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e149ad4f0a
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.
55 lines
1.2 KiB
C++
55 lines
1.2 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <d3d12.h>
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#include <dxgi.h>
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#include <memory>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/WindowSystemInfo.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3DCommon/SwapChain.h"
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#include "VideoCommon/TextureConfig.h"
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namespace DX12
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{
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class DXTexture;
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class DXFramebuffer;
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class SwapChain : public D3DCommon::SwapChain
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{
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public:
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SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory,
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ID3D12CommandQueue* d3d_command_queue);
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~SwapChain();
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static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
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bool Present() override;
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DXTexture* GetCurrentTexture() const { return m_buffers[m_current_buffer].texture.get(); }
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DXFramebuffer* GetCurrentFramebuffer() const
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{
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return m_buffers[m_current_buffer].framebuffer.get();
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}
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protected:
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bool CreateSwapChainBuffers() override;
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void DestroySwapChainBuffers() override;
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private:
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struct BufferResources
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{
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std::unique_ptr<DXTexture> texture;
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std::unique_ptr<DXFramebuffer> framebuffer;
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};
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std::vector<BufferResources> m_buffers;
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u32 m_current_buffer = 0;
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};
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} // namespace DX12
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