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

113 lines
4.2 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <d3d11.h>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/RenderBase.h"
namespace DX11
{
class DXTexture final : public AbstractTexture
{
public:
~DXTexture();
static std::unique_ptr<DXTexture> Create(const TextureConfig& config, std::string_view name);
static std::unique_ptr<DXTexture> CreateAdopted(ComPtr<ID3D11Texture2D> texture);
void CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level) override;
void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
u32 layer, u32 level) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size,
u32 layer) override;
ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
ID3D11UnorderedAccessView* GetD3DUAV() const { return m_uav.Get(); }
private:
DXTexture(const TextureConfig& config, ComPtr<ID3D11Texture2D> texture, std::string_view name);
bool CreateSRV();
bool CreateUAV();
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
ComPtr<ID3D11UnorderedAccessView> m_uav;
std::string m_name;
};
class DXStagingTexture final : public AbstractStagingTexture
{
public:
DXStagingTexture() = delete;
~DXStagingTexture();
void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect) override;
void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level) override;
bool Map() override;
void Unmap() override;
void Flush() override;
static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
const TextureConfig& config);
private:
DXStagingTexture(StagingTextureType type, const TextureConfig& config,
ComPtr<ID3D11Texture2D> tex);
ComPtr<ID3D11Texture2D> m_tex = nullptr;
};
class DXFramebuffer final : public AbstractFramebuffer
{
public:
DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
u32 height, u32 layers, u32 samples, ComPtr<ID3D11RenderTargetView> rtv,
ComPtr<ID3D11RenderTargetView> integer_rtv, ComPtr<ID3D11DepthStencilView> dsv,
std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs);
~DXFramebuffer() override;
ID3D11RenderTargetView* const* GetRTVArray() const { return m_render_targets_raw.data(); }
ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return m_integer_rtv.GetAddressOf(); }
UINT GetNumRTVs() const { return static_cast<UINT>(m_render_targets_raw.size()); }
ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
void Unbind();
void Clear(const ClearColor& color_value, float depth_value);
static std::unique_ptr<DXFramebuffer>
Create(DXTexture* color_attachment, DXTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments);
protected:
std::vector<ComPtr<ID3D11RenderTargetView>> m_render_targets;
std::vector<ID3D11RenderTargetView*> m_render_targets_raw;
ComPtr<ID3D11RenderTargetView> m_integer_rtv;
ComPtr<ID3D11DepthStencilView> m_dsv;
};
} // namespace DX11