dolphin/Source/Core/VideoBackends/D3D/D3DGfx.h

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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
#include <d3d11.h>
#include <string_view>
#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/AbstractGfx.h"
class BoundingBox;
namespace DX11
{
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class SwapChain;
class DXTexture;
class DXFramebuffer;
class Gfx final : public ::AbstractGfx
{
public:
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Gfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Gfx() override;
StateCache& GetStateCache() { return m_state_cache; }
bool IsHeadless() const override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length,
std::string_view name) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data = nullptr,
size_t cache_data_length = 0) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) 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(u32 index, 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;
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void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override;
bool BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
void Flush() override;
void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
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SurfaceInfo GetSurfaceInfo() const override;
private:
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void CheckForSwapChainChanges();
StateCache m_state_cache;
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float m_backbuffer_scale;
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std::unique_ptr<SwapChain> m_swap_chain;
};
} // namespace DX11