dolphin/Source/Core/VideoBackends/D3D/D3DBase.h
Jules Blok 347fd065df D3DBase: Support the "allow tearing" DXGI flags.
This makes sure our framerate is unlocked when we disable V-Sync.
2017-09-04 23:12:52 +02:00

103 lines
3.9 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <dxgi1_5.h>
#include <vector>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
namespace DX11
{
#define SAFE_RELEASE(x) \
{ \
if (x) \
(x)->Release(); \
(x) = nullptr; \
}
#define SAFE_DELETE(x) \
{ \
delete (x); \
(x) = nullptr; \
}
#define SAFE_DELETE_ARRAY(x) \
{ \
delete[](x); \
(x) = nullptr; \
}
#define CHECK(cond, Message, ...) \
if (!(cond)) \
{ \
PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \
__VA_ARGS__); \
}
class D3DTexture2D;
namespace D3D
{
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DCompiler();
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device* device;
extern ID3D11Device1* device1;
extern ID3D11DeviceContext* context;
extern HWND hWnd;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D*& GetBackBuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
bool BGRATexturesSupported();
bool AllowTearingSupported();
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level);
HRESULT SetFullscreenState(bool enable_fullscreen);
bool GetFullscreenState();
// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
std::string GetDebugObjectName(ID3D11DeviceChild* resource);
} // namespace D3D
typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
typedef HRESULT(WINAPI* D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;
extern pD3DCompile PD3DCompile;
} // namespace DX11