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dxvk/src/d3d11/d3d11_swapchain.h

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#pragma once
#include "d3d11_texture.h"
#include "../dxvk/hud/dxvk_hud.h"
namespace dxvk {
class D3D11Device;
class D3D11DXGIDevice;
/**
* \brief Gamma control point
*
* Control points are stored as normalized
* 16-bit unsigned integer values that will
* be converted back to floats in the shader.
*/
struct D3D11_VK_GAMMA_CP {
uint16_t R, G, B, A;
};
class D3D11SwapChain : public ComObject<IDXGIVkSwapChain> {
public:
D3D11SwapChain(
D3D11DXGIDevice* pContainer,
D3D11Device* pDevice,
HWND hWnd,
const DXGI_SWAP_CHAIN_DESC1* pDesc);
~D3D11SwapChain();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
HRESULT STDMETHODCALLTYPE GetDesc(
DXGI_SWAP_CHAIN_DESC1* pDesc);
HRESULT STDMETHODCALLTYPE GetAdapter(
REFIID riid,
void** ppvObject);
HRESULT STDMETHODCALLTYPE GetDevice(
REFIID riid,
void** ppDevice);
HRESULT STDMETHODCALLTYPE GetImage(
UINT BufferId,
REFIID riid,
void** ppBuffer);
UINT STDMETHODCALLTYPE GetImageIndex();
HRESULT STDMETHODCALLTYPE ChangeProperties(
const DXGI_SWAP_CHAIN_DESC1* pDesc);
HRESULT STDMETHODCALLTYPE SetPresentRegion(
const RECT* pRegion);
HRESULT STDMETHODCALLTYPE SetGammaControl(
UINT NumControlPoints,
const DXGI_RGB* pControlPoints);
HRESULT STDMETHODCALLTYPE Present(
UINT SyncInterval,
UINT PresentFlags,
const DXGI_PRESENT_PARAMETERS* pPresentParameters);
private:
enum BindingIds : uint32_t {
Image = 0,
Gamma = 1,
};
Com<D3D11DXGIDevice, false> m_dxgiDevice;
D3D11Device* m_parent;
HWND m_window;
DXGI_SWAP_CHAIN_DESC1 m_desc;
Rc<DxvkDevice> m_device;
Rc<DxvkContext> m_context;
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Rc<vk::Presenter> m_presenter;
Rc<DxvkShader> m_vertShader;
Rc<DxvkShader> m_fragShader;
Rc<DxvkSampler> m_samplerFitting;
Rc<DxvkSampler> m_samplerScaling;
Rc<DxvkSampler> m_gammaSampler;
Rc<DxvkImage> m_gammaTexture;
Rc<DxvkImageView> m_gammaTextureView;
Rc<DxvkImage> m_swapImage;
Rc<DxvkImage> m_swapImageResolve;
Rc<DxvkImageView> m_swapImageView;
Rc<hud::Hud> m_hud;
DxvkInputAssemblyState m_iaState;
DxvkRasterizerState m_rsState;
DxvkMultisampleState m_msState;
DxvkDepthStencilState m_dsState;
DxvkLogicOpState m_loState;
DxvkBlendMode m_blendMode;
D3D11Texture2D* m_backBuffer = nullptr;
DxvkSubmitStatus m_presentStatus;
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std::vector<Rc<DxvkImageView>> m_imageViews;
bool m_dirty = true;
bool m_vsync = true;
void PresentImage(UINT SyncInterval);
void SubmitPresent(
D3D11ImmediateContext* pContext,
const vk::PresenterSync& Sync);
void SynchronizePresent();
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void RecreateSwapChain(
BOOL Vsync);
void CreatePresenter();
void CreateRenderTargetViews();
void CreateBackBuffer();
void CreateGammaTexture(
UINT NumControlPoints,
const D3D11_VK_GAMMA_CP* pControlPoints);
void DestroyGammaTexture();
void CreateHud();
void InitRenderState();
void InitSamplers();
void InitShaders();
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uint32_t PickFormats(
DXGI_FORMAT Format,
VkSurfaceFormatKHR* pDstFormats);
uint32_t PickPresentModes(
BOOL Vsync,
VkPresentModeKHR* pDstModes);
uint32_t PickImageCount(
UINT Preferred);
};
}