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feat(gx): implement draw calls in d3d backend
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4 changed files with 78 additions and 0 deletions
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@ -200,6 +200,7 @@ class CGxDeviceD3d : public CGxDevice {
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static D3DFORMAT s_GxFormatToD3dFormat[];
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static D3DFORMAT s_GxTexFmtToD3dFmt[];
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static EGxTexFormat s_GxTexFmtToUse[];
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static D3DPRIMITIVETYPE s_primitiveConversion[];
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static EGxTexFormat s_tolerableTexFmtMapping[];
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static D3DTEXTUREADDRESS s_wrapModes[];
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@ -229,6 +230,7 @@ class CGxDeviceD3d : public CGxDevice {
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virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2);
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virtual void CapsWindowSize(CRect& dst);
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virtual void CapsWindowSizeInScreenCoords(CRect& dst);
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virtual void Draw(CGxBatch* batch, int32_t count);
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virtual void PoolSizeSet(CGxPool* pool, uint32_t size);
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virtual char* BufLock(CGxBuf* buf);
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virtual int32_t BufUnlock(CGxBuf* buf, uint32_t size);
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@ -254,6 +256,7 @@ class CGxDeviceD3d : public CGxDevice {
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void ISetTexture(uint32_t tmu, CGxTex* texId);
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void IShaderCreatePixel(CGxShader* shader);
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void IShaderCreateVertex(CGxShader* shader);
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void IStateSync();
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void ITexCreate(CGxTex* texId);
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void ITexUpload(CGxTex* texId);
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};
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