duckstation/src/duckstation-qt/d3d11hostdisplay.h

81 lines
2.7 KiB
C++

#pragma once
#include "common/d3d11/staging_texture.h"
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/texture.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include "qthostdisplay.h"
#include <d3d11.h>
#include <dxgi.h>
#include <memory>
#include <wrl/client.h>
class D3D11HostDisplay final : public QtHostDisplay
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplay(QtHostInterface* host_interface);
~D3D11HostDisplay();
bool hasDeviceContext() const override;
bool createDeviceContext(bool debug_device) override;
void destroyDeviceContext() override;
bool createSurface() override;
void destroySurface() override;
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
void WindowResized(s32 new_window_width, s32 new_window_height) override;
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* initial_data,
u32 initial_data_stride, bool dynamic) override;
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data,
u32 texture_data_stride) override;
bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
void SetVSync(bool enabled) override;
void Render() override;
private:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
bool createImGuiContext() override;
void destroyImGuiContext() override;
bool createDeviceResources() override;
void destroyDeviceResources() override;
bool shouldUseFlipModelSwapChain() const;
bool createSwapChainRTV();
void renderDisplay();
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
ComPtr<IDXGISwapChain> m_swap_chain;
ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
ComPtr<ID3D11BlendState> m_display_blend_state;
ComPtr<ID3D11VertexShader> m_display_vertex_shader;
ComPtr<ID3D11PixelShader> m_display_pixel_shader;
ComPtr<ID3D11SamplerState> m_point_sampler;
ComPtr<ID3D11SamplerState> m_linear_sampler;
D3D11::Texture m_display_pixels_texture;
D3D11::StreamBuffer m_display_uniform_buffer;
D3D11::AutoStagingTexture m_readback_staging_texture;
bool m_allow_tearing_supported = false;
bool m_using_flip_model_swap_chain = false;
bool m_using_allow_tearing = false;
bool m_vsync = false;
};