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70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
#pragma once
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#include "common/d3d11/stream_buffer.h"
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#include "common/d3d11/texture.h"
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#include "common/windows_headers.h"
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#include "core/host_display.h"
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#include <SDL.h>
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#include <d3d11.h>
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#include <memory>
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#include <wrl/client.h>
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class D3D11HostDisplay 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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D3D11HostDisplay(SDL_Window* window);
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~D3D11HostDisplay();
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static std::unique_ptr<HostDisplay> Create(SDL_Window* window, bool debug_device);
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RenderAPI GetRenderAPI() const override;
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void* GetRenderDevice() const override;
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void* GetRenderContext() const override;
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void* GetRenderWindow() const override;
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void ChangeRenderWindow(void* new_window) override;
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void WindowResized(s32 new_window_width, s32 new_window_height) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
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bool dynamic) override;
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void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
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u32 data_stride) override;
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void SetVSync(bool enabled) override;
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private:
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static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
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bool CreateD3DDevice(bool debug_device);
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bool CreateD3DResources();
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bool CreateSwapChainRTV();
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bool CreateImGuiContext();
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void Render() override;
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void RenderDisplay();
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SDL_Window* m_window = nullptr;
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SDL_GLContext m_gl_context = nullptr;
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ComPtr<ID3D11Device> m_device;
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ComPtr<ID3D11DeviceContext> m_context;
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ComPtr<IDXGISwapChain> m_swap_chain;
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ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
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ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
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ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
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ComPtr<ID3D11BlendState> m_display_blend_state;
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ComPtr<ID3D11VertexShader> m_display_vertex_shader;
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ComPtr<ID3D11PixelShader> m_display_pixel_shader;
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ComPtr<ID3D11SamplerState> m_point_sampler;
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ComPtr<ID3D11SamplerState> m_linear_sampler;
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D3D11::Texture m_display_pixels_texture;
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D3D11::StreamBuffer m_display_uniform_buffer;
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bool m_allow_tearing_supported = false;
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bool m_vsync = true;
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};
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