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glitchy-engine-beef/GlitchyEngine/src/Platform/DX11/Renderer/Dx11RendererAPI.bf
T

295 lines
7.2 KiB
Beef

#if GE_GRAPHICS_DX11
using GlitchyEngine.Math;
using GlitchyEngine.Platform.DX11;
using System;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
extension RendererAPI
{
private GraphicsContext _context ~ _?.ReleaseRef();
private Effect _clearUintFx ~ _?.ReleaseRef();
private BlendState _nonblendingState ~ _?.ReleaseRef();
public GraphicsContext Context
{
get => _context;
set => SetReference!(_context, value);
}
public static override API Api => .D3D11;
public override void Init()
{
Debug.Profiler.ProfileFunction!();
_clearUintFx = new Effect("content/Shaders/ClearUInt.hlsl");
BlendStateDescription desc =.Default;
desc.RenderTarget[0].BlendEnable = false;
_nonblendingState = new BlendState(desc);
}
private mixin RtOrBackbuffer(RenderTarget2D renderTarget)
{
renderTarget ?? _context.SwapChain.BackBuffer
}
public override void Clear(RenderTarget2D renderTarget, ColorRGBA color)
{
Debug.Profiler.ProfileRendererFunction!();
using (ContextMonitor.Enter())
{
NativeContext.ClearRenderTargetView(RtOrBackbuffer!(renderTarget)._nativeRenderTargetView, color);
}
}
public override void Clear(DepthStencilTarget target, ClearOptions clearOptions, float depth, uint8 stencil)
{
Debug.Profiler.ProfileRendererFunction!();
if(target == null)
return;
DirectX.D3D11.ClearFlag flags = default;
if(clearOptions.HasFlag(.Depth))
{
flags |= .Depth;
}
if(clearOptions.HasFlag(.Stencil))
{
flags |= .Stencil;
}
using (ContextMonitor.Enter())
{
NativeContext.ClearDepthStencilView(target.nativeView, flags, depth, stencil);
}
}
private void ClearRtv(DirectX.D3D11.ID3D11RenderTargetView* rtv, ClearColor clearColor)
{
using (ContextMonitor.Enter())
{
switch(clearColor)
{
case .Color(let color):
NativeContext.ClearRenderTargetView(rtv, color);
case .UInt(let value):
#unwarn
NativeContext.OutputMerger.SetRenderTargets(1, &rtv, null);
using (BlendState lastBlendState = _currentBlendState..AddRef())
{
SetBlendState(_nonblendingState);
_clearUintFx.Variables["ClearValue"].SetData(value);
_clearUintFx.ApplyChanges();
_clearUintFx.Bind();
FullscreenQuad.Draw();
SetBlendState(lastBlendState);
}
// Rebind the old render targets
BindRenderTargets();
default:
Runtime.NotImplemented();
}
}
}
public override void Clear(RenderTargetGroup renderTarget, ClearOptions options, ClearColor? color = null, float? depth = null, uint8? stencil = null)
{
if (options.HasFlag(.Color) && renderTarget._renderTargetViews != null)
{
for (int i < renderTarget._renderTargetViews.Count)
{
ClearRtv(renderTarget._renderTargetViews[i], color ?? renderTarget._colorTargetDescriptions[i].ClearColor);
}
}
if (renderTarget._nativeDepthTargetView != null)
{
DirectX.D3D11.ClearFlag flags = default;
if(options.HasFlag(.Depth))
{
flags |= .Depth;
}
if(options.HasFlag(.Stencil))
{
flags |= .Stencil;
}
if (flags != default)
{
float clearDepth = 0.0f;
uint8 clearStencil = 0;
if (renderTarget._depthTargetDescription.ClearColor case .DepthStencil(let d, let s))
{
clearDepth = d;
clearStencil = s;
}
else
{
Log.EngineLogger.Error("Clear color of depth stencil target must be of type DepthStencil.");
Log.EngineLogger.AssertDebug(false);
}
clearDepth = depth ?? clearDepth;
clearStencil = stencil ?? clearStencil;
using (ContextMonitor.Enter())
{
NativeContext.ClearDepthStencilView(renderTarget._nativeDepthTargetView, flags, clearDepth, clearStencil);
}
}
}
}
public override void SetRenderTarget(RenderTarget2D renderTarget, int slot, bool setDepthBuffer)
{
Debug.Profiler.ProfileRendererFunction!();
_context.SetRenderTarget(renderTarget, slot, setDepthBuffer);
}
public override void SetRenderTargetGroup(RenderTargetGroup renderTarget, bool setDepthBuffer)
{
if (renderTarget._renderTargetViews != null)
{
for (int i < renderTarget._renderTargetViews.Count)
{
_context.SetNativeRenderTargets(renderTarget._renderTargetViews, 0);
}
}
if (setDepthBuffer)
{
_context.SetNativeDepthStencilTarget(renderTarget._nativeDepthTargetView);
}
}
public override void SetDepthStencilTarget(DepthStencilTarget target)
{
Debug.Profiler.ProfileRendererFunction!();
_context.SetDepthStencilTarget(target);
}
public override void UnbindRenderTargets()
{
Debug.Profiler.ProfileRendererFunction!();
_context.UnbindRenderTargets();
}
public override void BindRenderTargets()
{
Debug.Profiler.ProfileRendererFunction!();
_context.BindRenderTargets();
}
private RasterizerState _currentRasterizerState ~ _?.ReleaseRef();
public override void SetRasterizerState(RasterizerState rasterizerState)
{
Debug.Profiler.ProfileRendererFunction!();
SetReference!(_currentRasterizerState, rasterizerState);
using (ContextMonitor.Enter())
{
NativeContext.Rasterizer.SetState(_currentRasterizerState.nativeRasterizerState);
}
}
private BlendState _currentBlendState ~ _?.ReleaseRef();
public override void SetBlendState(BlendState blendState, ColorRGBA blendFactor)
{
Debug.Profiler.ProfileRendererFunction!();
SetReference!(_currentBlendState, blendState);
using (ContextMonitor.Enter())
{
NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
}
}
private DepthStencilState _currentDepthStencilState ~ _?.ReleaseRef();
public override void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference)
{
Debug.Profiler.ProfileRendererFunction!();
SetReference!(_currentDepthStencilState, depthStencilState);
using (ContextMonitor.Enter())
{
NativeContext.OutputMerger.SetDepthStencilState(_currentDepthStencilState.nativeDepthStencilState, stencilReference);
}
}
public override void DrawIndexed(GeometryBinding geometry)
{
Debug.Profiler.ProfileRendererFunction!();
if(geometry.IsIndexed)
_context.DrawIndexed(geometry.IndexCount, geometry.IndexByteOffset, 0);
else
_context.Draw(geometry.VertexCount, 0);
}
public override void DrawIndexedInstanced(GeometryBinding geometry)
{
Debug.Profiler.ProfileRendererFunction!();
_context.DrawIndexedInstanced(geometry.IndexCount, geometry.InstanceCount, geometry.IndexByteOffset, 0, 0);
}
public override void SetViewport(Viewport viewport)
{
Debug.Profiler.ProfileRendererFunction!();
_context.SetViewport(viewport);
}
public override void UnbindTextures()
{
_context.UnbindTextures();
}
public override void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage)
{
_context.BindConstantBuffer(buffer, slot, stage);
}
public override void BindVertexShader(VertexShader vertexShader)
{
_context.BindVertexShader(vertexShader);
}
public override void BindPixelShader(PixelShader pixelShader)
{
_context.BindPixelShader(pixelShader);
}
}
}
#endif