Files
ppsspp/GPU/D3D11/FramebufferManagerD3D11.h
T
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

98 lines
3.4 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <d3d11.h>
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "Common/GPU/thin3d.h"
class TextureCacheD3D11;
class DrawEngineD3D11;
class ShaderManagerD3D11;
class FramebufferManagerD3D11 : public FramebufferManagerCommon {
public:
FramebufferManagerD3D11(Draw::DrawContext *draw);
~FramebufferManagerD3D11();
void SetTextureCache(TextureCacheD3D11 *tc);
void SetShaderManager(ShaderManagerD3D11 *sm);
void SetDrawEngine(DrawEngineD3D11 *td);
void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) override;
void EndFrame();
void DeviceLost();
void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
void BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
virtual bool NotifyStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) override;
// TODO: Remove
ID3D11Buffer *GetDynamicQuadBuffer() {
return quadBuffer_;
}
protected:
// Used by ReadFramebufferToMemory and later framebuffer block copies
void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override;
void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
private:
void Bind2DShader() override;
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void SimpleBlit(
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
bool linearFilter);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D_FEATURE_LEVEL featureLevel_;
ID3D11VertexShader *quadVertexShader_;
ID3D11PixelShader *quadPixelShader_;
ID3D11InputLayout *quadInputLayout_;
// Dynamic
ID3D11Buffer *quadBuffer_;
ID3D11Buffer *fsQuadBuffer_;
const UINT quadStride_ = 20;
const UINT quadOffset_ = 0;
static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[2];
ID3D11PixelShader *stencilUploadPS_ = nullptr;
ID3D11VertexShader *stencilUploadVS_ = nullptr;
ID3D11InputLayout *stencilUploadInputLayout_ = nullptr;
ID3D11Buffer *stencilValueBuffer_ = nullptr;
ID3D11DepthStencilState *stencilMaskStates_[256]{};
ID3D11Texture2D *nullTexture_ = nullptr;
ID3D11ShaderResourceView *nullTextureView_ = nullptr;
TextureCacheD3D11 *textureCacheD3D11_;
ShaderManagerD3D11 *shaderManagerD3D11_;
DrawEngineD3D11 *drawEngineD3D11_;
};