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xxGraphicD3D10.h
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xxGraphicD3D10.h
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//==============================================================================
// xxGraphic : Direct3D 10.0 Header
//
// Copyright (c) 2019-2024 TAiGA
// https://github.com/metarutaiga/xxGraphic
//==============================================================================
#pragma once
#include "xxGraphic.h"
xxAPI uint64_t xxCreateInstanceD3D10();
xxInline char const* xxGetInstanceNameD3D10() { return "Direct3D 10.0"; }
#ifdef __d3d10_h__
//==============================================================================
// Instance
//==============================================================================
uint64_t xxCreateInstanceD3D10();
void xxDestroyInstanceD3D10(uint64_t instance);
//==============================================================================
// Device
//==============================================================================
uint64_t xxCreateDeviceD3D10(uint64_t instance);
void xxDestroyDeviceD3D10(uint64_t device);
bool xxResetDeviceD3D10(uint64_t device);
bool xxTestDeviceD3D10(uint64_t device);
//==============================================================================
// Framebuffer
//==============================================================================
//==============================================================================
// Swapchain
//==============================================================================
uint64_t xxCreateSwapchainD3D10(uint64_t device, uint64_t renderPass, void* view, int width, int height, uint64_t oldSwapchain);
void xxDestroySwapchainD3D10(uint64_t swapchain);
void xxPresentSwapchainD3D10(uint64_t swapchain);
uint64_t xxGetCommandBufferD3D10(uint64_t device, uint64_t swapchain);
uint64_t xxGetFramebufferD3D10(uint64_t device, uint64_t swapchain, float* scale);
//==============================================================================
// Command Buffer
//==============================================================================
bool xxBeginCommandBufferD3D10(uint64_t commandBuffer);
void xxEndCommandBufferD3D10(uint64_t commandBuffer);
void xxSubmitCommandBufferD3D10(uint64_t commandBuffer, uint64_t swapchain);
//==============================================================================
// Render Pass
//==============================================================================
uint64_t xxCreateRenderPassD3D10(uint64_t device, bool clearColor, bool clearDepth, bool clearStencil, bool storeColor, bool storeDepth, bool storeStencil);
void xxDestroyRenderPassD3D10(uint64_t renderPass);
uint64_t xxBeginRenderPassD3D10(uint64_t commandBuffer, uint64_t framebuffer, uint64_t renderPass, int width, int height, float color[4], float depth, unsigned char stencil);
void xxEndRenderPassD3D10(uint64_t commandEncoder, uint64_t framebuffer, uint64_t renderPass);
//==============================================================================
// Vertex Attribute
//==============================================================================
uint64_t xxCreateVertexAttributeD3D10(uint64_t device, int count, int* attribute);
void xxDestroyVertexAttributeD3D10(uint64_t vertexAttribute);
//==============================================================================
// Buffer
//==============================================================================
uint64_t xxCreateConstantBufferD3D10(uint64_t device, int size);
uint64_t xxCreateIndexBufferD3D10(uint64_t device, int size, int bits);
uint64_t xxCreateVertexBufferD3D10(uint64_t device, int size, uint64_t vertexAttribute);
uint64_t xxCreateStorageBufferD3D10(uint64_t device, int size);
void xxDestroyBufferD3D10(uint64_t device, uint64_t buffer);
void* xxMapBufferD3D10(uint64_t device, uint64_t buffer);
void xxUnmapBufferD3D10(uint64_t device, uint64_t buffer);
//==============================================================================
// Texture
//==============================================================================
uint64_t xxCreateTextureD3D10(uint64_t device, uint64_t format, int width, int height, int depth, int mipmap, int array, void const* external);
void xxDestroyTextureD3D10(uint64_t texture);
void* xxMapTextureD3D10(uint64_t device, uint64_t texture, int* stride, int level, int array);
void xxUnmapTextureD3D10(uint64_t device, uint64_t texture, int level, int array);
//==============================================================================
// Sampler
//==============================================================================
uint64_t xxCreateSamplerD3D10(uint64_t device, bool clampU, bool clampV, bool clampW, bool linearMag, bool linearMin, bool linearMip, int anisotropy);
void xxDestroySamplerD3D10(uint64_t sampler);
//==============================================================================
// Shader
//==============================================================================
uint64_t xxCreateMeshShaderD3D10(uint64_t device, char const* shader);
uint64_t xxCreateVertexShaderD3D10(uint64_t device, char const* shader, uint64_t vertexAttribute);
uint64_t xxCreateFragmentShaderD3D10(uint64_t device, char const* shader);
void xxDestroyShaderD3D10(uint64_t device, uint64_t shader);
//==============================================================================
// Pipeline
//==============================================================================
uint64_t xxCreateBlendStateD3D10(uint64_t device, char const* sourceColor, char const* operationColor, char const* destinationColor, char const* sourceAlpha, char const* operationAlpha, char const* destinationAlpha);
uint64_t xxCreateDepthStencilStateD3D10(uint64_t device, char const* depthTest, bool depthWrite);
uint64_t xxCreateRasterizerStateD3D10(uint64_t device, bool cull, bool scissor);
uint64_t xxCreatePipelineD3D10(uint64_t device, uint64_t renderPass, uint64_t blendState, uint64_t depthStencilState, uint64_t rasterizerState, uint64_t vertexAttribute, uint64_t meshShader, uint64_t vertexShader, uint64_t fragmentShader);
void xxDestroyBlendStateD3D10(uint64_t blendState);
void xxDestroyDepthStencilStateD3D10(uint64_t depthStencilState);
void xxDestroyRasterizerStateD3D10(uint64_t rasterizerState);
void xxDestroyPipelineD3D10(uint64_t pipeline);
//==============================================================================
// Command
//==============================================================================
void xxSetViewportD3D10(uint64_t commandEncoder, int x, int y, int width, int height, float minZ, float maxZ);
void xxSetScissorD3D10(uint64_t commandEncoder, int x, int y, int width, int height);
void xxSetPipelineD3D10(uint64_t commandEncoder, uint64_t pipeline);
void xxSetMeshBuffersD3D10(uint64_t commandEncoder, int count, const uint64_t* buffers);
void xxSetVertexBuffersD3D10(uint64_t commandEncoder, int count, const uint64_t* buffers, uint64_t vertexAttribute);
void xxSetVertexTexturesD3D10(uint64_t commandEncoder, int count, const uint64_t* textures);
void xxSetFragmentTexturesD3D10(uint64_t commandEncoder, int count, const uint64_t* textures);
void xxSetVertexSamplersD3D10(uint64_t commandEncoder, int count, const uint64_t* samplers);
void xxSetFragmentSamplersD3D10(uint64_t commandEncoder, int count, const uint64_t* samplers);
void xxSetMeshConstantBufferD3D10(uint64_t commandEncoder, uint64_t buffer, int size);
void xxSetVertexConstantBufferD3D10(uint64_t commandEncoder, uint64_t buffer, int size);
void xxSetFragmentConstantBufferD3D10(uint64_t commandEncoder, uint64_t buffer, int size);
void xxDrawD3D10(uint64_t commandEncoder, int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void xxDrawMeshedD3D10(uint64_t commandEncoder, int x, int y, int z);
void xxDrawIndexedD3D10(uint64_t commandEncoder, uint64_t indexBuffer, int indexCount, int vertexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance);
//==============================================================================
#endif