isle-portable/miniwin/src/internal/d3drmrenderer_sdl3gpu.h
2025-06-09 03:44:40 +02:00

109 lines
3.1 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;
};
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;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
DWORD GetWidth() override;
DWORD GetHeight() override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() override;
HRESULT BeginFrame(const D3DRMMATRIX4D& viewMatrix) override;
void SubmitDraw(
const D3DRMVERTEX* vertices,
const size_t vertexCount,
const DWORD* indices,
const size_t indexCount,
const D3DRMMATRIX4D& worldMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
private:
Direct3DRMSDL3GPURenderer(
DWORD width,
DWORD height,
SDL_GPUDevice* device,
SDL_GPUGraphicsPipeline* opaquePipeline,
SDL_GPUGraphicsPipeline* transparentPipeline,
SDL_GPUTexture* transferTexture,
SDL_GPUTexture* depthTexture,
SDL_GPUTexture* dummyTexture,
SDL_GPUSampler* sampler,
SDL_GPUTransferBuffer* uploadBuffer,
SDL_GPUTransferBuffer* downloadBuffer
);
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
SDL_GPUTransferBuffer* GetUploadBuffer(size_t size);
DWORD m_width;
DWORD m_height;
D3DVALUE m_front;
D3DVALUE m_back;
int m_vertexCount;
int m_vertexBufferCount = 0;
ViewportUniforms m_uniforms;
FragmentShadingData m_fragmentShadingData;
D3DDEVICEDESC m_desc;
D3DRMMATRIX4D m_viewMatrix;
std::vector<SDL3TextureCache> m_textures;
SDL_GPUDevice* m_device;
SDL_GPUGraphicsPipeline* m_opaquePipeline;
SDL_GPUGraphicsPipeline* m_transparentPipeline;
SDL_GPUTexture* m_transferTexture;
SDL_GPUTexture* m_depthTexture;
SDL_GPUTexture* m_dummyTexture;
int m_uploadBufferSize;
SDL_GPUTransferBuffer* m_uploadBuffer;
SDL_GPUTransferBuffer* m_downloadBuffer;
SDL_GPUBuffer* m_vertexBuffer = nullptr;
SDL_GPUSampler* m_sampler;
};
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;
}
}