Shawn Hoffman ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00

85 lines
2.4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <dxgi.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include "Common.h"
#include <vector>
namespace DX11
{
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
#define SAFE_DELETE(x) { delete (x); (x) = NULL; }
#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
class D3DTexture2D;
namespace D3D
{
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DCompiler();
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
DXGI_SAMPLE_DESC GetAAMode(int index);
HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device* device;
extern ID3D11DeviceContext* context;
extern IDXGISwapChain* swapchain;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D* &GetBackBuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
bool BGRATexturesSupported();
unsigned int GetMaxTextureSize();
// Ihis function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
template <typename T>
void SetDebugObjectName(T resource, const char* name)
{
static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
"resource must be convertible to ID3D11DeviceChild*");
#if defined(_DEBUG) || defined(DEBUGFAST)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(name), name);
#endif
}
} // namespace D3D
typedef HRESULT (WINAPI *CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT (WINAPI *D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
extern D3D11CREATEDEVICE PD3D11CreateDevice;
typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;
extern pD3DCompile PD3DCompile;
} // namespace DX11