#pragma once #include "common/d3d11/staging_texture.h" #include "common/d3d11/stream_buffer.h" #include "common/d3d11/texture.h" #include "common/windows_headers.h" #include "core/host_display.h" #include "libretro.h" #include #include #include class D3D11HostDisplay final : public HostDisplay { public: template using ComPtr = Microsoft::WRL::ComPtr; D3D11HostDisplay(ComPtr device, ComPtr context); ~D3D11HostDisplay(); static bool RequestHardwareRendererContext(retro_hw_render_callback* cb); static std::unique_ptr Create(bool debug_device); RenderAPI GetRenderAPI() const override; void* GetRenderDevice() const override; void* GetRenderContext() const 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; bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; void SetVSync(bool enabled) override; private: static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16; bool CreateD3DResources(); void Render() override; void RenderDisplay(); ComPtr m_dxgi_factory; ComPtr m_device; ComPtr m_context; 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; D3D11::AutoStagingTexture m_readback_staging_texture; };