// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #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, float backbuffer_scale); ~Renderer() override; StateCache& GetStateCache() { return m_state_cache; } bool IsHeadless() const override; std::unique_ptr CreateTexture(const TextureConfig& config) override; std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; std::unique_ptr CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) override; std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) override; std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config) override; std::unique_ptr 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& 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 Draw(u32 base_vertex, u32 num_vertices) override; void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override; void BindBackbuffer(const ClearColor& clear_color = {}) override; void PresentBackbuffer() override; void SetFullscreen(bool enable_fullscreen) override; bool IsFullscreen() const 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 RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override; void OnConfigChanged(u32 bits) override; void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) override; void ReinterpretPixelData(unsigned int convtype) override; private: void SetupDeviceObjects(); void TeardownDeviceObjects(); void Create3DVisionTexture(int width, int height); void CheckForSurfaceChange(); void CheckForSurfaceResize(); void UpdateBackbufferSize(); StateCache m_state_cache; std::array m_clear_blend_states{}; std::array 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; bool m_last_fullscreen_state = false; }; }