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glitchy-engine-beef/GlitchyEngine/src/Platform/DX11/Renderer/Dx11GeometryBinding.bf
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Beef

#if GE_GRAPHICS_DX11
using System;
using DirectX.D3D11;
using GlitchyEngine.Platform.DX11;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.Renderer
{
extension GeometryBinding
{
internal ID3D11Buffer*[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] nativeBuffers;
internal uint32[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] bufferStrides;
internal uint32[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] bufferOffsets;
internal ID3D11Buffer* nativeIndexBuffer;
public ~this()
{
for(ID3D11Buffer* buffer in nativeBuffers)
{
buffer?.Release();
}
nativeIndexBuffer?.Release();
}
protected override void PlatformSetVertexBuffer(VertexBufferBinding binding, uint32 slot)
{
Debug.Profiler.ProfileResourceFunction!();
Log.EngineLogger.Assert(slot < nativeBuffers.Count, "The buffer slot has to be in the range from 0 to 31.");
VertexBuffer vertexBuffer = binding.Buffer;
if(vertexBuffer != null)
{
Log.EngineLogger.Assert(vertexBuffer.nativeDescription.BindFlags.HasFlag(.VertexBuffer),
scope $"Buffer ({vertexBuffer.nativeBuffer.GetDebugName(.. scope .())}) must have VertexBuffer-flag set to be bound as a vertex buffer.");
nativeBuffers[slot]?.Release();
nativeBuffers[slot] = vertexBuffer.nativeBuffer..AddRef();
bufferStrides[slot] = binding.Stride;
bufferOffsets[slot] = binding.Offset;
}
else
{
nativeBuffers[slot]?.Release();
nativeBuffers[slot] = null;
bufferStrides[slot] = 0;
bufferOffsets[slot] = 0;
}
}
protected override void PlatformSetVertexLayout(VertexLayout vertexLayout)
{
}
protected override void PlatformSetIndexBuffer(IndexBuffer indexBuffer)
{
Debug.Profiler.ProfileResourceFunction!();
Log.EngineLogger.Assert(indexBuffer.nativeDescription.BindFlags.HasFlag(.IndexBuffer),
scope $"Buffer ({indexBuffer.nativeBuffer.GetDebugName(.. scope .())}) must have IndexBuffer-flag set to be bound as an index buffer.");
nativeIndexBuffer?.Release();
nativeIndexBuffer = indexBuffer.nativeBuffer..AddRef();
}
protected override void PlatformSetPrimitiveTopology(GlitchyEngine.Renderer.PrimitiveTopology topology)
{
}
public override void Bind()
{
Debug.Profiler.ProfileRendererFunction!();
using (ContextMonitor.Enter())
{
NativeContext.InputAssembler.SetVertexBuffers(0, nativeBuffers.Count, &nativeBuffers, &bufferStrides, &bufferOffsets);
GraphicsContext.Get().SetVertexLayout(_vertexLayout);
NativeContext.InputAssembler.SetPrimitiveTopology((.)_primitiveTopology);
if(_indexBuffer != null)
NativeContext.InputAssembler.SetIndexBuffer(_indexBuffer.nativeBuffer, _indexBuffer.Format == .Index32Bit ? .R32_UInt : .R16_UInt, _indexByteOffset);
}
}
public override void Unbind()
{
Debug.Profiler.ProfileRendererFunction!();
ID3D11Buffer*[nativeBuffers.Count] nullBuffers = .();
uint32[nativeBuffers.Count] zeroStrides = .();
uint32[nativeBuffers.Count] zeroOffsets = .();
using (ContextMonitor.Enter())
{
NativeContext.InputAssembler.SetVertexBuffers(0, nativeBuffers.Count, &nullBuffers, &zeroStrides, &zeroOffsets);
NativeContext.InputAssembler.SetInputLayout(null);
NativeContext.InputAssembler.SetPrimitiveTopology(.Undefined);
NativeContext.InputAssembler.SetIndexBuffer(null, .R16_UNorm, 0);
}
}
}
}
#endif