// 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" enum class EFBAccessType; namespace DX11 { class D3DTexture2D; class Renderer : public ::Renderer { public: Renderer(); ~Renderer() override; StateCache& GetStateCache() { return m_state_cache; } void SetBlendingState(const BlendingState& state) override; void SetScissorRect(const EFBRectangle& rc) override; void SetRasterizationState(const RasterizationState& state) override; void SetDepthState(const DepthState& state) override; void SetSamplerState(u32 index, const SamplerState& state) override; void SetInterlacingMode() override; void SetViewport() override; void SetFullscreen(bool enable_fullscreen) override; bool IsFullscreen() const override; // TODO: Fix confusing names (see ResetAPIState and RestoreAPIState) void ApplyState() override; void RestoreState() override; void RenderText(const std::string& text, int left, int top, u32 color) override; u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override; void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override; u16 BBoxRead(int index) override; void BBoxWrite(int index, u16 value) override; void ResetAPIState() override; void RestoreAPIState() override; TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override; void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) override; void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) override; void ReinterpretPixelData(unsigned int convtype) override; bool CheckForResize(); private: struct GXPipelineState { std::array samplers; BlendingState blend; DepthState zmode; RasterizationState raster; }; void SetupDeviceObjects(); void TeardownDeviceObjects(); void Create3DVisionTexture(int width, int height); void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture, u32 src_width, u32 src_height, float Gamma); StateCache m_state_cache; GXPipelineState m_gx_state; std::array m_clear_blend_states{}; std::array m_clear_depth_states{}; ID3D11BlendState* m_reset_blend_state = nullptr; ID3D11DepthStencilState* m_reset_depth_state = nullptr; ID3D11RasterizerState* m_reset_rast_state = nullptr; ID3D11Texture2D* m_screenshot_texture = nullptr; D3DTexture2D* m_3d_vision_texture = nullptr; u32 m_last_multisamples = 1; bool m_last_stereo_mode = false; bool m_last_fullscreen_mode = false; }; }