59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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#include <memory>
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12GraphicsSystem : public GraphicsSystem {
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public:
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D3D12GraphicsSystem();
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~D3D12GraphicsSystem() override;
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std::wstring name() const override { return L"Direct3D 12"; }
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X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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ui::Window* target_window) override;
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void Shutdown() override;
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void AwaitFrontBufferUnused();
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// Draws a texture covering the entire viewport to the render target currently
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// bound on the specified command list (in D3D12Context::kSwapChainFormat).
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// This changes the current pipeline, graphics root signature and primitive
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// topology.
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void StretchTextureToFrontBuffer(D3D12_GPU_DESCRIPTOR_HANDLE handle,
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ID3D12GraphicsCommandList* command_list);
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private:
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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void Swap(xe::ui::UIEvent* e) override;
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ui::d3d12::D3D12Context* display_context_ = nullptr;
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ID3D12RootSignature* stretch_root_signature_ = nullptr;
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ID3D12PipelineState* stretch_pipeline_ = nullptr;
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};
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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