dolphin/Source/Core/VideoBackends/D3D/Render.h

101 lines
3.9 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
enum class EFBAccessType;
namespace DX11
{
class D3DTexture2D;
class Renderer : public ::Renderer
{
public:
Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale);
~Renderer() override;
StateCache& GetStateCache() { return m_state_cache; }
bool IsHeadless() const override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() 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 BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const 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 RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override;
private:
void SetupDeviceObjects();
void TeardownDeviceObjects();
void Create3DVisionTexture(int width, int height);
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void UpdateBackbufferSize();
StateCache m_state_cache;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
std::array<ID3D11DepthStencilState*, 3> 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;
bool m_last_fullscreen_state = false;
};
}