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ppsspp/GPU/D3D11/FramebufferManagerD3D11.h
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// 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 EndFrame();
// TODO: Remove
ID3D11Buffer *GetDynamicQuadBuffer() {
return quadBuffer_;
}
private:
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D_FEATURE_LEVEL featureLevel_;
// Dynamic
ID3D11Buffer *quadBuffer_;
ID3D11PixelShader *stencilUploadPS_ = nullptr;
ID3D11VertexShader *stencilUploadVS_ = nullptr;
ID3D11InputLayout *stencilUploadInputLayout_ = nullptr;
ID3D11Buffer *stencilValueBuffer_ = nullptr;
ID3D11DepthStencilState *stencilMaskStates_[256]{};
ID3D11Texture2D *nullTexture_ = nullptr;
ID3D11ShaderResourceView *nullTextureView_ = nullptr;
};