// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/Common.h" #include "Common/CommonTypes.h" #include "Common/MsgHandler.h" namespace DX11 { #define SAFE_RELEASE(x) \ { \ if (x) \ (x)->Release(); \ (x) = nullptr; \ } #define SAFE_DELETE(x) \ { \ delete (x); \ (x) = nullptr; \ } #define SAFE_DELETE_ARRAY(x) \ { \ delete[](x); \ (x) = nullptr; \ } #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 LoadD3DCompiler(); void UnloadDXGI(); void UnloadD3D(); void UnloadD3DCompiler(); D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter); std::vector EnumAAModes(IDXGIAdapter* adapter); HRESULT Create(HWND wnd); void Close(); extern ID3D11Device* device; extern ID3D11Device1* device1; extern ID3D11DeviceContext* context; extern HWND hWnd; extern bool bFrameInProgress; void Reset(); void Present(); unsigned int GetBackBufferWidth(); unsigned int GetBackBufferHeight(); D3DTexture2D*& GetBackBuffer(); const char* PixelShaderVersionString(); const char* GeometryShaderVersionString(); const char* VertexShaderVersionString(); bool BGRATexturesSupported(); bool AllowTearingSupported(); u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level); HRESULT SetFullscreenState(bool enable_fullscreen); bool GetFullscreenState(); // This 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. void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name); std::string GetDebugObjectName(ID3D11DeviceChild* resource); } // namespace D3D 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**); typedef HRESULT(WINAPI* D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**); extern D3DREFLECT PD3DReflect; extern pD3DCompile PD3DCompile; } // namespace DX11