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https://github.com/RetroDECK/Duckstation.git
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8c7a192128
Should've did this in the beginning.
144 lines
5.7 KiB
C++
144 lines
5.7 KiB
C++
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/d3d12/descriptor_heap_manager.h"
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#include "common/d3d12/staging_texture.h"
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#include "common/d3d12/stream_buffer.h"
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#include "common/d3d12/texture.h"
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#include "common/timer.h"
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#include "common/window_info.h"
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#include "common/windows_headers.h"
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#include "core/host_display.h"
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#include "postprocessing_chain.h"
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#include <d3d12.h>
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#include <dxgi.h>
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#include <memory>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <wrl/client.h>
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class D3D12HostDisplay final : public HostDisplay
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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D3D12HostDisplay();
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~D3D12HostDisplay();
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RenderAPI GetRenderAPI() const override;
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void* GetDevice() const override;
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void* GetContext() const override;
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bool HasDevice() const override;
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bool HasSurface() const override;
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bool CreateDevice(const WindowInfo& wi, bool vsync) override;
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bool SetupDevice() override;
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bool MakeCurrent() override;
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bool DoneCurrent() override;
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bool ChangeWindow(const WindowInfo& new_wi) override;
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void ResizeWindow(s32 new_window_width, s32 new_window_height) override;
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bool SupportsFullscreen() const override;
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bool IsFullscreen() override;
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bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) override;
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AdapterAndModeList GetAdapterAndModeList() override;
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void DestroySurface() override;
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bool SetPostProcessingChain(const std::string_view& config) override;
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std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Format format, const void* data, u32 data_stride,
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bool dynamic = false) override;
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bool BeginTextureUpdate(GPUTexture* texture, u32 width, u32 height, void** out_buffer, u32* out_pitch) override;
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void EndTextureUpdate(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height) override;
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bool UpdateTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) override;
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bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride) override;
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bool SupportsTextureFormat(GPUTexture::Format format) const override;
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bool GetHostRefreshRate(float* refresh_rate) override;
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void SetVSync(bool enabled) override;
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bool Render(bool skip_present) override;
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bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
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GPUTexture::Format* out_format) override;
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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static AdapterAndModeList StaticGetAdapterAndModeList();
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protected:
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struct PostProcessingStage
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{
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PostProcessingStage() = default;
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PostProcessingStage(PostProcessingStage&& move);
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~PostProcessingStage();
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ComPtr<ID3D12PipelineState> pipeline;
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D3D12::Texture output_texture;
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u32 uniforms_size = 0;
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};
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static AdapterAndModeList GetAdapterAndModeList(IDXGIFactory* dxgi_factory);
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virtual bool CreateResources() override;
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virtual void DestroyResources() override;
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virtual bool CreateImGuiContext() override;
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virtual void DestroyImGuiContext() override;
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virtual bool UpdateImGuiFontTexture() override;
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bool CreateSwapChain(const DXGI_MODE_DESC* fullscreen_mode);
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bool CreateSwapChainRTV();
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void DestroySwapChainRTVs();
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void RenderDisplay(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* swap_chain_buf);
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void RenderSoftwareCursor(ID3D12GraphicsCommandList* cmdlist);
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void RenderImGui(ID3D12GraphicsCommandList* cmdlist);
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void RenderDisplay(ID3D12GraphicsCommandList* cmdlist, s32 left, s32 top, s32 width, s32 height,
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D3D12::Texture* texture, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width,
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s32 texture_view_height, bool linear_filter);
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void RenderSoftwareCursor(ID3D12GraphicsCommandList* cmdlist, s32 left, s32 top, s32 width, s32 height,
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GPUTexture* texture_handle);
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bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height);
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void ApplyPostProcessingChain(ID3D12GraphicsCommandList* cmdlist, D3D12::Texture* final_target, s32 final_left,
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s32 final_top, s32 final_width, s32 final_height, D3D12::Texture* texture,
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s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height,
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u32 target_width, u32 target_height);
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ComPtr<IDXGIFactory> m_dxgi_factory;
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ComPtr<IDXGISwapChain> m_swap_chain;
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std::vector<D3D12::Texture> m_swap_chain_buffers;
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u32 m_current_swap_chain_buffer = 0;
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ComPtr<ID3D12RootSignature> m_display_root_signature;
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ComPtr<ID3D12PipelineState> m_display_pipeline;
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ComPtr<ID3D12PipelineState> m_software_cursor_pipeline;
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D3D12::DescriptorHandle m_point_sampler;
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D3D12::DescriptorHandle m_linear_sampler;
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D3D12::DescriptorHandle m_border_sampler;
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D3D12::Texture m_display_pixels_texture;
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D3D12::StagingTexture m_readback_staging_texture;
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ComPtr<ID3D12RootSignature> m_post_processing_root_signature;
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ComPtr<ID3D12RootSignature> m_post_processing_cb_root_signature;
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FrontendCommon::PostProcessingChain m_post_processing_chain;
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D3D12::StreamBuffer m_post_processing_cbuffer;
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D3D12::Texture m_post_processing_input_texture;
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std::vector<PostProcessingStage> m_post_processing_stages;
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Common::Timer m_post_processing_timer;
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bool m_allow_tearing_supported = false;
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bool m_using_allow_tearing = false;
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};
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