mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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121 lines
4.1 KiB
Plaintext
121 lines
4.1 KiB
Plaintext
/// @macro {String} Path to the GMD3D11 dynamic library.
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/// Default value is "GMD3D11.dll".
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#macro GMD3D11_PATH "GMD3D11.dll"
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/// @macro {Bool} Expands to `true` if GMD3D11 is supported on the current
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/// platform.
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#macro GMD3D11_IS_SUPPORTED (os_type == os_windows)
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/// @func d3d11_get_error_string()
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///
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/// @desc Retrieves the last error message.
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///
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/// @return {String} The last error message.
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function d3d11_get_error_string() {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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static _fn = external_define(GMD3D11_PATH, "d3d11_get_error_string", dll_cdecl, ty_string, 0);
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return external_call(_fn);
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}
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/// @func d3d11_texture_set_stage_vs(_slot, _texture)
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///
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/// @desc Passes a texture to a vertex shader.
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///
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/// @param {Real} _slot The vertex texture slot index. Must be in range
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/// 0..{@link D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT}-1.
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/// @param {Pointer.Texture} _texture The texture to pass.
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///
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/// @return {Real} Returns 1 on success or 0 on fail.
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function d3d11_texture_set_stage_vs(_slot, _texture) {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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static _fn = external_define(GMD3D11_PATH, "d3d11_texture_set_stage_vs", dll_cdecl, ty_real, 1, ty_real);
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texture_set_stage(0, _texture);
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return external_call(_fn, _slot);
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}
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/// @func texture_set_stage_vs(_slot, _texture)
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///
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/// @desc If GMD3D11 is supported, then uses {@link d3d11_texture_set_stage_vs}
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/// to pass a texture to a vertex shader, otherwise uses `texture_set_stage`
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/// (which should work on OpenGL platforms).
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///
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/// @param {Real} _slot The vertex texture slot index. Must be in range 0..7.
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/// @param {Pointer.Texture} _texture The texture to pass.
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///
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/// @see GMD3D11_IS_SUPPORTED
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function texture_set_stage_vs(_slot, _texture) {
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INLINE
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if (GMD3D11_IS_SUPPORTED) {
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d3d11_texture_set_stage_vs(_slot, _texture);
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return;
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}
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texture_set_stage(_slot, _texture);
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}
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/// @func d3d11_texture_set_stage_ps(_slot, _texture)
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///
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/// @desc Passes a texture to a pixel shader.
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///
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/// @param {Real} _slot The pixel texture slot index. Must be in range
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/// 0..{@link D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT}-1.
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/// @param {Pointer.Texture} _texture The texture to pass.
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///
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/// @return {Real} Returns 1 on success or 0 on fail.
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function d3d11_texture_set_stage_ps(_slot, _texture) {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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static _fn = external_define(GMD3D11_PATH, "d3d11_texture_set_stage_ps", dll_cdecl, ty_real, 1, ty_real);
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texture_set_stage(0, _texture);
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return external_call(_fn, _slot);
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}
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/// @func d3d11_draw_instanced(_count)
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///
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/// @desc Configures the number of instances to draw the next time a vertex buffer
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/// is submitted. After that the number is reset back to 0!
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///
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/// @param {Real} _count Number of instances to draw. Use 0 to disable instanced rendering.
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function d3d11_draw_instanced(_count) {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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static _fn = external_define(GMD3D11_PATH, "d3d11_draw_instanced", dll_cdecl, ty_real, 1, ty_real);
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return external_call(_fn, _count);
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}
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/// @func vertex_submit_instanced(_vbuff, _prim, _texture, _count)
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///
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/// @desc Draws multiple instances of a vertex buffer.
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///
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/// @param {Id.VertexBuffer} _vbuff The vertex buffer to submit.
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/// @param {Constant.PrimitiveType} _prim The primitive type.
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/// @param {Pointer.Texture} _texture The texture to use.
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/// @param {Real} _count The number of instances to draw.
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function vertex_submit_instanced(_vbuff, _prim, _texture, _count) {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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if (!d3d11_draw_instanced(_count))
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return false;
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vertex_submit(_vbuff, _prim, _texture);
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return true;
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}
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function vertex_buffer_load(_filename, _vformat) {
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if(!GMD3D11_IS_SUPPORTED) return;
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INLINE
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var _buffer = buffer_load(_filename);
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var _vbuffer = vertex_create_buffer_from_buffer(_buffer, _vformat);
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buffer_delete(_buffer);
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return _vbuffer;
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}
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if (GMD3D11_IS_SUPPORTED) {
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var _init = external_define(GMD3D11_PATH, "d3d11_init", dll_cdecl, ty_real, 2, ty_string, ty_string);
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var _osInfo = os_get_info();
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var _device = _osInfo[? "video_d3d11_device"];
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var _context = _osInfo[? "video_d3d11_context"];
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external_call(_init, _device, _context);
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}
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