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