Duckstation/src/duckstation-libretro/d3d11_host_display.h

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2020-06-08 16:44:42 +00:00
#pragma once
#include "common/d3d11/staging_texture.h"
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include "libretro.h"
#include <d3d11.h>
#include <memory>
#include <wrl/client.h>
class D3D11HostDisplay final : public HostDisplay
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplay(ComPtr<ID3D11Device> device, ComPtr<ID3D11DeviceContext> context);
~D3D11HostDisplay();
static bool RequestHardwareRendererContext(retro_hw_render_callback* cb);
static std::unique_ptr<HostDisplay> Create(bool debug_device);
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
bool dynamic) override;
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride) override;
bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
void SetVSync(bool enabled) override;
private:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
bool CreateD3DResources();
void Render() override;
void RenderDisplay();
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
ComPtr<ID3D11BlendState> m_display_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;
};