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https://github.com/dolphin-emu/dolphin.git
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d7bbddcbd3
Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5743 8ced0084-cf51-0410-be5f-012b33b47a6e
65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include <d3d11.h>
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#include "Common.h"
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#include "D3DBlob.h"
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#include "GfxState.h"
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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#define SAFE_DELETE(x) { delete (x); (x) = NULL; }
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#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; }
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#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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class D3DTexture2D;
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namespace D3D
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{
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HRESULT Create(HWND wnd);
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void Close();
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extern ID3D11Device* device;
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extern ID3D11DeviceContext* context;
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extern IDXGISwapChain* swapchain;
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extern bool bFrameInProgress;
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void Reset();
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bool BeginFrame();
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void EndFrame();
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void Present();
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unsigned int GetBackBufferWidth();
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unsigned int GetBackBufferHeight();
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D3DTexture2D* &GetBackBuffer();
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const char* PixelShaderVersionString();
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const char* VertexShaderVersionString();
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bool BGRATexturesSupported();
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// Ihis 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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inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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resource->SetPrivateData( WKPDID_D3DDebugObjectName, strlen(name), name);
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#endif
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}
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} // namespace
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