// 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 #include #include "Common.h" #include 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(); void EnumAAModes(IDXGIAdapter* adapter, std::vector& aa_modes); 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. inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name) { #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