dolphin/Source/Core/VideoBackends/D3D/Render.h
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00

111 lines
4.5 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
enum class EFBAccessType;
namespace DX11
{
class D3DTexture2D;
class Renderer : public ::Renderer
{
public:
Renderer(int backbuffer_width, int backbuffer_height);
~Renderer() override;
StateCache& GetStateCache() { return m_state_cache; }
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
void ResetAPIState() override;
void RestoreAPIState() override;
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
void SetupDeviceObjects();
void TeardownDeviceObjects();
void Create3DVisionTexture(int width, int height);
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void UpdateBackbufferSize();
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height);
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
ID3D11BlendState* m_reset_blend_state = nullptr;
ID3D11DepthStencilState* m_reset_depth_state = nullptr;
ID3D11RasterizerState* m_reset_rast_state = nullptr;
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false;
};
}