dolphin/Source/Core/VideoBackends/D3D/D3DSwapChain.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

44 lines
1.1 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <d3d11.h>
#include <dxgi.h>
#include <memory>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/WindowSystemInfo.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3DCommon/SwapChain.h"
#include "VideoCommon/TextureConfig.h"
namespace DX11
{
class DXTexture;
class DXFramebuffer;
class SwapChain : public D3DCommon::SwapChain
{
public:
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory, ID3D11Device* d3d_device);
~SwapChain();
static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
DXTexture* GetTexture() const { return m_texture.get(); }
DXFramebuffer* GetFramebuffer() const { return m_framebuffer.get(); }
protected:
bool CreateSwapChainBuffers() override;
void DestroySwapChainBuffers() override;
private:
// The runtime takes care of renaming the buffers.
std::unique_ptr<DXTexture> m_texture;
std::unique_ptr<DXFramebuffer> m_framebuffer;
};
} // namespace DX11