dolphin/Source/Core/VideoBackends/D3D12/D3D12SwapChain.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

54 lines
1.2 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <d3d12.h>
#include <dxgi.h>
#include <memory>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/WindowSystemInfo.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3DCommon/SwapChain.h"
#include "VideoCommon/TextureConfig.h"
namespace DX12
{
class DXTexture;
class DXFramebuffer;
class SwapChain : public D3DCommon::SwapChain
{
public:
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory,
ID3D12CommandQueue* d3d_command_queue);
~SwapChain();
static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
bool Present() override;
DXTexture* GetCurrentTexture() const { return m_buffers[m_current_buffer].texture.get(); }
DXFramebuffer* GetCurrentFramebuffer() const
{
return m_buffers[m_current_buffer].framebuffer.get();
}
protected:
bool CreateSwapChainBuffers() override;
void DestroySwapChainBuffers() override;
private:
struct BufferResources
{
std::unique_ptr<DXTexture> texture;
std::unique_ptr<DXFramebuffer> framebuffer;
};
std::vector<BufferResources> m_buffers;
u32 m_current_buffer = 0;
};
} // namespace DX12