Duckstation/src/frontend-common/d3d11_host_display.h

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#pragma once
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "common/timer.h"
#include "common/window_info.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include "frontend-common/postprocessing_chain.h"
#include <d3d11.h>
#include <dxgi.h>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include <wrl/client.h>
class D3D11HostDisplay final : public HostDisplay
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplay();
~D3D11HostDisplay();
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
bool HasRenderDevice() const override;
bool HasRenderSurface() const override;
bool CreateRenderDevice(const WindowInfo& wi) override;
bool InitializeRenderDevice() override;
bool MakeRenderContextCurrent() override;
bool DoneRenderContextCurrent() override;
bool ChangeRenderWindow(const WindowInfo& new_wi) override;
void ResizeRenderWindow(s32 new_window_width, s32 new_window_height) override;
bool SupportsFullscreen() const override;
bool IsFullscreen() override;
bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) override;
AdapterAndModeList GetAdapterAndModeList() override;
void DestroyRenderSurface() override;
bool SetPostProcessingChain(const std::string_view& config) override;
std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
GPUTexture::Format format, const void* data, u32 data_stride,
bool dynamic = false) override;
bool BeginTextureUpdate(GPUTexture* texture, u32 width, u32 height, void** out_buffer, u32* out_pitch) override;
void EndTextureUpdate(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height) override;
bool UpdateTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) override;
bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
bool SupportsTextureFormat(GPUTexture::Format format) const override;
bool GetHostRefreshRate(float* refresh_rate) override;
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bool SetGPUTimingEnabled(bool enabled) override;
float GetAndResetAccumulatedGPUTime() override;
void SetVSync(bool enabled) override;
bool Render(bool skip_present) override;
bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
GPUTexture::Format* out_format) override;
static AdapterAndModeList StaticGetAdapterAndModeList();
protected:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
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static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
static AdapterAndModeList GetAdapterAndModeList(IDXGIFactory* dxgi_factory);
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bool CheckStagingBufferSize(u32 width, u32 height, DXGI_FORMAT format);
void DestroyStagingBuffer();
bool CreateResources() override;
void DestroyResources() override;
bool CreateImGuiContext() override;
void DestroyImGuiContext() override;
bool UpdateImGuiFontTexture() override;
bool CreateSwapChain(const DXGI_MODE_DESC* fullscreen_mode);
bool CreateSwapChainRTV();
void RenderDisplay();
void RenderSoftwareCursor();
void RenderImGui();
void RenderDisplay(s32 left, s32 top, s32 width, s32 height, D3D11::Texture* texture, s32 texture_view_x,
s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, bool linear_filter);
void RenderSoftwareCursor(s32 left, s32 top, s32 width, s32 height, GPUTexture* texture_handle);
struct PostProcessingStage
{
ComPtr<ID3D11VertexShader> vertex_shader;
ComPtr<ID3D11PixelShader> pixel_shader;
D3D11::Texture output_texture;
u32 uniforms_size;
};
bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height);
void ApplyPostProcessingChain(ID3D11RenderTargetView* final_target, s32 final_left, s32 final_top, s32 final_width,
s32 final_height, D3D11::Texture* texture, s32 texture_view_x, s32 texture_view_y,
s32 texture_view_width, s32 texture_view_height, u32 target_width, u32 target_height);
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bool CreateTimestampQueries();
void DestroyTimestampQueries();
void PopTimestampQuery();
void KickTimestampQuery();
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
ComPtr<IDXGIFactory> m_dxgi_factory;
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<ID3D11PixelShader> m_display_alpha_pixel_shader;
ComPtr<ID3D11SamplerState> m_point_sampler;
ComPtr<ID3D11SamplerState> m_linear_sampler;
ComPtr<ID3D11SamplerState> m_border_sampler;
D3D11::StreamBuffer m_display_uniform_buffer;
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ComPtr<ID3D11Texture2D> m_readback_staging_texture;
DXGI_FORMAT m_readback_staging_texture_format = DXGI_FORMAT_UNKNOWN;
u32 m_readback_staging_texture_width = 0;
u32 m_readback_staging_texture_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;
FrontendCommon::PostProcessingChain m_post_processing_chain;
D3D11::Texture m_post_processing_input_texture;
std::vector<PostProcessingStage> m_post_processing_stages;
Common::Timer m_post_processing_timer;
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std::array<std::array<ComPtr<ID3D11Query>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
u8 m_read_timestamp_query = 0;
u8 m_write_timestamp_query = 0;
u8 m_waiting_timestamp_queries = 0;
bool m_timestamp_query_started = false;
float m_accumulated_gpu_time = 0.0f;
};