cOMS/gpuapi/direct3d/AppCmdBuffer.h

71 lines
1.9 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_GPUAPI_DIRECTX_APP_CMD_BUFFER_H
#define TOS_GPUAPI_DIRECTX_APP_CMD_BUFFER_H
#include "../../stdlib/Types.h"
#include "Shader.h"
#include "ShaderUtils.h"
#include "../ShaderType.h"
#include "../../asset/Asset.h"
#include "../../command/AppCmdBuffer.h"
#include "GpuApiContainer.h"
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <wrl.h>
void* cmd_shader_load(AppCmdBuffer*, Command*) {
return NULL;
}
void* cmd_shader_load_sync(AppCmdBuffer* cb, Shader* shader, int32* shader_ids) {
char asset_id[9];
GpuApiContainer* gpu_api = (GpuApiContainer *) cb->gpu_api;
Microsoft::WRL::ComPtr<ID3DBlob> shader_assets[SHADER_TYPE_SIZE];
for (int32 i = 0; i < SHADER_TYPE_SIZE; ++i) {
if (!shader_ids[i]) {
continue;
} else if (shader_ids[i] < 0) {
break;
}
// Load sub asset
int_to_hex(shader_ids[i], asset_id);
Asset* shader_asset = thrd_ams_get_asset_wait(cb->ams, asset_id);
if (!shader_asset) {
int32 archive_id = (shader_ids[i] >> 24) & 0xFF;
shader_asset = asset_archive_asset_load(&cb->asset_archives[archive_id], shader_ids[i], cb->ams, cb->mem_vol);
}
// Make sub shader
shader_assets[i] = shader_make(
shader_type_index((ShaderType) (i + 1)),
(char *) shader_asset->self,
shader_asset->ram_size
);
shader_asset->state |= ASSET_STATE_RAM_GC;
shader_asset->state |= ASSET_STATE_VRAM_GC;
}
// Make shader/program
shader->id = program_make(
gpu_api->device.Get(), gpu_api->pipeline_state, gpu_api->root_signature.Get(),
shader_assets[0].Get(), shader_assets[1].Get(), shader_assets[2].Get()
);
return NULL;
}
#endif