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46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright 2019 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 <d3dcompiler.h>
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#include <dxgiformat.h>
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#include <string>
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#include <vector>
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#include <wrl/client.h>
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#include "Common/CommonTypes.h"
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struct IDXGIFactory;
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enum class AbstractTextureFormat : u32;
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namespace D3DCommon
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{
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// Loading dxgi.dll and d3dcompiler.dll
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bool LoadLibraries();
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void UnloadLibraries();
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// Returns a list of D3D device names.
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std::vector<std::string> GetAdapterNames();
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// Helper function which creates a DXGI factory.
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Microsoft::WRL::ComPtr<IDXGIFactory> CreateDXGIFactory(bool debug_device);
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// Globally-accessible D3DCompiler function.
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extern pD3DCompile d3d_compile;
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// Helpers for texture format conversion.
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DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless);
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DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format);
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DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer);
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DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format);
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AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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void SetDebugObjectName(IUnknown* resource, std::string_view name);
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} // namespace D3DCommon
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