forked from MoonsideGames/Refresh
CreateBuffer, QueueDestroyBuffer, SetBufferData, BindVertexBuffers
parent
5c6d32e21a
commit
e3748391fe
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@ -286,6 +286,38 @@ typedef struct D3D11WindowData
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D3D11SwapchainData *swapchainData;
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} D3D11WindowData;
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typedef struct D3D11ShaderModule
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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Refresh_MultisampleState multisampleState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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ID3D11DepthStencilState *depthStencilState;
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uint32_t stencilRef;
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Refresh_PrimitiveType primitiveType;
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ID3D11RasterizerState *rasterizerState;
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ID3D11VertexShader *vertexShader;
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ID3D11InputLayout *inputLayout;
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uint32_t *vertexStrides;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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@ -295,7 +327,7 @@ typedef struct D3D11CommandBuffer
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/* Render Pass */
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView *dsView;
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struct D3D11GraphicsPipeline *graphicsPipeline;
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D3D11GraphicsPipeline *graphicsPipeline;
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/* State */
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SDL_threadID threadID;
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@ -309,35 +341,11 @@ typedef struct D3D11CommandBufferPool
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11ShaderModule
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typedef struct D3D11Buffer
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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Refresh_PrimitiveType primitiveType;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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ID3D11InputLayout *inputLayout;
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Refresh_MultisampleState multisampleState;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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ID3D11Buffer *handle;
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uint32_t size;
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} D3D11Buffer;
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typedef struct D3D11Renderer
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{
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@ -432,13 +440,12 @@ static void D3D11_DestroyDevice(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
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D3D11CommandBuffer *commandBuffer;
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int32_t i;
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D3D11_Wait(device->driverData);
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/* Release the window data */
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for (i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
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for (int32_t i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
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{
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D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle);
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}
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@ -451,7 +458,7 @@ static void D3D11_DestroyDevice(
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SDL_free(renderer->submittedCommandBuffers);
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for (i = 0; i < renderer->commandBufferPool.count; i += 1)
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for (uint32_t i = 0; i < renderer->commandBufferPool.count; i += 1)
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{
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commandBuffer = renderer->commandBufferPool.elements[i];
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@ -788,7 +795,6 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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ID3D10Blob *errorBlob;
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int32_t i;
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HRESULT res;
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/* Color */
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@ -800,7 +806,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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);
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pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
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for (i = 0; i < pipeline->numColorAttachments; i += 1)
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for (int32_t i = 0; i < pipeline->numColorAttachments; i += 1)
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{
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pipeline->colorAttachmentFormats[i] = RefreshToD3D11_TextureFormat[
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
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@ -882,6 +888,24 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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ID3D10Blob_GetBufferSize(vertShaderModule->blob)
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);
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if (pipelineCreateInfo->vertexInputState.vertexBindingCount > 0)
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{
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pipeline->vertexStrides = SDL_malloc(
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sizeof(uint32_t) *
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pipelineCreateInfo->vertexInputState.vertexBindingCount
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);
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for (uint32_t i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1)
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{
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pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
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}
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}
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else
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{
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/* Not sure if this is even possible, but juuust in case... */
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pipeline->vertexStrides = NULL;
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}
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/* Fragment Shader */
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if (fragShaderModule->shader == NULL)
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@ -962,8 +986,46 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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Refresh_BufferUsageFlags usageFlags,
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uint32_t sizeInBytes
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) {
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NOT_IMPLEMENTED
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return NULL;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11_BUFFER_DESC bufferDesc;
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ID3D11Buffer *bufferHandle;
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D3D11Buffer *d3d11Buffer;
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HRESULT res;
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uint32_t bindFlags = 0;
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if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
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{
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bindFlags |= D3D11_BIND_VERTEX_BUFFER;
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}
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if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
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{
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bindFlags |= D3D11_BIND_INDEX_BUFFER;
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}
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if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
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{
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bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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bufferDesc.BindFlags = bindFlags;
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bufferDesc.ByteWidth = sizeInBytes;
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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bufferDesc.StructureByteStride = 0;
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res = ID3D11Device_CreateBuffer(
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renderer->device,
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&bufferDesc,
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NULL,
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&bufferHandle
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);
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ERROR_CHECK_RETURN("Could not create buffer! Error Code: %08X", NULL);
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d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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d3d11Buffer->handle = bufferHandle;
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d3d11Buffer->size = sizeInBytes;
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return (Refresh_Buffer*) d3d11Buffer;
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}
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/* Setters */
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@ -1026,7 +1088,33 @@ static void D3D11_SetBufferData(
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void* data,
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uint32_t dataLength
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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D3D11_MAPPED_SUBRESOURCE subres = { 0 };
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HRESULT res;
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res = ID3D11DeviceContext_Map(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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0,
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D3D11_MAP_WRITE_DISCARD,
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0,
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&subres
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);
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ERROR_CHECK_RETURN("Could not map buffer for writing!", );
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SDL_memcpy(
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(uint8_t*) subres.pData + offsetInBytes,
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data,
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dataLength
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);
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ID3D11DeviceContext_Unmap(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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0
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);
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}
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static uint32_t D3D11_PushVertexShaderUniforms(
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@ -1108,7 +1196,9 @@ static void D3D11_QueueDestroyBuffer(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer
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) {
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NOT_IMPLEMENTED
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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ID3D11Buffer_Release(d3d11Buffer->handle);
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SDL_free(d3d11Buffer);
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}
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static void D3D11_QueueDestroyShaderModule(
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@ -1151,6 +1241,11 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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/* FIXME: Release uniform buffers, once that's written in */
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if (d3dGraphicsPipeline->vertexStrides)
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{
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SDL_free(d3dGraphicsPipeline->vertexStrides);
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}
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SDL_free(d3dGraphicsPipeline);
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}
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@ -1450,7 +1545,7 @@ static void D3D11_SetScissor(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *scissor
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) {
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*)commandBuffer;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11_RECT rect =
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{
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scissor->x,
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@ -1474,7 +1569,23 @@ static void D3D11_BindVertexBuffers(
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Refresh_Buffer **pBuffers,
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uint64_t *pOffsets
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11Buffer *bufferHandles[MAX_BUFFER_BINDINGS];
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for (uint32_t i = 0; i < bindingCount; i += 1)
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{
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bufferHandles[i] = ((D3D11Buffer*) pBuffers[i])->handle;
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}
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ID3D11DeviceContext_IASetVertexBuffers(
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d3d11CommandBuffer->context,
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firstBinding,
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bindingCount,
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bufferHandles,
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&d3d11CommandBuffer->graphicsPipeline->vertexStrides[firstBinding],
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(UINT*) pOffsets
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);
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}
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static void D3D11_BindIndexBuffer(
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