// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractStagingTexture.h" #include "VideoCommon/AbstractTexture.h" namespace DX11 { class DXTexture final : public AbstractTexture { public: explicit DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture, ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav); ~DXTexture(); static std::unique_ptr Create(const TextureConfig& config); void CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) override; void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) override; void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) override; ID3D11Texture2D* GetD3DTexture() const { return m_d3d_texture; } ID3D11ShaderResourceView* GetD3DSRV() const { return m_d3d_srv; } ID3D11UnorderedAccessView* GetD3DUAV() const { return m_d3d_uav; } private: ID3D11Texture2D* m_d3d_texture; ID3D11ShaderResourceView* m_d3d_srv; ID3D11UnorderedAccessView* m_d3d_uav; }; class DXStagingTexture final : public AbstractStagingTexture { public: DXStagingTexture() = delete; ~DXStagingTexture(); void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) override; void CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) override; bool Map() override; void Unmap() override; void Flush() override; static std::unique_ptr Create(StagingTextureType type, const TextureConfig& config); private: DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex); ID3D11Texture2D* m_tex = nullptr; }; class DXFramebuffer final : public AbstractFramebuffer { public: DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples, ID3D11RenderTargetView* rtv, ID3D11RenderTargetView* integer_rtv, ID3D11DepthStencilView* dsv); ~DXFramebuffer() override; ID3D11RenderTargetView* const* GetRTVArray() const { return &m_rtv; } ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return &m_integer_rtv; } UINT GetNumRTVs() const { return m_rtv ? 1 : 0; } ID3D11DepthStencilView* GetDSV() const { return m_dsv; } static std::unique_ptr Create(DXTexture* color_attachment, DXTexture* depth_attachment); protected: ID3D11RenderTargetView* m_rtv; ID3D11RenderTargetView* m_integer_rtv; ID3D11DepthStencilView* m_dsv; }; } // namespace DX11