114 lines
3.2 KiB
C++
114 lines
3.2 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 2013 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_D3D11_D3D11_GRAPHICS_DRIVER_H_
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#define XENIA_GPU_D3D11_D3D11_GRAPHICS_DRIVER_H_
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#include <xenia/core.h>
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#include <xenia/gpu/graphics_driver.h>
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#include <xenia/gpu/shader.h>
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#include <xenia/gpu/d3d11/d3d11_gpu-private.h>
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#include <xenia/gpu/xenos/xenos.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11PixelShader;
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class D3D11ShaderCache;
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class D3D11VertexShader;
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class D3D11GraphicsDriver : public GraphicsDriver {
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public:
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D3D11GraphicsDriver(
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Memory* memory, IDXGISwapChain* swap_chain, ID3D11Device* device);
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virtual ~D3D11GraphicsDriver();
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virtual void Initialize();
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virtual void InvalidateState(
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uint32_t mask);
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virtual void SetShader(
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xenos::XE_GPU_SHADER_TYPE type,
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uint32_t address,
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uint32_t start,
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uint32_t length);
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virtual void DrawIndexBuffer(
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xenos::XE_GPU_PRIMITIVE_TYPE prim_type,
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bool index_32bit, uint32_t index_count,
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uint32_t index_base, uint32_t index_size, uint32_t endianness);
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virtual void DrawIndexAuto(
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xenos::XE_GPU_PRIMITIVE_TYPE prim_type,
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uint32_t index_count);
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// TODO(benvanik): figure this out.
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virtual int Resolve();
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private:
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int SetupDraw(xenos::XE_GPU_PRIMITIVE_TYPE prim_type);
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int RebuildRenderTargets(uint32_t width, uint32_t height);
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int UpdateState(uint32_t state_overrides = 0);
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int UpdateConstantBuffers();
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int BindShaders();
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int PrepareFetchers();
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int PrepareVertexBuffer(Shader::vtx_buffer_desc_t& desc);
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int PrepareTextureFetcher(
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int fetch_slot, xenos::xe_gpu_texture_fetch_t* fetch);
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int PrepareIndexBuffer(
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bool index_32bit, uint32_t index_count,
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uint32_t index_base, uint32_t index_size, uint32_t endianness);
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private:
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IDXGISwapChain* swap_chain_;
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ID3D11Device* device_;
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ID3D11DeviceContext* context_;
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D3D11ShaderCache* shader_cache_;
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struct {
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uint32_t width;
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uint32_t height;
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struct {
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ID3D11Texture2D* buffer;
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ID3D11RenderTargetView* color_view_8888;
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} color_buffers[4];
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ID3D11Texture2D* depth_buffer;
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ID3D11DepthStencilView* depth_view_d28s8;
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ID3D11DepthStencilView* depth_view_d28fs8;
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} render_targets_;
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struct {
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D3D11VertexShader* vertex_shader;
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D3D11PixelShader* pixel_shader;
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struct {
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ID3D11Buffer* float_constants;
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ID3D11Buffer* bool_constants;
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ID3D11Buffer* loop_constants;
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ID3D11Buffer* geo_constants;
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} constant_buffers;
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} state_;
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enum StateOverrides {
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STATE_OVERRIDE_DISABLE_CULLING = (1 << 0),
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};
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_GRAPHICS_DRIVER_H_
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