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VideoBackends: add support to allow rendering to multiple output textures
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@ -7,13 +7,15 @@
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#include <memory>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX11
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{
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@ -81,20 +83,28 @@ class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
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u32 height, u32 layers, u32 samples, ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11RenderTargetView> integer_rtv, ComPtr<ID3D11DepthStencilView> dsv);
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ComPtr<ID3D11RenderTargetView> integer_rtv, ComPtr<ID3D11DepthStencilView> dsv,
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std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs);
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~DXFramebuffer() override;
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ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
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ID3D11RenderTargetView* const* GetRTVArray() const { return m_render_targets_raw.data(); }
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ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return m_integer_rtv.GetAddressOf(); }
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UINT GetNumRTVs() const { return m_rtv ? 1 : 0; }
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UINT GetNumRTVs() const { return static_cast<UINT>(m_render_targets_raw.size()); }
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ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
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static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
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DXTexture* depth_attachment);
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void Unbind();
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void Clear(const ClearColor& color_value, float depth_value);
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static std::unique_ptr<DXFramebuffer>
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Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments);
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protected:
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ComPtr<ID3D11RenderTargetView> m_rtv;
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std::vector<ComPtr<ID3D11RenderTargetView>> m_render_targets;
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std::vector<ID3D11RenderTargetView*> m_render_targets_raw;
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ComPtr<ID3D11RenderTargetView> m_integer_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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};
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