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https://github.com/dolphin-emu/dolphin.git
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VideoCommon: Add support for Abstract Framebuffers
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@ -90,6 +90,8 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget();
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m_current_framebuffer_width = m_target_width;
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m_current_framebuffer_height = m_target_height;
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}
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Renderer::~Renderer()
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@ -243,6 +245,14 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
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return DXStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractFramebuffer>
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Renderer::CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment)
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{
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return DXFramebuffer::Create(static_cast<const DXTexture*>(color_attachment),
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static_cast<const DXTexture*>(depth_attachment));
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}
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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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{
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D3D::DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
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@ -648,6 +658,9 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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static constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
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m_current_framebuffer = nullptr;
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m_current_framebuffer_width = m_backbuffer_width;
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m_current_framebuffer_height = m_backbuffer_height;
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// activate linear filtering for the buffer copies
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D3D::SetLinearCopySampler();
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@ -763,6 +776,9 @@ void Renderer::ResetAPIState()
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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m_current_framebuffer = nullptr;
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m_current_framebuffer_width = m_target_width;
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m_current_framebuffer_height = m_target_height;
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FramebufferManager::BindEFBRenderTarget();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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@ -792,6 +808,36 @@ void Renderer::RestoreState()
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{
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}
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void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
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{
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const DXFramebuffer* fb = static_cast<const DXFramebuffer*>(framebuffer);
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D3D::context->OMSetRenderTargets(fb->GetNumRTVs(), fb->GetRTVArray(), fb->GetDSV());
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m_current_framebuffer = fb;
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m_current_framebuffer_width = fb->GetWidth();
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m_current_framebuffer_height = fb->GetHeight();
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}
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void Renderer::SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer)
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{
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SetFramebuffer(framebuffer);
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}
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void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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const ClearColor& color_value, float depth_value)
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{
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SetFramebuffer(framebuffer);
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if (framebuffer->GetColorFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearRenderTargetView(
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static_cast<const DXFramebuffer*>(framebuffer)->GetRTVArray()[0], color_value.data());
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}
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if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearDepthStencilView(static_cast<const DXFramebuffer*>(framebuffer)->GetDSV(),
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D3D11_CLEAR_DEPTH, depth_value, 0);
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}
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}
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void Renderer::SetRasterizationState(const RasterizationState& state)
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{
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m_gx_state.raster.hex = state.hex;
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