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https://github.com/dolphin-emu/dolphin.git
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113 lines
4.2 KiB
C++
113 lines
4.2 KiB
C++
// Copyright 2017 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 <d3d11.h>
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#include <memory>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX11
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{
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class DXTexture final : public AbstractTexture
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{
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public:
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~DXTexture();
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static std::unique_ptr<DXTexture> Create(const TextureConfig& config, std::string_view name);
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static std::unique_ptr<DXTexture> CreateAdopted(ComPtr<ID3D11Texture2D> texture);
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void CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size,
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u32 layer) override;
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ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
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ID3D11UnorderedAccessView* GetD3DUAV() const { return m_uav.Get(); }
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private:
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DXTexture(const TextureConfig& config, ComPtr<ID3D11Texture2D> texture, std::string_view name);
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bool CreateSRV();
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bool CreateUAV();
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ComPtr<ID3D11Texture2D> m_texture;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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ComPtr<ID3D11UnorderedAccessView> m_uav;
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std::string m_name;
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};
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class DXStagingTexture final : public AbstractStagingTexture
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{
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public:
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DXStagingTexture() = delete;
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~DXStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config,
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ComPtr<ID3D11Texture2D> tex);
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ComPtr<ID3D11Texture2D> m_tex = nullptr;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
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u32 height, u32 layers, u32 samples, ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11RenderTargetView> integer_rtv, ComPtr<ID3D11DepthStencilView> dsv,
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std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs);
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~DXFramebuffer() override;
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ID3D11RenderTargetView* const* GetRTVArray() const { return m_render_targets_raw.data(); }
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ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return m_integer_rtv.GetAddressOf(); }
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UINT GetNumRTVs() const { return static_cast<UINT>(m_render_targets_raw.size()); }
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ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
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void Unbind();
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void Clear(const ClearColor& color_value, float depth_value);
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static std::unique_ptr<DXFramebuffer>
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Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments);
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protected:
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std::vector<ComPtr<ID3D11RenderTargetView>> m_render_targets;
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std::vector<ID3D11RenderTargetView*> m_render_targets_raw;
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ComPtr<ID3D11RenderTargetView> m_integer_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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};
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} // namespace DX11
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