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https://github.com/RetroDECK/Duckstation.git
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e3d9ba4c99
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
151 lines
4.8 KiB
C++
151 lines
4.8 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 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 "d3d11_stream_buffer.h"
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#include "gpu_device.h"
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#include "common/windows_headers.h"
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#include <d3d11_1.h>
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#include <wrl/client.h>
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class D3D11Device;
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class D3D11Framebuffer final : public GPUFramebuffer
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{
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friend D3D11Device;
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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public:
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~D3D11Framebuffer() override;
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ALWAYS_INLINE u32 GetNumRTVs() const { return m_rtv ? 1 : 0; }
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ALWAYS_INLINE ID3D11RenderTargetView* GetRTV() const { return m_rtv.Get(); }
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ALWAYS_INLINE ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
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ALWAYS_INLINE ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
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void SetDebugName(const std::string_view& name) override;
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void CommitClear(ID3D11DeviceContext1* context);
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private:
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D3D11Framebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11DepthStencilView> dsv);
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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};
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class D3D11Sampler final : public GPUSampler
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{
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friend D3D11Device;
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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public:
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~D3D11Sampler() override;
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ALWAYS_INLINE ID3D11SamplerState* GetSamplerState() const { return m_ss.Get(); }
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ALWAYS_INLINE ID3D11SamplerState* const* GetSamplerStateArray() const { return m_ss.GetAddressOf(); }
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void SetDebugName(const std::string_view& name) override;
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private:
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D3D11Sampler(ComPtr<ID3D11SamplerState> ss);
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ComPtr<ID3D11SamplerState> m_ss;
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};
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class D3D11Texture final : public GPUTexture
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{
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friend D3D11Device;
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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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D3D11Texture();
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~D3D11Texture();
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ALWAYS_INLINE ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
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ALWAYS_INLINE ID3D11View* GetRTVOrDSV() const { return m_rtv_dsv.Get(); }
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ALWAYS_INLINE ID3D11RenderTargetView* GetD3DRTV() const
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{
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return static_cast<ID3D11RenderTargetView*>(m_rtv_dsv.Get());
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}
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ALWAYS_INLINE ID3D11DepthStencilView* GetD3DDSV() const
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{
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return static_cast<ID3D11DepthStencilView*>(m_rtv_dsv.Get());
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}
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ALWAYS_INLINE ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
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ALWAYS_INLINE ID3D11RenderTargetView* const* GetD3DRTVArray() const
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{
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return reinterpret_cast<ID3D11RenderTargetView* const*>(m_rtv_dsv.GetAddressOf());
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}
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ALWAYS_INLINE bool IsDynamic() const { return m_dynamic; }
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DXGI_FORMAT GetDXGIFormat() const;
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ALWAYS_INLINE operator ID3D11Texture2D*() const { return m_texture.Get(); }
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ALWAYS_INLINE operator ID3D11ShaderResourceView*() const { return m_srv.Get(); }
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ALWAYS_INLINE operator ID3D11RenderTargetView*() const
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{
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return static_cast<ID3D11RenderTargetView*>(m_rtv_dsv.Get());
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}
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ALWAYS_INLINE operator ID3D11DepthStencilView*() const
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{
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return static_cast<ID3D11DepthStencilView*>(m_rtv_dsv.Get());
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}
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ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
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bool Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
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Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
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void Destroy();
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D3D11_TEXTURE2D_DESC GetDesc() const;
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void CommitClear(ID3D11DeviceContext1* context);
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bool IsValid() const override;
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
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bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
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void Unmap() override;
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void SetDebugName(const std::string_view& name) override;
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private:
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ComPtr<ID3D11Texture2D> m_texture;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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ComPtr<ID3D11View> m_rtv_dsv;
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u32 m_mapped_subresource = 0;
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bool m_dynamic = false;
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};
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class D3D11TextureBuffer final : public GPUTextureBuffer
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{
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public:
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D3D11TextureBuffer(Format format, u32 size_in_elements);
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~D3D11TextureBuffer() override;
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ALWAYS_INLINE ID3D11Buffer* GetBuffer() const { return m_buffer.GetD3DBuffer(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* GetSRV() const { return m_srv.Get(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* const* GetSRVArray() const { return m_srv.GetAddressOf(); }
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bool CreateBuffer(ID3D11Device* device);
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// Inherited via GPUTextureBuffer
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void* Map(u32 required_elements) override;
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void Unmap(u32 used_elements) override;
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void SetDebugName(const std::string_view& name) override;
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private:
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D3D11StreamBuffer m_buffer;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_srv;
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};
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