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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_graphics_system.h
2018-08-23 19:50:11 +03:00

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1.9 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
#include <memory>
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/ui/d3d12/d3d12_context.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12GraphicsSystem : public GraphicsSystem {
public:
D3D12GraphicsSystem();
~D3D12GraphicsSystem() override;
std::wstring name() const override { return L"Direct3D 12"; }
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_