94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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namespace DX11
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{
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class DXTexture final : public AbstractTexture
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{
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public:
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explicit DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
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ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav);
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~DXTexture();
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static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
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void CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) override;
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ID3D11Texture2D* GetD3DTexture() const { return m_d3d_texture; }
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ID3D11ShaderResourceView* GetD3DSRV() const { return m_d3d_srv; }
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ID3D11UnorderedAccessView* GetD3DUAV() const { return m_d3d_uav; }
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private:
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ID3D11Texture2D* m_d3d_texture;
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ID3D11ShaderResourceView* m_d3d_srv;
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ID3D11UnorderedAccessView* m_d3d_uav;
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};
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class DXStagingTexture final : public AbstractStagingTexture
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{
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public:
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DXStagingTexture() = delete;
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~DXStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex);
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ID3D11Texture2D* m_tex = nullptr;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
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u32 height, u32 layers, u32 samples, ID3D11RenderTargetView* rtv,
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ID3D11RenderTargetView* integer_rtv, ID3D11DepthStencilView* dsv);
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~DXFramebuffer() override;
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ID3D11RenderTargetView* const* GetRTVArray() const { return &m_rtv; }
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ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return &m_integer_rtv; }
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UINT GetNumRTVs() const { return m_rtv ? 1 : 0; }
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ID3D11DepthStencilView* GetDSV() const { return m_dsv; }
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static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
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DXTexture* depth_attachment);
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protected:
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ID3D11RenderTargetView* m_rtv;
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ID3D11RenderTargetView* m_integer_rtv;
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ID3D11DepthStencilView* m_dsv;
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};
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} // namespace DX11
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