#pragma once #include "YBaseLib/Windows/WindowsHeaders.h" #include "common/d3d11/stream_buffer.h" #include "common/d3d11/texture.h" #include "core/host_display.h" #include #include #include #include class D3D11HostDisplay final : public HostDisplay { public: template using ComPtr = Microsoft::WRL::ComPtr; D3D11HostDisplay(SDL_Window* window); ~D3D11HostDisplay(); static std::unique_ptr Create(SDL_Window* window); RenderAPI GetRenderAPI() const override; void* GetHostRenderDevice() const override; void* GetHostRenderContext() 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; 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 SetVSync(bool enabled) override; std::tuple GetWindowSize() const override; void WindowResized() override; private: static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16; bool CreateD3DDevice(); bool CreateD3DResources(); bool CreateSwapChainRTV(); bool CreateImGuiContext(); void Render(); void RenderDisplay(); SDL_Window* m_window = nullptr; SDL_GLContext m_gl_context = nullptr; int m_window_width = 0; int m_window_height = 0; 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; float m_display_aspect_ratio = 1.0f; bool m_display_texture_changed = false; bool m_display_linear_filtering = false; bool m_vsync = false; };