Duckstation/src/frontend-common/d3d11_host_display.h

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#pragma once
#include "common/d3d11/staging_texture.h"
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "common/window_info.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include <d3d11.h>
#include <dxgi.h>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include <wrl/client.h>
namespace FrontendCommon {
class D3D11HostDisplay final
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplay();
~D3D11HostDisplay();
ALWAYS_INLINE HostDisplay::RenderAPI GetRenderAPI() const { return HostDisplay::RenderAPI::D3D11; }
ALWAYS_INLINE void* GetRenderDevice() const { return m_device.Get(); }
ALWAYS_INLINE void* GetRenderContext() const { return m_context.Get(); }
bool CreateContextAndSwapChain(const WindowInfo& wi, std::string_view adapter_name, bool use_flip_model,
bool debug_device);
bool HasContext() const;
void DestroyContext();
bool CreateResources();
void DestroyResources();
bool CreateImGuiContext();
void DestroyImGuiContext();
ALWAYS_INLINE u32 GetSwapChainWidth() const { return m_swap_chain_width; }
ALWAYS_INLINE u32 GetSwapChainHeight() const { return m_swap_chain_height; }
ALWAYS_INLINE bool HasSwapChain() const { return static_cast<bool>(m_swap_chain); }
bool RecreateSwapChain(const WindowInfo& new_wi, bool use_flip_model);
void ResizeSwapChain(u32 new_width, u32 new_height);
void DestroySwapChain();
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* initial_data,
u32 initial_data_stride, bool dynamic);
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data,
u32 texture_data_stride);
bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride);
void SetVSync(bool enabled);
bool BeginRender();
void RenderDisplay(s32 left, s32 top, s32 width, s32 height, void* texture_handle, u32 texture_width,
u32 texture_height, u32 texture_view_x, u32 texture_view_y, u32 texture_view_width,
u32 texture_view_height, bool linear_filter);
void RenderImGui();
void RenderSoftwareCursor(s32 left, s32 top, s32 width, s32 height, HostDisplayTexture* texture_handle);
void EndRenderAndPresent();
static std::vector<std::string> EnumerateAdapterNames();
private:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
static std::vector<std::string> EnumerateAdapterNames(IDXGIFactory* dxgi_factory);
bool CreateSwapChain(const WindowInfo& new_wi, bool use_flip_model);
bool CreateSwapChainRTV();
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
ComPtr<IDXGISwapChain> m_swap_chain;
ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
ComPtr<ID3D11BlendState> m_display_blend_state;
ComPtr<ID3D11BlendState> m_software_cursor_blend_state;
ComPtr<ID3D11VertexShader> m_display_vertex_shader;
ComPtr<ID3D11PixelShader> m_display_pixel_shader;
ComPtr<ID3D11SamplerState> m_point_sampler;
ComPtr<ID3D11SamplerState> m_linear_sampler;
D3D11::Texture m_display_pixels_texture;
D3D11::StreamBuffer m_display_uniform_buffer;
D3D11::AutoStagingTexture m_readback_staging_texture;
u32 m_swap_chain_width = 0;
u32 m_swap_chain_height = 0;
bool m_allow_tearing_supported = false;
bool m_using_flip_model_swap_chain = true;
bool m_using_allow_tearing = false;
bool m_vsync = true;
};
} // namespace FrontendCommon