// Copyright (C) 2025 kanel // This file is part of "Pulse" // For conditions of distribution and use, see copyright notice in LICENSE #include #include #include "../../PulseInternal.h" #include "D3D11.h" #include "D3D11Device.h" #include "D3D11Buffer.h" #include "D3D11CommandList.h" PulseBuffer Direct3D11CreateBuffer(PulseDevice device, const PulseBufferCreateInfo* create_infos) { Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*); PulseBuffer buffer = (PulseBuffer)calloc(1, sizeof(PulseBufferHandler)); PULSE_CHECK_ALLOCATION_RETVAL(buffer, PULSE_NULL_HANDLE); Direct3D11Buffer* d3d11_buffer = (Direct3D11Buffer*)calloc(1, sizeof(Direct3D11Buffer)); PULSE_CHECK_ALLOCATION_RETVAL(d3d11_buffer, PULSE_NULL_HANDLE); buffer->device = device; buffer->driver_data = d3d11_buffer; buffer->size = create_infos->size; buffer->usage = create_infos->usage; D3D11_BUFFER_DESC description = { 0 }; description.ByteWidth = create_infos->size; description.Usage = D3D11_USAGE_DEFAULT; if(create_infos->usage & (PULSE_BUFFER_USAGE_STORAGE_READ | PULSE_BUFFER_USAGE_STORAGE_WRITE)) { description.BindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; description.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; } CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateBuffer(d3d11_device->device, &description, PULSE_NULLPTR, &d3d11_buffer->buffer), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE); return buffer; } bool Direct3D11MapBuffer(PulseBuffer buffer, PulseMapMode mode, void** data) { return true; } void Direct3D11UnmapBuffer(PulseBuffer buffer) { } bool Direct3D11CopyBufferToBuffer(PulseCommandList cmd, const PulseBufferRegion* src, const PulseBufferRegion* dst) { return true; } bool Direct3D11CopyBufferToImage(PulseCommandList cmd, const PulseBufferRegion* src, const PulseImageRegion* dst) { return true; } void Direct3D11DestroyBuffer(PulseDevice device, PulseBuffer buffer) { Direct3D11Buffer* d3d11_buffer = D3D11_RETRIEVE_DRIVER_DATA_AS(buffer, Direct3D11Buffer*); ID3D11Buffer_Release(d3d11_buffer->buffer); free(d3d11_buffer); free(buffer); }