dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include "Common.h"
#include <vector>
namespace DX11
{
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
#define SAFE_DELETE(x) { delete (x); (x) = NULL; }
#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
class D3DTexture2D;
namespace D3D
{
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DX();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DX();
void UnloadD3DCompiler();
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
DXGI_SAMPLE_DESC GetAAMode(int index);
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* GeometryShaderVersionString();
const char* VertexShaderVersionString();
bool BGRATexturesSupported();
unsigned int GetMaxTextureSize();
// 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.
template <typename T>
void SetDebugObjectName(T resource, const char* name)
{
static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
"resource must be convertible to ID3D11DeviceChild*");
#if defined(_DEBUG) || defined(DEBUGFAST)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(name), name);
#endif
}
} // namespace
// Used to not require the SDK and runtime versions to match:
// Linking with d3dx11.lib makes the most recent d3dx11_xx.dll of the
// compiler's SDK a requirement, but this backend works with DX11 runtimes
// back to August 2009 even if the backend was built with June 2010.
// Add any d3dx11 functions which you want to use here and load them in Create()
typedef HRESULT (WINAPI* D3DX11COMPILEFROMMEMORYTYPE)(LPCSTR, SIZE_T, LPCSTR, const D3D10_SHADER_MACRO*, LPD3D10INCLUDE, LPCSTR, LPCSTR, UINT, UINT, ID3DX11ThreadPump*, ID3D10Blob**, ID3D10Blob**, HRESULT*);
typedef HRESULT (WINAPI* D3DX11FILTERTEXTURETYPE)(ID3D11DeviceContext*, ID3D11Resource*, UINT, UINT);
typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEATYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCSTR);
typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEWTYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCWSTR);
extern D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory;
extern D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture;
extern D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA;
extern D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW;
#ifdef UNICODE
#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileW
#else
#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileA
#endif
typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
extern D3D11CREATEDEVICE PD3D11CreateDevice;
typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;
} // namespace DX11