#pragma once #include "core/host_display.h" #include class RegTestHostDisplay final : public HostDisplay { public: RegTestHostDisplay(); ~RegTestHostDisplay(); 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, std::string_view adapter_name, bool debug_device, bool threaded_presentation) override; bool InitializeRenderDevice(std::string_view shader_cache_directory, bool debug_device, bool threaded_presentation) override; bool MakeRenderContextCurrent() override; bool DoneRenderContextCurrent() override; bool ChangeRenderWindow(const WindowInfo& 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; void DestroyRenderSurface() override; bool SetPostProcessingChain(const std::string_view& config) override; bool CreateResources() override; void DestroyResources() override; AdapterAndModeList GetAdapterAndModeList() override; bool CreateImGuiContext() override; void DestroyImGuiContext() override; bool UpdateImGuiFontTexture() override; std::unique_ptr 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 data_stride) override; bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; void SetVSync(bool enabled) override; bool Render(bool skip_present) override; bool RenderScreenshot(u32 width, u32 height, std::vector* out_pixels, u32* out_stride, GPUTexture::Format* out_format) override; bool SupportsTextureFormat(GPUTexture::Format format) const override; private: }; class RegTestTexture : public GPUTexture { public: RegTestTexture(); ~RegTestTexture() override; ALWAYS_INLINE const std::vector& GetPixels() const { return m_frame_buffer; } ALWAYS_INLINE u32 GetPitch() const { return m_frame_buffer_pitch; } bool IsValid() const override; bool Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GPUTexture::Format format); bool Upload(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride); bool Download(u32 x, u32 y, u32 width, u32 height, void* data, u32 data_stride) const; bool BeginUpload(u32 width, u32 height, void** out_buffer, u32* out_pitch); void EndUpload(u32 x, u32 y, u32 width, u32 height); private: std::vector m_frame_buffer; std::vector m_staging_buffer; GPUTexture::Format m_frame_buffer_format = GPUTexture::Format::Unknown; u32 m_frame_buffer_pitch = 0; };