// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include <d3d11.h> #include <array> #include <atomic> #include <memory> #include <vector> #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexManagerBase.h" struct ID3D11Buffer; namespace DX11 { class D3DBlob; class D3DVertexFormat : public NativeVertexFormat { public: D3DVertexFormat(const PortableVertexDeclaration& vtx_decl); ~D3DVertexFormat(); ID3D11InputLayout* GetInputLayout(D3DBlob* vs_bytecode); private: std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{}; UINT m_num_elems = 0; std::atomic<ID3D11InputLayout*> m_layout{nullptr}; }; class VertexManager : public VertexManagerBase { public: VertexManager(); ~VertexManager(); std::unique_ptr<NativeVertexFormat> CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; void CreateDeviceObjects() override; void DestroyDeviceObjects() override; protected: void ResetBuffer(u32 stride) override; u16* GetIndexBuffer() { return &LocalIBuffer[0]; } private: void PrepareDrawBuffers(u32 stride); void Draw(u32 stride); // temp void vFlush() override; u32 m_vertexDrawOffset; u32 m_indexDrawOffset; u32 m_currentBuffer; u32 m_bufferCursor; enum { MAX_BUFFER_COUNT = 2 }; ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT]; std::vector<u8> LocalVBuffer; std::vector<u16> LocalIBuffer; }; } // namespace