137 lines
4.8 KiB
C++
137 lines
4.8 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include <vector>
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#include <D3DX11.h>
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#include <D3Dcompiler.h>
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#include "D3DUtil.h"
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#include "Common.h"
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namespace DX11
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{
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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#define CHECK(cond, Message, ...) if (!(cond)) { \
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PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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class D3DTexture2D;
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SharedPtr<ID3D11Texture2D> CreateTexture2DShared(
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const D3D11_TEXTURE2D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData);
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SharedPtr<ID3D11BlendState> CreateBlendStateShared(const D3D11_BLEND_DESC *pBlendStateDesc);
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SharedPtr<ID3D11InputLayout> CreateInputLayoutShared(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
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UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength);
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SharedPtr<ID3D11Buffer> CreateBufferShared(const D3D11_BUFFER_DESC *pDesc,
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const D3D11_SUBRESOURCE_DATA *pInitialData);
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namespace D3D
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{
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HRESULT LoadDXGI();
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HRESULT LoadD3D();
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HRESULT LoadD3DX();
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HRESULT LoadD3DCompiler();
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void UnloadDXGI();
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void UnloadD3D();
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void UnloadD3DX();
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void UnloadD3DCompiler();
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
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DXGI_SAMPLE_DESC GetAAMode(int index);
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HRESULT Create(HWND wnd);
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void Close();
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extern SharedPtr<ID3D11Device> g_device;
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extern SharedPtr<ID3D11DeviceContext> g_context;
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extern SharedPtr<IDXGISwapChain> g_swapchain;
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extern bool bFrameInProgress;
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void Reset();
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bool BeginFrame();
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void EndFrame();
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void Present();
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unsigned int GetBackBufferWidth();
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unsigned int GetBackBufferHeight();
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D3DTexture2D* GetBackBuffer();
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const char* PixelShaderVersionString();
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const char* GeometryShaderVersionString();
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const char* VertexShaderVersionString();
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bool BGRATexturesSupported();
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unsigned int GetMaxTextureSize();
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// Ihis function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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template <typename T>
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void SetDebugObjectName(T resource, const char* name)
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{
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static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
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"resource must be convertible to ID3D11DeviceChild*");
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#if defined(_DEBUG) || defined(DEBUGFAST)
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resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(name), name);
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#endif
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}
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} // namespace
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// Used to not require the SDK and runtime versions to match:
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// Linking with d3dx11.lib makes the most recent d3dx11_xx.dll of the
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// compiler's SDK a requirement, but this backend works with DX11 runtimes
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// back to August 2009 even if the backend was built with June 2010.
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// Add any d3dx11 functions which you want to use here and load them in Create()
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typedef HRESULT (WINAPI* D3DX11COMPILEFROMMEMORYTYPE)(LPCSTR, SIZE_T, LPCSTR, const D3D10_SHADER_MACRO*, LPD3D10INCLUDE, LPCSTR, LPCSTR, UINT, UINT, ID3DX11ThreadPump*, ID3D10Blob**, ID3D10Blob**, HRESULT*);
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typedef HRESULT (WINAPI* D3DX11FILTERTEXTURETYPE)(ID3D11DeviceContext*, ID3D11Resource*, UINT, UINT);
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typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEATYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCSTR);
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typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEWTYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCWSTR);
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extern D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory;
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extern D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture;
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extern D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA;
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extern D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW;
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#ifdef UNICODE
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileW
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#else
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileA
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#endif
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typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
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extern CREATEDXGIFACTORY PCreateDXGIFactory;
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typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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extern D3D11CREATEDEVICE PD3D11CreateDevice;
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typedef HRESULT (WINAPI* D3D10CREATEBLOB)(SIZE_T NumBytes, LPD3D10BLOB *ppBuffer);
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extern D3D10CREATEBLOB PD3D10CreateBlob;
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typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
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extern D3DREFLECT PD3DReflect;
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} // namespace DX11
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