dolphin/Source/Core/VideoBackends/D3D/Render.h

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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
namespace DX11
{
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class SwapChain;
class DXTexture;
class DXFramebuffer;
class Renderer : public ::Renderer
{
public:
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Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Renderer() override;
StateCache& GetStateCache() { return m_state_cache; }
bool IsHeadless() const override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
void Flush() override;
void WaitForGPUIdle() override;
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void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void OnConfigChanged(u32 bits) override;
private:
void Create3DVisionTexture(int width, int height);
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void CheckForSwapChainChanges();
StateCache m_state_cache;
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std::unique_ptr<SwapChain> m_swap_chain;
std::unique_ptr<DXTexture> m_3d_vision_texture;
std::unique_ptr<DXFramebuffer> m_3d_vision_framebuffer;
};
} // namespace DX11