[D3D12] Window output

This commit is contained in:
Triang3l
2018-08-23 19:50:11 +03:00
parent ea1abdaa6e
commit 2e79eac976
13 changed files with 384 additions and 7 deletions

View File

@@ -14,6 +14,7 @@
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/ui/d3d12/d3d12_context.h"
namespace xe {
namespace gpu {
@@ -30,10 +31,24 @@ class D3D12GraphicsSystem : public GraphicsSystem {
ui::Window* target_window) override;
void Shutdown() override;
void AwaitFrontBufferUnused();
// Draws a texture covering the entire viewport to the render target currently
// bound on the specified command list (in D3D12Context::kSwapChainFormat).
// This changes the current pipeline, graphics root signature and primitive
// topology.
void StretchTextureToFrontBuffer(D3D12_GPU_DESCRIPTOR_HANDLE handle,
ID3D12GraphicsCommandList* command_list);
private:
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
void Swap(xe::ui::UIEvent* e) override;
ui::d3d12::D3D12Context* display_context_ = nullptr;
ID3D12RootSignature* stretch_root_signature_ = nullptr;
ID3D12PipelineState* stretch_pipeline_ = nullptr;
};
} // namespace d3d12