isle-portable/miniwin/src/internal/d3drmrenderer_sdl3gpu.h

130 lines
4.1 KiB
C++

#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include "ddsurface_impl.h"
#include <SDL3/SDL.h>
#include <vector>
DEFINE_GUID(SDL3_GPU_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01);
typedef struct {
D3DRMMATRIX4D projection;
D3DRMMATRIX4D worldViewMatrix;
D3DRMMATRIX4D normalMatrix;
} ViewportUniforms;
static_assert(sizeof(ViewportUniforms) % 16 == 0);
static_assert(sizeof(ViewportUniforms) == 192);
struct FragmentShadingData {
SceneLight lights[3];
int lightCount;
float shininess;
SDL_Color color;
int useTexture;
};
static_assert(sizeof(FragmentShadingData) % 16 == 0);
static_assert(sizeof(FragmentShadingData) == 160);
struct SDL3TextureCache {
Direct3DRMTextureImpl* texture;
Uint32 version;
SDL_GPUTexture* gpuTexture;
};
struct SDL3MeshCache {
const MeshGroup* meshGroup;
int version;
SDL_GPUBuffer* vertexBuffer;
SDL_GPUBuffer* indexBuffer;
size_t indexCount;
};
class Direct3DRMSDL3GPURenderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
~Direct3DRMSDL3GPURenderer() override;
void PushLights(const SceneLight* vertices, size_t count) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() override;
HRESULT BeginFrame() override;
void EnableTransparency() override;
void SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Download(SDL_Surface* target) override;
private:
Direct3DRMSDL3GPURenderer(
DWORD width,
DWORD height,
SDL_GPUDevice* device,
SDL_GPUGraphicsPipeline* opaquePipeline,
SDL_GPUGraphicsPipeline* transparentPipeline,
SDL_GPUGraphicsPipeline* uiPipeline,
SDL_GPUSampler* sampler,
SDL_GPUSampler* uiSampler,
SDL_GPUTransferBuffer* uploadBuffer,
int uploadBufferSize
);
void StartRenderPass(float r, float g, float b, bool clear);
void WaitForPendingUpload();
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
SDL_GPUTransferBuffer* GetUploadBuffer(size_t size);
SDL_GPUTexture* CreateTextureFromSurface(SDL_Surface* surface);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
SDL3MeshCache UploadMesh(const MeshGroup& meshGroup);
MeshGroup m_uiMesh;
SDL3MeshCache m_uiMeshCache;
D3DVALUE m_front;
D3DVALUE m_back;
ViewportUniforms m_uniforms;
FragmentShadingData m_fragmentShadingData;
D3DDEVICEDESC m_desc;
D3DRMMATRIX4D m_projection;
std::vector<SDL3TextureCache> m_textures;
std::vector<SDL3MeshCache> m_meshs;
SDL_GPUDevice* m_device;
SDL_GPUGraphicsPipeline* m_opaquePipeline;
SDL_GPUGraphicsPipeline* m_transparentPipeline;
SDL_GPUGraphicsPipeline* m_uiPipeline;
SDL_GPUTexture* m_transferTexture = nullptr;
SDL_GPUTexture* m_depthTexture = nullptr;
SDL_GPUTexture* m_dummyTexture;
int m_uploadBufferSize;
SDL_GPUTransferBuffer* m_uploadBuffer;
SDL_GPUTransferBuffer* m_downloadBuffer = nullptr;
SDL_GPUBuffer* m_vertexBuffer = nullptr;
SDL_GPUSampler* m_sampler;
SDL_GPUSampler* m_uiSampler;
SDL_GPUCommandBuffer* m_cmdbuf = nullptr;
SDL_GPURenderPass* m_renderPass = nullptr;
SDL_GPUFence* m_uploadFence = nullptr;
};
inline static void Direct3DRMSDL3GPU_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = Direct3DRMSDL3GPURenderer::Create(640, 480);
if (device) {
EnumDevice(cb, ctx, device, SDL3_GPU_GUID);
delete device;
}
}