D3D11: Use D3DCommon where appropriate

This commit is contained in:
Stenzek
2019-03-09 23:31:36 +10:00
parent ea15080d8f
commit 3d8014beb5
19 changed files with 433 additions and 1055 deletions

View File

@ -9,13 +9,12 @@
#include <d3dcompiler.h>
#include <dxgi1_5.h>
#include <vector>
#include <wrl/client.h>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
namespace DX11
{
#define SAFE_RELEASE(x) \
{ \
if (x) \
@ -38,61 +37,25 @@ namespace DX11
PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
}
class DXTexture;
class DXFramebuffer;
namespace DX11
{
using Microsoft::WRL::ComPtr;
class SwapChain;
namespace D3D
{
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DCompiler();
extern ComPtr<IDXGIFactory2> dxgi_factory;
extern ComPtr<ID3D11Device> device;
extern ComPtr<ID3D11Device1> device1;
extern ComPtr<ID3D11DeviceContext> context;
extern D3D_FEATURE_LEVEL feature_level;
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
bool Create(u32 adapter_index, bool enable_debug_layer);
void Destroy();
HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device* device;
extern ID3D11Device1* device1;
extern ID3D11DeviceContext* context;
extern IDXGISwapChain1* swapchain;
void Reset(HWND new_wnd);
void ResizeSwapChain();
void Present();
DXTexture* GetSwapChainTexture();
DXFramebuffer* GetSwapChainFramebuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
const char* ComputeShaderVersionString();
bool BGRATexturesSupported();
bool AllowTearingSupported();
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level);
HRESULT SetFullscreenState(bool enable_fullscreen);
bool GetFullscreenState();
// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
std::string GetDebugObjectName(ID3D11DeviceChild* resource);
// Returns a list of supported AA modes for the current device.
std::vector<u32> GetAAModes(u32 adapter_index);
} // namespace D3D
typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
extern pD3DCompile PD3DCompile;
} // namespace DX11