#pragma once #include "common/d3d11/staging_texture.h" #include "common/d3d11/stream_buffer.h" #include "common/d3d11/texture.h" #include "common/window_info.h" #include "common/windows_headers.h" #include "core/host_display.h" #include "frontend-common/postprocessing_chain.h" #include #include #include #include #include #include #include namespace FrontendCommon { class D3D11HostDisplay final : public HostDisplay { public: template using ComPtr = Microsoft::WRL::ComPtr; D3D11HostDisplay(); ~D3D11HostDisplay(); 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; void DestroyRenderDevice() override; bool MakeRenderContextCurrent() override; bool DoneRenderContextCurrent() override; bool ChangeRenderWindow(const WindowInfo& new_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; AdapterAndModeList GetAdapterAndModeList() override; void DestroyRenderSurface() override; bool SetPostProcessingChain(const std::string_view& config) override; std::unique_ptr CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, HostDisplayPixelFormat format, const void* data, u32 data_stride, bool dynamic = false) override; void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data, u32 texture_data_stride) override; bool DownloadTexture(const void* texture_handle, HostDisplayPixelFormat texture_format, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; bool SupportsDisplayPixelFormat(HostDisplayPixelFormat format) const override; bool BeginSetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, void** out_buffer, u32* out_pitch) override; void EndSetDisplayPixels() override; bool GetHostRefreshRate(float* refresh_rate) override; void SetVSync(bool enabled) override; bool Render() override; bool RenderScreenshot(u32 width, u32 height, std::vector* out_pixels, u32* out_stride, HostDisplayPixelFormat* out_format) override; static AdapterAndModeList StaticGetAdapterAndModeList(); protected: static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16; static AdapterAndModeList GetAdapterAndModeList(IDXGIFactory* dxgi_factory); bool CreateResources() override; void DestroyResources() override; bool CreateImGuiContext() override; void DestroyImGuiContext() override; bool UpdateImGuiFontTexture() override; bool CreateSwapChain(const DXGI_MODE_DESC* fullscreen_mode); bool CreateSwapChainRTV(); void RenderDisplay(); void RenderSoftwareCursor(); void RenderImGui(); void RenderDisplay(s32 left, s32 top, s32 width, s32 height, void* texture_handle, u32 texture_width, s32 texture_height, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, bool linear_filter); void RenderSoftwareCursor(s32 left, s32 top, s32 width, s32 height, HostDisplayTexture* texture_handle); struct PostProcessingStage { ComPtr vertex_shader; ComPtr pixel_shader; D3D11::Texture output_texture; u32 uniforms_size; }; bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height); void ApplyPostProcessingChain(ID3D11RenderTargetView* final_target, s32 final_left, s32 final_top, s32 final_width, s32 final_height, void* texture_handle, u32 texture_width, s32 texture_height, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, u32 target_width, u32 target_height); ComPtr m_device; ComPtr m_context; ComPtr m_dxgi_factory; 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_software_cursor_blend_state; ComPtr m_display_vertex_shader; ComPtr m_display_pixel_shader; ComPtr m_display_alpha_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; bool m_allow_tearing_supported = false; bool m_using_flip_model_swap_chain = true; bool m_using_allow_tearing = false; bool m_vsync = true; PostProcessingChain m_post_processing_chain; D3D11::Texture m_post_processing_input_texture; std::vector m_post_processing_stages; }; } // namespace FrontendCommon