Duckstation/src/core/gpu_hw_d3d12.h
2021-07-10 21:45:10 +10:00

103 lines
3.2 KiB
C++

#pragma once
#include "common/dimensional_array.h"
#include "common/d3d12/staging_texture.h"
#include "common/d3d12/stream_buffer.h"
#include "common/d3d12/texture.h"
#include "gpu_hw.h"
#include <array>
#include <memory>
#include <tuple>
class GPU_HW_D3D12 : public GPU_HW
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
GPU_HW_D3D12();
~GPU_HW_D3D12() override;
GPURenderer GetRendererType() const override;
bool Initialize(HostDisplay* host_display) override;
void Reset(bool clear_vram) override;
void ResetGraphicsAPIState() override;
void RestoreGraphicsAPIState() override;
void UpdateSettings() override;
protected:
void ClearDisplay() override;
void UpdateDisplay() override;
void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override;
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void UpdateVRAMReadTexture() override;
void UpdateDepthBufferFromMaskBit() override;
void ClearDepthBuffer() override;
void SetScissorFromDrawingArea() override;
void MapBatchVertexPointer(u32 required_vertices) override;
void UnmapBatchVertexPointer(u32 used_vertices) override;
void UploadUniformBuffer(const void* data, u32 data_size) override;
void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override;
private:
enum : u32
{
MAX_PUSH_CONSTANTS_SIZE = 64,
};
void SetCapabilities();
void DestroyResources();
bool CreateRootSignatures();
bool CreateSamplers();
bool CreateFramebuffer();
void ClearFramebuffer();
void DestroyFramebuffer();
bool CreateVertexBuffer();
bool CreateUniformBuffer();
bool CreateTextureBuffer();
bool CompilePipelines();
void DestroyPipelines();
ComPtr<ID3D12RootSignature> m_batch_root_signature;
ComPtr<ID3D12RootSignature> m_single_sampler_root_signature;
D3D12::Texture m_vram_texture;
D3D12::Texture m_vram_depth_texture;
D3D12::Texture m_vram_read_texture;
D3D12::Texture m_vram_readback_texture;
D3D12::StagingTexture m_vram_readback_staging_texture;
D3D12::Texture m_display_texture;
D3D12::DescriptorHandle m_point_sampler;
D3D12::DescriptorHandle m_linear_sampler;
D3D12::StreamBuffer m_vertex_stream_buffer;
D3D12::StreamBuffer m_uniform_stream_buffer;
D3D12::StreamBuffer m_texture_stream_buffer;
D3D12::DescriptorHandle m_texture_stream_buffer_srv;
u32 m_current_uniform_buffer_offset = 0;
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
DimensionalArray<ComPtr<ID3D12PipelineState>, 2, 2, 5, 9, 4, 2> m_batch_pipelines;
// [interlaced]
std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_fill_pipelines;
// [depth_test]
std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_write_pipelines;
std::array<ComPtr<ID3D12PipelineState>, 2> m_vram_copy_pipelines;
ComPtr<ID3D12PipelineState> m_vram_readback_pipeline;
ComPtr<ID3D12PipelineState> m_vram_update_depth_pipeline;
// [depth_24][interlace_mode]
DimensionalArray<ComPtr<ID3D12PipelineState>, 3, 2> m_display_pipelines;
};