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Add D3DCommon (shared code between D3D11 and D3D12)
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74
Source/Core/VideoBackends/D3DCommon/SwapChain.h
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74
Source/Core/VideoBackends/D3DCommon/SwapChain.h
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// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <dxgi1_5.h>
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#include <wrl/client.h>
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#include "Common/CommonTypes.h"
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#include "Common/WindowSystemInfo.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/TextureConfig.h"
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namespace D3DCommon
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{
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class SwapChain
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{
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public:
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SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory, IUnknown* d3d_device);
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virtual ~SwapChain();
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// Sufficient buffers for triple buffering.
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static const u32 SWAP_CHAIN_BUFFER_COUNT = 3;
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// Returns true if the stereo mode is quad-buffering.
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static bool WantsStereo();
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IDXGISwapChain1* GetDXGISwapChain() const { return m_swap_chain.Get(); }
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AbstractTextureFormat GetFormat() const { return m_texture_format; }
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u32 GetWidth() const { return m_width; }
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u32 GetHeight() const { return m_height; }
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u32 GetLayers() const { return m_stereo ? 2u : 1u; }
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bool IsStereoEnabled() const { return m_stereo; }
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bool HasExclusiveFullscreen() const { return m_has_fullscreen; }
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// Mode switches.
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bool GetFullscreen() const;
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void SetFullscreen(bool request);
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// Checks for loss of exclusive fullscreen.
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bool CheckForFullscreenChange();
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// Presents the swap chain to the screen.
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virtual bool Present();
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bool ChangeSurface(void* native_handle);
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bool ResizeSwapChain();
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void SetStereo(bool stereo);
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protected:
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u32 GetSwapChainFlags() const;
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bool CreateSwapChain(bool stereo);
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void DestroySwapChain();
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virtual bool CreateSwapChainBuffers() = 0;
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virtual void DestroySwapChainBuffers() = 0;
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WindowSystemInfo m_wsi;
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Microsoft::WRL::ComPtr<IDXGIFactory2> m_dxgi_factory;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swap_chain;
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Microsoft::WRL::ComPtr<IUnknown> m_d3d_device;
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AbstractTextureFormat m_texture_format = AbstractTextureFormat::RGBA8;
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u32 m_width = 1;
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u32 m_height = 1;
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bool m_stereo = false;
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bool m_allow_tearing_supported = false;
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bool m_has_fullscreen = false;
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bool m_fullscreen_request = false;
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};
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} // namespace D3DCommon
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