ppsspp/GPU/D3D11/GPU_D3D11.h

84 lines
2.6 KiB
C++

// Copyright (c) 2017- 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 <string>
#include <vector>
#include <d3d11.h>
#include "GPU/GPUCommon.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
class FramebufferManagerD3D11;
class ShaderManagerD3D11;
class LinkedShaderD3D11;
class TextureCacheD3D11;
class GPU_D3D11 : public GPUCommon {
public:
GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_D3D11();
void CheckGPUFeatures() override;
void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore() override;
void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
void BeginHostFrame() override;
void EndHostFrame() override;
protected:
void FinishDeferred() override;
private:
void Flush() {
drawEngine_.Flush();
}
// void ApplyDrawState(int prim);
void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
void InitClear() override;
void BeginFrame() override;
void CopyDisplayToOutput(bool reallyDirty) override;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
FramebufferManagerD3D11 *framebufferManagerD3D11_;
TextureCacheD3D11 *textureCacheD3D11_;
DrawEngineD3D11 drawEngine_;
ShaderManagerD3D11 *shaderManagerD3D11_;
};