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817c7ef96a
Libretro has its own display classes now.
146 lines
5.7 KiB
C++
146 lines
5.7 KiB
C++
#pragma once
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#include "common/d3d11/staging_texture.h"
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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/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 "frontend-common/postprocessing_chain.h"
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#include <d3d11.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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namespace FrontendCommon {
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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();
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~D3D11HostDisplay();
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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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bool HasRenderDevice() const override;
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bool HasRenderSurface() const override;
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bool CreateRenderDevice(const WindowInfo& wi, std::string_view adapter_name, bool debug_device,
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bool threaded_presentation) override;
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bool InitializeRenderDevice(std::string_view shader_cache_directory, bool debug_device,
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bool threaded_presentation) override;
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void DestroyRenderDevice() override;
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bool MakeRenderContextCurrent() override;
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bool DoneRenderContextCurrent() override;
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bool ChangeRenderWindow(const WindowInfo& new_wi) override;
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void ResizeRenderWindow(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 DestroyRenderSurface() override;
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bool SetPostProcessingChain(const std::string_view& config) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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HostDisplayPixelFormat format, const void* data, u32 data_stride,
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bool dynamic = false) override;
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void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data,
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u32 texture_data_stride) override;
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bool DownloadTexture(const void* texture_handle, HostDisplayPixelFormat texture_format, u32 x, u32 y, u32 width,
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u32 height, void* out_data, u32 out_data_stride) override;
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bool SupportsDisplayPixelFormat(HostDisplayPixelFormat format) const override;
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bool BeginSetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, void** out_buffer,
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u32* out_pitch) override;
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void EndSetDisplayPixels() 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() override;
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bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
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HostDisplayPixelFormat* out_format) override;
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static AdapterAndModeList StaticGetAdapterAndModeList();
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protected:
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static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
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static AdapterAndModeList GetAdapterAndModeList(IDXGIFactory* dxgi_factory);
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bool CreateResources() override;
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void DestroyResources() override;
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bool CreateImGuiContext() override;
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void DestroyImGuiContext() override;
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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 RenderDisplay();
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void RenderSoftwareCursor();
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void RenderImGui();
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void RenderDisplay(s32 left, s32 top, s32 width, s32 height, void* texture_handle, u32 texture_width,
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s32 texture_height, 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(s32 left, s32 top, s32 width, s32 height, HostDisplayTexture* texture_handle);
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struct PostProcessingStage
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{
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ComPtr<ID3D11VertexShader> vertex_shader;
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ComPtr<ID3D11PixelShader> pixel_shader;
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D3D11::Texture output_texture;
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u32 uniforms_size;
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};
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bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height);
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void ApplyPostProcessingChain(ID3D11RenderTargetView* final_target, s32 final_left, s32 final_top, s32 final_width,
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s32 final_height, void* texture_handle, u32 texture_width, s32 texture_height,
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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<ID3D11Device> m_device;
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ComPtr<ID3D11DeviceContext> m_context;
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ComPtr<IDXGIFactory> m_dxgi_factory;
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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<ID3D11BlendState> m_software_cursor_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<ID3D11PixelShader> m_display_alpha_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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D3D11::AutoStagingTexture m_readback_staging_texture;
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bool m_allow_tearing_supported = false;
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bool m_using_flip_model_swap_chain = true;
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bool m_using_allow_tearing = false;
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bool m_vsync = true;
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PostProcessingChain m_post_processing_chain;
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D3D11::Texture m_post_processing_input_texture;
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std::vector<PostProcessingStage> m_post_processing_stages;
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};
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} // namespace FrontendCommon
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