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38e0b6e2ab
This makes state tracking simpler, and enables easier porting to command lists later on.
100 lines
3.1 KiB
C++
100 lines
3.1 KiB
C++
// Copyright 2010 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 <array>
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#include <string>
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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 Renderer : public ::Renderer
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{
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public:
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Renderer();
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~Renderer() override;
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StateCache& GetStateCache() { return m_state_cache; }
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) 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 UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState() override;
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void RestoreState() override;
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void RenderText(const std::string& text, int left, int top, u32 color) 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 SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) 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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bool CheckForResize();
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private:
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struct GXPipelineState
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{
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std::array<SamplerState, 8> samplers;
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BlendingState blend;
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DepthState zmode;
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RasterizationState raster;
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};
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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 BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
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u32 src_width, u32 src_height, float Gamma);
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StateCache m_state_cache;
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GXPipelineState m_gx_state;
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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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u32 m_last_multisamples = 1;
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bool m_last_stereo_mode = false;
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bool m_last_fullscreen_mode = false;
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};
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}
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