Duckstation/src/core/gpu_hw_d3d11.h

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#pragma once
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#include "common/d3d11/shader_cache.h"
#include "common/d3d11/staging_texture.h"
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "gpu_hw.h"
#include <array>
#include <d3d11.h>
#include <memory>
#include <tuple>
#include <wrl/client.h>
class GPU_HW_D3D11 : public GPU_HW
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
GPU_HW_D3D11();
~GPU_HW_D3D11() override;
bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers) override;
void Reset() override;
void ResetGraphicsAPIState() override;
void RestoreGraphicsAPIState() override;
void UpdateSettings() override;
protected:
void UpdateDisplay() override;
void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void FlushRender() override;
void MapBatchVertexPointer(u32 required_vertices) override;
void UpdateVRAMReadTexture() override;
private:
void SetCapabilities();
bool CreateFramebuffer();
void ClearFramebuffer();
void DestroyFramebuffer();
bool CreateVertexBuffer();
bool CreateUniformBuffer();
bool CreateTextureBuffer();
bool CreateBatchInputLayout();
bool CreateStateObjects();
bool CompileShaders();
void SetDrawState(BatchRenderMode render_mode);
void SetScissorFromDrawingArea();
void UploadUniformBlock(const void* data, u32 data_size);
void SetViewport(u32 x, u32 y, u32 width, u32 height);
void SetScissor(u32 x, u32 y, u32 width, u32 height);
void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
/// Blits from src to dst, downscaling or upscaling in the process.
void BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
u32 src_texture_width, u32 src_texture_height, bool linear_filter);
void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
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D3D11::ShaderCache m_shader_cache;
// downsample texture - used for readbacks at >1xIR.
D3D11::Texture m_vram_texture;
D3D11::Texture m_vram_read_texture;
D3D11::Texture m_vram_encoding_texture;
D3D11::Texture m_display_texture;
D3D11::StreamBuffer m_vertex_stream_buffer;
D3D11::StreamBuffer m_uniform_stream_buffer;
D3D11::StreamBuffer m_texture_stream_buffer;
D3D11::StagingTexture m_vram_readback_texture;
ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
ComPtr<ID3D11BlendState> m_blend_disabled_state;
ComPtr<ID3D11SamplerState> m_point_sampler_state;
ComPtr<ID3D11SamplerState> m_linear_sampler_state;
std::array<ComPtr<ID3D11BlendState>, 5> m_batch_blend_states; // [transparency_mode]
ComPtr<ID3D11InputLayout> m_batch_input_layout;
std::array<ComPtr<ID3D11VertexShader>, 2> m_batch_vertex_shaders; // [textured]
std::array<std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 9>, 4>
m_batch_pixel_shaders; // [render_mode][texture_mode][dithering]
ComPtr<ID3D11GeometryShader> m_batch_line_expand_geometry_shader;
ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
ComPtr<ID3D11PixelShader> m_fill_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_read_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_write_pixel_shader;
std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 2> m_display_pixel_shaders; // [depth_24][interlaced]
};