// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "VideoBackends/D3D/D3DState.h" #include "VideoCommon/RenderBase.h" namespace DX11 { class SwapChain; class DXTexture; class DXFramebuffer; class Renderer : public ::Renderer { public: Renderer(std::unique_ptr swap_chain, float backbuffer_scale); ~Renderer() override; StateCache& GetStateCache() { return m_state_cache; } bool IsHeadless() const override; std::unique_ptr CreateTexture(const TextureConfig& config) override; std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; std::unique_ptr CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) override; std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) override; std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config) override; std::unique_ptr CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) 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& rc) override; void SetTexture(u32 index, const AbstractTexture* texture) override; void SetSamplerState(u32 index, const SamplerState& state) override; void SetComputeImageTexture(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; void Draw(u32 base_vertex, u32 num_vertices) override; void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override; void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y, u32 groups_z) override; void BindBackbuffer(const ClearColor& clear_color = {}) override; void PresentBackbuffer() override; void SetFullscreen(bool enable_fullscreen) override; bool IsFullscreen() const override; u16 BBoxRead(int index) override; void BBoxWrite(int index, u16 value) override; void Flush() override; void WaitForGPUIdle() override; void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override; void OnConfigChanged(u32 bits) override; private: void Create3DVisionTexture(int width, int height); void CheckForSwapChainChanges(); StateCache m_state_cache; std::unique_ptr m_swap_chain; std::unique_ptr m_3d_vision_texture; std::unique_ptr m_3d_vision_framebuffer; }; } // namespace DX11