#pragma once #include "YBaseLib/Windows/WindowsHeaders.h" #include "common/d3d11/stream_buffer.h" #include "common/d3d11/texture.h" #include "core/host_display.h" #include "qtdisplaywindow.h" #include #include #include class D3D11DisplayWindow final : public QtDisplayWindow, private HostDisplay { Q_OBJECT public: template using ComPtr = Microsoft::WRL::ComPtr; D3D11DisplayWindow(QtHostInterface* host_interface, QWindow* parent); ~D3D11DisplayWindow(); HostDisplay* getHostDisplayInterface() override; bool createDeviceContext(QThread* worker_thread) override; bool initializeDeviceContext() override; void destroyDeviceContext() override; 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 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 SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height, u32 texture_width, u32 texture_height, float aspect_ratio) override; void SetDisplayLinearFiltering(bool enabled) override; void SetDisplayTopMargin(int height) override; void SetVSync(bool enabled) override; std::tuple GetWindowSize() const override; void WindowResized() override; void Render() override; void onWindowResized(int width, int height) override; private: static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16; bool createImGuiContext() override; void destroyImGuiContext() override; bool createDeviceResources() override; void destroyDeviceResources() override; bool createSwapChainRTV(); void renderDisplay(); ComPtr m_device; ComPtr m_context; ComPtr m_swap_chain; ComPtr m_swap_chain_rtv; ComPtr m_display_rasterizer_state; ComPtr m_display_depth_stencil_state; ComPtr m_display_blend_state; ComPtr m_display_vertex_shader; ComPtr m_display_pixel_shader; ComPtr m_point_sampler; ComPtr m_linear_sampler; D3D11::Texture m_display_pixels_texture; D3D11::StreamBuffer m_display_uniform_buffer; ID3D11ShaderResourceView* m_display_srv = nullptr; s32 m_display_offset_x = 0; s32 m_display_offset_y = 0; s32 m_display_width = 0; s32 m_display_height = 0; u32 m_display_texture_width = 0; u32 m_display_texture_height = 0; int m_display_top_margin = 0; float m_display_aspect_ratio = 1.0f; bool m_display_texture_changed = false; bool m_display_linear_filtering = false; bool m_vsync = false; };