Duckstation/src/util/d3d11_texture.h
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

151 lines
4.8 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "d3d11_stream_buffer.h"
#include "gpu_device.h"
#include "common/windows_headers.h"
#include <d3d11_1.h>
#include <wrl/client.h>
class D3D11Device;
class D3D11Framebuffer final : public GPUFramebuffer
{
friend D3D11Device;
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
public:
~D3D11Framebuffer() override;
ALWAYS_INLINE u32 GetNumRTVs() const { return m_rtv ? 1 : 0; }
ALWAYS_INLINE ID3D11RenderTargetView* GetRTV() const { return m_rtv.Get(); }
ALWAYS_INLINE ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
ALWAYS_INLINE ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
void SetDebugName(const std::string_view& name) override;
void CommitClear(ID3D11DeviceContext1* context);
private:
D3D11Framebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, ComPtr<ID3D11RenderTargetView> rtv,
ComPtr<ID3D11DepthStencilView> dsv);
ComPtr<ID3D11RenderTargetView> m_rtv;
ComPtr<ID3D11DepthStencilView> m_dsv;
};
class D3D11Sampler final : public GPUSampler
{
friend D3D11Device;
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
public:
~D3D11Sampler() override;
ALWAYS_INLINE ID3D11SamplerState* GetSamplerState() const { return m_ss.Get(); }
ALWAYS_INLINE ID3D11SamplerState* const* GetSamplerStateArray() const { return m_ss.GetAddressOf(); }
void SetDebugName(const std::string_view& name) override;
private:
D3D11Sampler(ComPtr<ID3D11SamplerState> ss);
ComPtr<ID3D11SamplerState> m_ss;
};
class D3D11Texture final : public GPUTexture
{
friend D3D11Device;
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11Texture();
~D3D11Texture();
ALWAYS_INLINE ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
ALWAYS_INLINE ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
ALWAYS_INLINE ID3D11View* GetRTVOrDSV() const { return m_rtv_dsv.Get(); }
ALWAYS_INLINE ID3D11RenderTargetView* GetD3DRTV() const
{
return static_cast<ID3D11RenderTargetView*>(m_rtv_dsv.Get());
}
ALWAYS_INLINE ID3D11DepthStencilView* GetD3DDSV() const
{
return static_cast<ID3D11DepthStencilView*>(m_rtv_dsv.Get());
}
ALWAYS_INLINE ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
ALWAYS_INLINE ID3D11RenderTargetView* const* GetD3DRTVArray() const
{
return reinterpret_cast<ID3D11RenderTargetView* const*>(m_rtv_dsv.GetAddressOf());
}
ALWAYS_INLINE bool IsDynamic() const { return m_dynamic; }
DXGI_FORMAT GetDXGIFormat() const;
ALWAYS_INLINE operator ID3D11Texture2D*() const { return m_texture.Get(); }
ALWAYS_INLINE operator ID3D11ShaderResourceView*() const { return m_srv.Get(); }
ALWAYS_INLINE operator ID3D11RenderTargetView*() const
{
return static_cast<ID3D11RenderTargetView*>(m_rtv_dsv.Get());
}
ALWAYS_INLINE operator ID3D11DepthStencilView*() const
{
return static_cast<ID3D11DepthStencilView*>(m_rtv_dsv.Get());
}
ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
bool Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
void Destroy();
D3D11_TEXTURE2D_DESC GetDesc() const;
void CommitClear(ID3D11DeviceContext1* context);
bool IsValid() const override;
bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
void Unmap() override;
void SetDebugName(const std::string_view& name) override;
private:
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
ComPtr<ID3D11View> m_rtv_dsv;
u32 m_mapped_subresource = 0;
bool m_dynamic = false;
};
class D3D11TextureBuffer final : public GPUTextureBuffer
{
public:
D3D11TextureBuffer(Format format, u32 size_in_elements);
~D3D11TextureBuffer() override;
ALWAYS_INLINE ID3D11Buffer* GetBuffer() const { return m_buffer.GetD3DBuffer(); }
ALWAYS_INLINE ID3D11ShaderResourceView* GetSRV() const { return m_srv.Get(); }
ALWAYS_INLINE ID3D11ShaderResourceView* const* GetSRVArray() const { return m_srv.GetAddressOf(); }
bool CreateBuffer(ID3D11Device* device);
// Inherited via GPUTextureBuffer
void* Map(u32 required_elements) override;
void Unmap(u32 used_elements) override;
void SetDebugName(const std::string_view& name) override;
private:
D3D11StreamBuffer m_buffer;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_srv;
};