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