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https://github.com/dolphin-emu/dolphin.git
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Move most backend functionality to VideoCommon
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@ -9,11 +9,10 @@
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/RenderBase.h"
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enum class EFBAccessType;
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namespace DX11
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{
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class D3DTexture2D;
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class DXTexture;
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class DXFramebuffer;
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class Renderer : public ::Renderer
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{
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@ -32,53 +31,43 @@ public:
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment) override;
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
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void SetFramebuffer(const AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {},
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void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
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u16 BBoxRead(int index) override;
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void BBoxWrite(int index, u16 value) override;
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void ResetAPIState() override;
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void RestoreAPIState() override;
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
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void OnConfigChanged(u32 bits) override;
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void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z) override;
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void ReinterpretPixelData(unsigned int convtype) override;
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private:
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void SetupDeviceObjects();
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void TeardownDeviceObjects();
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void Create3DVisionTexture(int width, int height);
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void CheckForSurfaceChange();
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void CheckForSurfaceResize();
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@ -86,15 +75,9 @@ private:
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StateCache m_state_cache;
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std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
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std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
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ID3D11BlendState* m_reset_blend_state = nullptr;
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ID3D11DepthStencilState* m_reset_depth_state = nullptr;
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ID3D11RasterizerState* m_reset_rast_state = nullptr;
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ID3D11Texture2D* m_screenshot_texture = nullptr;
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D3DTexture2D* m_3d_vision_texture = nullptr;
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std::unique_ptr<DXTexture> m_3d_vision_texture;
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std::unique_ptr<DXFramebuffer> m_3d_vision_framebuffer;
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bool m_last_fullscreen_state = false;
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};
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}
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} // namespace DX11
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