Duckstation/src/duckstation-sdl/d3d11_host_display.h

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#pragma once
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
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#include "common/windows_headers.h"
#include "core/host_display.h"
#include <SDL.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(SDL_Window* window);
~D3D11HostDisplay();
static std::unique_ptr<HostDisplay> Create(SDL_Window* window, bool debug_device);
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
void* GetRenderWindow() const override;
void ChangeRenderWindow(void* new_window) 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;
void SetVSync(bool enabled) override;
std::tuple<u32, u32> GetWindowSize() const override;
void WindowResized() override;
private:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
bool CreateD3DDevice(bool debug_device);
bool CreateD3DResources();
bool CreateSwapChainRTV();
bool CreateImGuiContext();
void Render();
void RenderDisplay();
SDL_Window* m_window = nullptr;
SDL_GLContext m_gl_context = nullptr;
int m_window_width = 0;
int m_window_height = 0;
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<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;
bool m_allow_tearing_supported = false;
bool m_vsync = false;
};