2022-11-29 13:00:54 +11:00
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use bytemuck::offset_of;
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use windows::core::PCSTR;
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use windows::Win32::Graphics::Direct3D11::{D3D11_BIND_VERTEX_BUFFER, D3D11_BUFFER_DESC, D3D11_INPUT_ELEMENT_DESC, D3D11_INPUT_PER_VERTEX_DATA, D3D11_SUBRESOURCE_DATA, D3D11_USAGE_IMMUTABLE, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext};
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use windows::Win32::Graphics::Direct3D::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R32G32_FLOAT;
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use crate::util;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default)]
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struct D3D11Vertex {
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position: [f32; 2],
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texcoord: [f32; 2],
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color: [f32; 4]
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}
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const CLEAR: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
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static QUAD_VBO_DATA: &'static [D3D11Vertex; 4] = &[
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D3D11Vertex {
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position: [0.0, 0.0],
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texcoord: [0.0, 1.0],
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color: CLEAR,
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},
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D3D11Vertex {
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position: [0.0, 1.0],
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texcoord: [0.0, 0.0],
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color: CLEAR,
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},
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D3D11Vertex {
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position: [1.0, 0.0],
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texcoord: [1.0, 1.0],
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color: CLEAR,
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},
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D3D11Vertex {
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position: [1.0, 1.0],
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texcoord: [1.0, 0.0],
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color: CLEAR,
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},
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];
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pub(crate) struct DrawQuad {
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buffer: ID3D11Buffer,
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context: ID3D11DeviceContext,
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offset: u32,
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stride: u32,
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}
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impl DrawQuad {
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pub fn new(device: &ID3D11Device, context: &ID3D11DeviceContext) -> util::Result<DrawQuad> {
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unsafe {
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let buffer = device.CreateBuffer(&D3D11_BUFFER_DESC {
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ByteWidth: std::mem::size_of::<[D3D11Vertex; 4]>() as u32,
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Usage: D3D11_USAGE_IMMUTABLE,
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BindFlags: D3D11_BIND_VERTEX_BUFFER,
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CPUAccessFlags: Default::default(),
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MiscFlags: Default::default(),
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StructureByteStride: 0,
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}, Some(&D3D11_SUBRESOURCE_DATA {
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pSysMem: QUAD_VBO_DATA.as_ptr().cast(),
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SysMemPitch: 0,
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SysMemSlicePitch: 0,
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}))?;
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Ok(DrawQuad {
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buffer,
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context: context.clone(),
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offset: 0,
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stride: std::mem::size_of::<D3D11Vertex>() as u32
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})
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}
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}
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pub fn bind_vertices(&self) {
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unsafe {
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self.context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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self.context.IASetVertexBuffers(0, 1, Some(&Some(self.buffer.clone())),
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Some(&self.stride), Some(&self.offset));
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}
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}
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pub fn get_spirv_cross_vbo_desc() -> [D3D11_INPUT_ELEMENT_DESC; 2] {
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[
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: offset_of!(D3D11Vertex, position) as u32,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
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SemanticIndex: 1,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: offset_of!(D3D11Vertex, texcoord) as u32,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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}
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]
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}
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}
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