dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00

147 lines
4.6 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include <vector>
#include <set>
#include <d3d11.h>
#include "Common.h"
#include <vector>
#include <list>
#include <map>
using std::vector;
using std::list;
using std::map;
using std::pair;
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
class D3DTexture2D;
namespace D3D
{
HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device *device;
extern ID3D11DeviceContext *context;
extern IDXGISwapChain *swapchain;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D* &GetBackBuffer();
const char *PixelShaderVersionString();
const char *VertexShaderVersionString();
// Ihis function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char *name)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
resource->SetPrivateData( WKPDID_D3DDebugObjectName, strlen(name), name);
#endif
}
// stores the pipeline state to use when calling VertexManager::Flush()
class EmuGfxState
{
public:
EmuGfxState();
~EmuGfxState();
void SetVShader(ID3D11VertexShader *shader, ID3D10Blob *bcode);
void SetPShader(ID3D11PixelShader *shader);
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC *elems, UINT num);
void SetShaderResource(int stage, ID3D11ShaderResourceView *srv);
void ApplyState(); // apply current state
void AlphaPass(); // only modify the current state to enable the alpha pass
void ResetShaderResources(); // disable all shader resources
// blend state
void SetAlphaBlendEnable(bool enable);
void SetRenderTargetWriteMask(UINT8 mask);
void SetSrcBlend(D3D11_BLEND val) // TODO: Check whether e.g. the dest color check is needed here
{
blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
void SetDestBlend(D3D11_BLEND val)
{
blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
void SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
// sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].Filter = filter; }
// TODO: add methods for changing the other states instead of modifying them directly
D3D11_SAMPLER_DESC samplerdesc[8];
D3D11_RASTERIZER_DESC rastdesc;
D3D11_DEPTH_STENCIL_DESC depthdesc;
float psconstants[116];
float vsconstants[952];
bool vscbufchanged;
bool pscbufchanged;
private:
ID3D11VertexShader* vertexshader;
ID3D10Blob* vsbytecode;
ID3D11PixelShader* pixelshader;
ID3D10Blob* psbytecode;
bool vshaderchanged;
ID3D11Buffer* vscbuf;
ID3D11Buffer* pscbuf;
ID3D11InputLayout* inp_layout;
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
int num_inp_elems;
ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc;
};
extern EmuGfxState *gfxstate;
} // namespace