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@@ -18,7 +18,17 @@ typedef struct {
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int init_flags;
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} dx_driver;
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+typedef struct {
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+ hl_type *t;
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+ D3D11_BOX box;
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+} dx_box_obj;
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+
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+
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typedef ID3D11Buffer dx_buffer;
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+typedef ID3D11VertexShader dx_vshader;
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+typedef ID3D11PixelShader dx_pshader;
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+typedef ID3D11Buffer dx_buffer;
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+typedef ID3D11InputLayout dx_layout;
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static dx_driver *driver = NULL;
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static IDXGIFactory *factory = NULL;
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@@ -29,7 +39,7 @@ static IDXGIFactory *GetDXGI() {
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return factory;
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}
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-HL_PRIM dx_driver *HL_NAME(dx_create)( HWND window, int flags ) {
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+HL_PRIM dx_driver *HL_NAME(create)( HWND window, int flags ) {
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DWORD result;
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static D3D_FEATURE_LEVEL levels[] = {
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D3D_FEATURE_LEVEL_11_1,
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@@ -73,11 +83,38 @@ HL_PRIM dx_driver *HL_NAME(dx_create)( HWND window, int flags ) {
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if( d->device->CreateRenderTargetView(backBuffer, NULL, &d->renderTarget) != S_OK )
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return NULL;
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backBuffer->Release();
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+
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+ d->context->OMSetRenderTargets(1,&d->renderTarget,NULL);
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+
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+ ID3D11RasterizerState *rs;
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+ D3D11_RASTERIZER_DESC rdesc;
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+ rdesc.FillMode = D3D11_FILL_SOLID;
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+ rdesc.CullMode = D3D11_CULL_NONE;
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+ rdesc.FrontCounterClockwise = TRUE;
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+ rdesc.DepthBias = 0;
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+ rdesc.DepthBiasClamp = 0;
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+ rdesc.SlopeScaledDepthBias = 0;
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+ rdesc.DepthClipEnable = FALSE;
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+ rdesc.ScissorEnable = FALSE;
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+ rdesc.MultisampleEnable = FALSE;
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+ rdesc.AntialiasedLineEnable = FALSE;
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+ d->device->CreateRasterizerState(&rdesc,&rs);
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+ d->context->RSSetState(rs);
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+
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+ D3D11_VIEWPORT view;
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+ view.TopLeftX = 0;
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+ view.TopLeftY = 0;
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+ view.Width = (float)r.right;
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+ view.Height = (float)r.bottom;
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+ view.MinDepth = 0;
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+ view.MaxDepth = 1;
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+ d->context->RSSetViewports(1,&view);
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+
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driver = d;
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return d;
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}
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-HL_PRIM void HL_NAME(dx_clear_color)( double r, double g, double b, double a ) {
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+HL_PRIM void HL_NAME(clear_color)( double r, double g, double b, double a ) {
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float color[4];
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color[0] = (float)r;
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color[1] = (float)g;
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@@ -86,19 +123,19 @@ HL_PRIM void HL_NAME(dx_clear_color)( double r, double g, double b, double a ) {
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driver->context->ClearRenderTargetView(driver->renderTarget,color);
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}
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-HL_PRIM void HL_NAME(dx_present)() {
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+HL_PRIM void HL_NAME(present)() {
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driver->swapchain->Present(0,0);
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}
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-HL_PRIM int HL_NAME(dx_get_screen_width)() {
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+HL_PRIM int HL_NAME(get_screen_width)() {
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return GetSystemMetrics(SM_CXSCREEN);
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}
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-HL_PRIM int HL_NAME(dx_get_screen_height)() {
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+HL_PRIM int HL_NAME(get_screen_height)() {
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return GetSystemMetrics(SM_CYSCREEN);
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}
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-HL_PRIM const uchar *HL_NAME(dx_get_device_name)() {
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+HL_PRIM const uchar *HL_NAME(get_device_name)() {
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IDXGIAdapter *adapter;
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DXGI_ADAPTER_DESC desc;
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if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
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@@ -107,12 +144,12 @@ HL_PRIM const uchar *HL_NAME(dx_get_device_name)() {
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return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(ustrlen((uchar*)desc.Description)+1)*2);
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}
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-HL_PRIM double HL_NAME(dx_get_supported_version)() {
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+HL_PRIM double HL_NAME(get_supported_version)() {
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if( driver == NULL ) return 0.;
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return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
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}
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-HL_PRIM dx_buffer *HL_NAME(dx_create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
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+HL_PRIM dx_buffer *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
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ID3D11Buffer *buffer;
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D3D11_BUFFER_DESC desc;
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D3D11_SUBRESOURCE_DATA res;
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@@ -130,14 +167,29 @@ HL_PRIM dx_buffer *HL_NAME(dx_create_buffer)( int size, int usage, int bind, int
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return buffer;
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}
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-HL_PRIM void HL_NAME(dx_release_buffer)( dx_buffer *b ) {
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+HL_PRIM void HL_NAME(update_subresource)( dx_buffer *b, int index, dx_box_obj *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
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+ driver->context->UpdateSubresource(b, index, box ? &box->box : NULL, data, srcRowPitch, srcDstPitch);
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+}
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+
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+HL_PRIM void *HL_NAME(buffer_map)( dx_buffer *b, int subRes, int type, bool waitGpu ) {
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+ D3D11_MAPPED_SUBRESOURCE map;
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+ if( driver->context->Map(b,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
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+ return NULL;
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+ return map.pData;
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+}
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+
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+HL_PRIM void HL_NAME(buffer_unmap)( dx_buffer *b, int subRes ) {
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+ driver->context->Unmap(b, subRes);
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+}
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+
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+HL_PRIM void HL_NAME(release_buffer)( dx_buffer *b ) {
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b->Release();
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}
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-HL_PRIM vbyte *HL_NAME(dx_compile_shader)( vbyte *data, int dataSize, char *source, char *target, int flags, bool *error, int *size ) {
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+HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
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ID3DBlob *code;
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ID3DBlob *errorMessage;
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- if( D3DCompile(data,dataSize,source,NULL,NULL,NULL,target,flags,0,&code,&errorMessage) != S_OK ) {
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+ if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
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*error = true;
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code = errorMessage;
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}
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@@ -145,15 +197,101 @@ HL_PRIM vbyte *HL_NAME(dx_compile_shader)( vbyte *data, int dataSize, char *sour
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return hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
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}
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+HL_PRIM dx_vshader *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
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+ dx_vshader *shader;
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+ if( driver->device->CreateVertexShader(code, size, NULL, &shader) != S_OK )
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+ return NULL;
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+ return shader;
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+}
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+
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+HL_PRIM dx_pshader *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
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+ dx_pshader *shader;
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+ if( driver->device->CreatePixelShader(code, size, NULL, &shader) != S_OK )
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+ return NULL;
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+ return shader;
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+}
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+
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+HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
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+ driver->context->DrawIndexed(count,start,baseVertex);
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+}
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+
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+HL_PRIM void HL_NAME(vs_set_shader)( dx_vshader *s ) {
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+ driver->context->VSSetShader(s,NULL,0);
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+}
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+
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+HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, varray *a ) {
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+ driver->context->VSSetConstantBuffers(start,count,hl_aptr(a,dx_buffer*));
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+}
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+
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+HL_PRIM void HL_NAME(ps_set_shader)( dx_pshader *s ) {
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+ driver->context->PSSetShader(s,NULL,0);
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+}
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+
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+HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, varray *a ) {
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+ driver->context->PSSetConstantBuffers(start,count,hl_aptr(a,dx_buffer*));
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+}
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+
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+HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_buffer *b, bool is32, int offset ) {
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+ driver->context->IASetIndexBuffer(b,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
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+}
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+
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+HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, varray *a, vbyte *strides, vbyte *offsets ) {
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+ driver->context->IASetVertexBuffers(start,count,hl_aptr(a,dx_buffer*),(UINT*)strides,(UINT*)offsets);
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+}
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+
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+HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
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+ driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
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+}
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+
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+HL_PRIM void HL_NAME(ia_set_input_layout)( dx_layout *l ) {
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+ driver->context->IASetInputLayout(l);
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+}
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+
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+typedef struct {
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+ hl_type *t;
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+ D3D11_INPUT_ELEMENT_DESC desc;
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+} input_element;
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+
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+HL_PRIM dx_layout *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
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+ ID3D11InputLayout *input;
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+ D3D11_INPUT_ELEMENT_DESC desc[32];
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+ int i;
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+ if( arr->size > 32 ) return NULL;
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+ for(i=0;i<arr->size;i++)
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+ desc[i] = hl_aptr(arr,input_element*)[i]->desc;
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+ if( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) != S_OK )
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+ return NULL;
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+ return input;
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+}
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+
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#define _DRIVER _ABSTRACT(dx_driver)
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#define _BUFFER _ABSTRACT(dx_buffer)
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-DEFINE_PRIM(_DRIVER, dx_create, _ABSTRACT(dx_window) _I32);
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-DEFINE_PRIM(_VOID, dx_clear_color, _F64 _F64 _F64 _F64);
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-DEFINE_PRIM(_VOID, dx_present, _NO_ARG);
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-DEFINE_PRIM(_I32, dx_get_screen_width, _NO_ARG);
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-DEFINE_PRIM(_I32, dx_get_screen_height, _NO_ARG);
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-DEFINE_PRIM(_BYTES, dx_get_device_name, _NO_ARG);
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-DEFINE_PRIM(_F64, dx_get_supported_version, _NO_ARG);
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-DEFINE_PRIM(_BUFFER, dx_create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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-DEFINE_PRIM(_VOID, dx_release_buffer, _BUFFER);
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-DEFINE_PRIM(_BYTES, dx_compile_shader, _BYTES _I32 _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
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+#define _SHADER _ABSTRACT(dx_shader)
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+#define _LAYOUT _ABSTRACT(dx_layout)
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+
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+DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32);
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+DEFINE_PRIM(_VOID, clear_color, _F64 _F64 _F64 _F64);
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+DEFINE_PRIM(_VOID, present, _NO_ARG);
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+DEFINE_PRIM(_I32, get_screen_width, _NO_ARG);
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+DEFINE_PRIM(_I32, get_screen_height, _NO_ARG);
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+DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
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+DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
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+DEFINE_PRIM(_BUFFER, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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+DEFINE_PRIM(_BYTES, buffer_map, _BUFFER _I32 _I32 _BOOL);
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+DEFINE_PRIM(_VOID, buffer_unmap, _BUFFER _I32);
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+DEFINE_PRIM(_VOID, release_buffer, _BUFFER);
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+DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
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+DEFINE_PRIM(_SHADER, create_vertex_shader, _BYTES _I32);
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+DEFINE_PRIM(_SHADER, create_pixel_shader, _BYTES _I32);
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+DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
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+DEFINE_PRIM(_VOID, vs_set_shader, _SHADER);
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+DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _ARR);
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+DEFINE_PRIM(_VOID, ps_set_shader, _SHADER);
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+DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _ARR);
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+DEFINE_PRIM(_VOID, update_subresource, _BUFFER _I32 _OBJ(_I32 _I32 _I32 _I32 _I32 _I32) _BYTES _I32 _I32);
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+DEFINE_PRIM(_VOID, ia_set_index_buffer, _BUFFER _BOOL _I32);
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+DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _ARR _BYTES _BYTES);
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+DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
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+DEFINE_PRIM(_VOID, ia_set_input_layout, _LAYOUT);
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+DEFINE_PRIM(_LAYOUT, create_input_layout, _ARR _BYTES _I32);
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+
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