dolphin/Source/Core/VideoBackends/D3DCommon/SwapChain.h

75 lines
2.0 KiB
C++

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