Duckstation/src/util/d3d11_stream_buffer.h
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

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1.3 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/types.h"
#include "common/windows_headers.h"
#include <d3d11_1.h>
#include <wrl/client.h>
class D3D11StreamBuffer
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11StreamBuffer();
D3D11StreamBuffer(ComPtr<ID3D11Buffer> buffer);
~D3D11StreamBuffer();
ALWAYS_INLINE ID3D11Buffer* GetD3DBuffer() const { return m_buffer.Get(); }
ALWAYS_INLINE ID3D11Buffer* const* GetD3DBufferArray() const { return m_buffer.GetAddressOf(); }
ALWAYS_INLINE u32 GetSize() const { return m_size; }
ALWAYS_INLINE u32 GetPosition() const { return m_position; }
bool Create(ID3D11Device* device, D3D11_BIND_FLAG bind_flags, u32 size);
void Destroy();
struct MappingResult
{
void* pointer;
u32 buffer_offset;
u32 index_aligned; // offset / alignment, suitable for base vertex
u32 space_aligned; // remaining space / alignment
};
MappingResult Map(ID3D11DeviceContext1* context, u32 alignment, u32 min_size);
void Unmap(ID3D11DeviceContext1* context, u32 used_size);
private:
ComPtr<ID3D11Buffer> m_buffer;
u32 m_size;
u32 m_position;
bool m_use_map_no_overwrite = false;
};