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e3d9ba4c99
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
72 lines
2.6 KiB
C++
72 lines
2.6 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 "gpu_device.h"
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#include "common/heap_array.h"
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#include "common/types.h"
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#include "common/windows_headers.h"
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#include <d3dcommon.h>
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#include <dxgiformat.h>
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#include <optional>
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#include <string>
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#include <vector>
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#include <wrl/client.h>
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struct IDXGIFactory5;
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struct IDXGIAdapter1;
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struct IDXGIOutput;
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struct DXGI_MODE_DESC;
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namespace D3DCommon {
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// returns string representation of feature level
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const char* GetFeatureLevelString(D3D_FEATURE_LEVEL feature_level);
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const char* GetFeatureLevelShaderModelString(D3D_FEATURE_LEVEL feature_level);
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// create a dxgi factory
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Microsoft::WRL::ComPtr<IDXGIFactory5> CreateFactory(bool debug);
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// returns a list of all adapter names
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std::vector<std::string> GetAdapterNames(IDXGIFactory5* factory);
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// returns a list of fullscreen modes for the specified adapter
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std::vector<std::string> GetFullscreenModes(IDXGIFactory5* factory, const std::string_view& adapter_name);
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// returns the fullscreen mode to use for the specified dimensions
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bool GetRequestedExclusiveFullscreenModeDesc(IDXGIFactory5* factory, const RECT& window_rect, u32 width, u32 height,
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float refresh_rate, DXGI_FORMAT format, DXGI_MODE_DESC* fullscreen_mode,
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IDXGIOutput** output);
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// get an adapter based on name
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Microsoft::WRL::ComPtr<IDXGIAdapter1> GetAdapterByName(IDXGIFactory5* factory, const std::string_view& name);
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// returns the first adapter in the system
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Microsoft::WRL::ComPtr<IDXGIAdapter1> GetFirstAdapter(IDXGIFactory5* factory);
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// returns the adapter specified in the configuration, or the default
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Microsoft::WRL::ComPtr<IDXGIAdapter1> GetChosenOrFirstAdapter(IDXGIFactory5* factory, const std::string_view& name);
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// returns a utf-8 string of the specified adapter's name
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std::string GetAdapterName(IDXGIAdapter1* adapter);
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// returns the driver version from the registry as a string
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std::string GetDriverVersionFromLUID(const LUID& luid);
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std::optional<DynamicHeapArray<u8>> CompileShader(D3D_FEATURE_LEVEL feature_level, bool debug_device,
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GPUShaderStage stage, const std::string_view& source,
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const char* entry_point);
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struct DXGIFormatMapping
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{
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DXGI_FORMAT resource_format;
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DXGI_FORMAT srv_format;
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DXGI_FORMAT rtv_format;
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DXGI_FORMAT dsv_format;
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};
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const DXGIFormatMapping& GetFormatMapping(GPUTexture::Format format);
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GPUTexture::Format GetFormatForDXGIFormat(DXGI_FORMAT format);
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} // namespace D3DCommon
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