verus/RendererDirect3D11/src/CGI/CommandBufferD3D11.h

65 lines
2.4 KiB
C++

// Copyright (C) 2021-2022, Dmitry Maluev (dmaluev@gmail.com). All rights reserved.
#pragma once
namespace verus
{
namespace CGI
{
class CommandBufferD3D11 : public BaseCommandBuffer
{
ComPtr<ID3D11DeviceContext> _pDeviceContext;
RP::PcD3DRenderPass _pRenderPass = nullptr;
RP::PcD3DFramebuffer _pFramebuffer = nullptr;
Vector<FLOAT> _vClearValues;
int _subpassIndex = 0;
float _blendFactor[4];
public:
CommandBufferD3D11();
virtual ~CommandBufferD3D11() override;
virtual void Init() override;
virtual void Done() override;
virtual void InitOneTimeSubmit() override;
virtual void DoneOneTimeSubmit() override;
virtual void Begin() override;
virtual void End() override;
virtual void PipelineImageMemoryBarrier(TexturePtr tex, ImageLayout oldLayout, ImageLayout newLayout, Range mipLevels, Range arrayLayers) override;
virtual void BeginRenderPass(RPHandle renderPassHandle, FBHandle framebufferHandle,
std::initializer_list<Vector4> ilClearValues, bool setViewportAndScissor) override;
virtual void NextSubpass() override;
virtual void EndRenderPass() override;
virtual void BindPipeline(PipelinePtr pipe) override;
virtual void SetViewport(std::initializer_list<Vector4> il, float minDepth, float maxDepth) override;
virtual void SetScissor(std::initializer_list<Vector4> il) override;
virtual void SetBlendConstants(const float* p) override;
virtual void BindVertexBuffers(GeometryPtr geo, UINT32 bindingsFilter) override;
virtual void BindIndexBuffer(GeometryPtr geo) override;
virtual bool BindDescriptors(ShaderPtr shader, int setNumber, CSHandle complexSetHandle) override;
virtual void PushConstants(ShaderPtr shader, int offset, int size, const void* p, ShaderStageFlags stageFlags) override;
virtual void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance) override;
virtual void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance) override;
virtual void Dispatch(int groupCountX, int groupCountY, int groupCountZ) override;
virtual void DispatchMesh(int groupCountX, int groupCountY, int groupCountZ) override;
virtual void TraceRays(int width, int height, int depth) override;
//
// D3D11
//
ID3D11DeviceContext* GetD3DDeviceContext() const;
void PrepareSubpass();
};
VERUS_TYPEDEFS(CommandBufferD3D11);
}
}