_cast<ID3D12PipelineState*>(pInitialState));
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// return static_cast<uintptr_t>(r);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(void* i, uint32_t numBarriers, void* pBarriers) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->ResourceBarrier(numBarriers, static_cast<D3D12_RESOURCE_BARRIER*>(pBarriers));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(void* i, uint32_t numViewports, void* pViewports) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->RSSetViewports(numViewports, static_cast<D3D12_VIEWPORT*>(pViewports));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(void* i, uint32_t numRects, void* pRects) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->RSSetScissorRects(numRects, static_cast<D3D12_RECT*>(pRects));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(void* i, uint32_t numDescriptorHeaps, void* ppDescriptorHeaps) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetDescriptorHeaps(numDescriptorHeaps, static_cast<ID3D12DescriptorHeap**>(ppDescriptorHeaps));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetGraphicsRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptorPtr });
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(void* i, void* pRootSignature) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetGraphicsRootSignature(static_cast<ID3D12RootSignature*>(pRootSignature));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetPipelineState(static_cast<ID3D12PipelineState*>(pPipelineState));
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// }
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// }
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// #include <stdint.h>
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//
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// void Ebitengine_ID3D12GraphicsCommandList_ClearDepthStencilView(void* i, uintptr_t depthStencilView, int32_t clearFlags, float depth, uint8_t stencil, uint32_t numRects, void* pRects);
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// void Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(void* i, uintptr_t pRenderTargetView, void* colorRGBA, uint32_t numRects, void* pRects);
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// uintptr_t Ebitengine_ID3D12GraphicsCommandList_Close(void* i);
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// void Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(void* i, void* pDst, uint32_t dstX, uint32_t dstY, uint32_t dstZ, void* pSrc, void* pSrcBox);
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// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews);
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(void* i, uint32_t numRenderTargetDescriptors, void* pRenderTargetDescriptors, int rtsSingleHandleToDescriptorRange, void* pDepthStencilDescriptor);
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef);
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// void Ebitengine_ID3D12GraphicsCommandList_Release(void* i);
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// uintptr_t Ebitengine_ID3D12GraphicsCommandList_Reset(void* i, void* pAllocator, void* pInitialState);
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// void Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(void* i, uint32_t numBarriers, void* pBarriers);
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// void Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(void* i, uint32_t numViewports, void* pViewports);
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// void Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(void* i, uint32_t numRects, void* pRects);
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// void Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(void* i, uint32_t numDescriptorHeaps, void* ppDescriptorHeaps);
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr);
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(void* i, void* pRootSignature);
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// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState);
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import "C"
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import (
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"unsafe"
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)
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func _ID3D12GraphicsCommandList_ClearDepthStencilView(i *_ID3D12GraphicsCommandList, depthStencilView _D3D12_CPU_DESCRIPTOR_HANDLE, clearFlags _D3D12_CLEAR_FLAGS, depth float32, stencil uint8, rects []_D3D12_RECT) {
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var pRects *_D3D12_RECT
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if len(rects) > 0 {
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pRects = &rects[0]
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}
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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))
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}
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func _ID3D12GraphicsCommandList_ClearRenderTargetView(i *_ID3D12GraphicsCommandList, pRenderTargetView _D3D12_CPU_DESCRIPTOR_HANDLE, colorRGBA [4]float32, rects []_D3D12_RECT) {
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var pRects *_D3D12_RECT
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if len(rects) > 0 {
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pRects = &rects[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_ClearRenderTargetView(unsafe.Pointer(i), C.uintptr_t(pRenderTargetView.ptr), unsafe.Pointer(&colorRGBA[0]), C.uint32_t(len(rects)), unsafe.Pointer(pRects))
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}
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func _ID3D12GraphicsCommandList_Close(i *_ID3D12GraphicsCommandList) uintptr {
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r := C.Ebitengine_ID3D12GraphicsCommandList_Close(unsafe.Pointer(i))
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return uintptr(r)
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}
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func _ID3D12GraphicsCommandList_CopyTextureRegion(i *_ID3D12GraphicsCommandList, pDst unsafe.Pointer, dstX uint32, dstY uint32, dstZ uint32, pSrc unsafe.Pointer, pSrcBox *_D3D12_BOX) {
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C.Ebitengine_ID3D12GraphicsCommandList_CopyTextureRegion(unsafe.Pointer(i), pDst, C.uint32_t(dstX), C.uint32_t(dstY), C.uint32_t(dstZ), pSrc, unsafe.Pointer(pSrcBox))
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}
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func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
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C.Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(unsafe.Pointer(i),
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C.uint32_t(indexCountPerInstance), C.uint32_t(instanceCount), C.uint32_t(startIndexLocation),
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C.int32_t(baseVertexLocation), C.uint32_t(startInstanceLocation))
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}
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func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(unsafe.Pointer(i), unsafe.Pointer(pView))
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}
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func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
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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, views []_D3D12_VERTEX_BUFFER_VIEW) {
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var pViews *_D3D12_VERTEX_BUFFER_VIEW
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if len(views) > 0 {
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pViews = &views[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(len(views)), unsafe.Pointer(pViews))
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}
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func _ID3D12GraphicsCommandList_OMSetRenderTargets(i *_ID3D12GraphicsCommandList, renderTargetDescriptors []_D3D12_CPU_DESCRIPTOR_HANDLE, rtsSingleHandleToDescriptorRange bool, pDepthStencilDescriptor *_D3D12_CPU_DESCRIPTOR_HANDLE) {
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var pRenderTargetDescriptors *_D3D12_CPU_DESCRIPTOR_HANDLE
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if len(renderTargetDescriptors) > 0 {
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pRenderTargetDescriptors = &renderTargetDescriptors[0]
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}
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v := 0
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if rtsSingleHandleToDescriptorRange {
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v = 1
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}
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C.Ebitengine_ID3D12GraphicsCommandList_OMSetRenderTargets(unsafe.Pointer(i), C.uint32_t(len(renderTargetDescriptors)), unsafe.Pointer(pRenderTargetDescriptors), C.int(v), unsafe.Pointer(pDepthStencilDescriptor))
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}
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func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
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C.Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(unsafe.Pointer(i), C.uint32_t(stencilRef))
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}
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func _ID3D12GraphicsCommandList_Release(i *_ID3D12GraphicsCommandList) {
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C.Ebitengine_ID3D12GraphicsCommandList_Release(unsafe.Pointer(i))
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}
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func _ID3D12GraphicsCommandList_Reset(i *_ID3D12GraphicsCommandList, pAllocator *_ID3D12CommandAllocator, pInitialState *_ID3D12PipelineState) uintptr {
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r := C.Ebitengine_ID3D12GraphicsCommandList_Reset(unsafe.Pointer(i), unsafe.Pointer(pAllocator), unsafe.Pointer(pInitialState))
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return uintptr(r)
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}
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func _ID3D12GraphicsCommandList_ResourceBarrier(i *_ID3D12GraphicsCommandList, barriers []_D3D12_RESOURCE_BARRIER_Transition) {
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var pBarriers *_D3D12_RESOURCE_BARRIER_Transition
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if len(barriers) > 0 {
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pBarriers = &barriers[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_ResourceBarrier(unsafe.Pointer(i), C.uint32_t(len(barriers)), unsafe.Pointer(pBarriers))
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}
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func _ID3D12GraphicsCommandList_RSSetViewports(i *_ID3D12GraphicsCommandList, viewports []_D3D12_VIEWPORT) {
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var pViewports *_D3D12_VIEWPORT
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if len(viewports) > 0 {
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pViewports = &viewports[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_RSSetViewports(unsafe.Pointer(i), C.uint32_t(len(viewports)), unsafe.Pointer(pViewports))
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}
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func _ID3D12GraphicsCommandList_RSSetScissorRects(i *_ID3D12GraphicsCommandList, rects []_D3D12_RECT) {
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var pRects *_D3D12_RECT
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if len(rects) > 0 {
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pRects = &rects[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_RSSetScissorRects(unsafe.Pointer(i), C.uint32_t(len(rects)), unsafe.Pointer(pRects))
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}
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func _ID3D12GraphicsCommandList_SetDescriptorHeaps(i *_ID3D12GraphicsCommandList, descriptorHeaps []*_ID3D12DescriptorHeap) {
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var ppDescriptorHeaps **_ID3D12DescriptorHeap
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if len(descriptorHeaps) > 0 {
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ppDescriptorHeaps = &descriptorHeaps[0]
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}
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C.Ebitengine_ID3D12GraphicsCommandList_SetDescriptorHeaps(unsafe.Pointer(i), C.uint32_t(len(descriptorHeaps)), unsafe.Pointer(ppDescriptorHeaps))
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}
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func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
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C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(unsafe.Pointer(i), C.uint32_t(rootParameterIndex), C.uint64_t(baseDescriptor.ptr))
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}
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func _ID3D12GraphicsCommandList_SetGraphicsRootSignature(i *_ID3D12GraphicsCommandList, pRootSignature *_ID3D12RootSignature) {
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C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootSignature(unsafe.Pointer(i), unsafe.Pointer(pRootSignature))
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}
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func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) {
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C.Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(unsafe.Pointer(i), unsafe.Pointer(pPipelineState))
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}
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