Qt: Fix handling of display window size in hidpi
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95
src/duckstation-qt/d3d11displaywindow.h
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95
src/duckstation-qt/d3d11displaywindow.h
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#pragma once
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#include "YBaseLib/Windows/WindowsHeaders.h"
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#include "common/d3d11/stream_buffer.h"
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#include "common/d3d11/texture.h"
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#include "core/host_display.h"
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#include "qtdisplaywindow.h"
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#include <d3d11.h>
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#include <memory>
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#include <wrl/client.h>
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class D3D11DisplayWindow final : public QtDisplayWindow, private HostDisplay
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{
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Q_OBJECT
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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D3D11DisplayWindow(QtHostInterface* host_interface, QWindow* parent);
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~D3D11DisplayWindow();
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HostDisplay* getHostDisplayInterface() override;
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bool createDeviceContext(QThread* worker_thread) override;
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bool initializeDeviceContext() override;
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void destroyDeviceContext() override;
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RenderAPI GetRenderAPI() const override;
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void* GetRenderDevice() const override;
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void* GetRenderContext() const override;
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void* GetRenderWindow() const override;
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void ChangeRenderWindow(void* new_window) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
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bool dynamic) override;
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void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
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u32 data_stride) override;
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void SetDisplayTexture(void* texture, s32 offset_x, s32 offset_y, s32 width, s32 height, u32 texture_width,
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u32 texture_height, float aspect_ratio) override;
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void SetDisplayLinearFiltering(bool enabled) override;
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void SetDisplayTopMargin(int height) override;
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void SetVSync(bool enabled) override;
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std::tuple<u32, u32> GetWindowSize() const override;
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void WindowResized() override;
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void Render() override;
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void onWindowResized(int width, int height) override;
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private:
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static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
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bool createImGuiContext() override;
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void destroyImGuiContext() override;
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bool createDeviceResources() override;
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void destroyDeviceResources() override;
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bool createSwapChainRTV();
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void renderDisplay();
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ComPtr<ID3D11Device> m_device;
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ComPtr<ID3D11DeviceContext> m_context;
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ComPtr<IDXGISwapChain> m_swap_chain;
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ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
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ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
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ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
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ComPtr<ID3D11BlendState> m_display_blend_state;
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ComPtr<ID3D11VertexShader> m_display_vertex_shader;
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ComPtr<ID3D11PixelShader> m_display_pixel_shader;
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ComPtr<ID3D11SamplerState> m_point_sampler;
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ComPtr<ID3D11SamplerState> m_linear_sampler;
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D3D11::Texture m_display_pixels_texture;
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D3D11::StreamBuffer m_display_uniform_buffer;
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ID3D11ShaderResourceView* m_display_srv = nullptr;
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s32 m_display_offset_x = 0;
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s32 m_display_offset_y = 0;
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s32 m_display_width = 0;
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s32 m_display_height = 0;
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u32 m_display_texture_width = 0;
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u32 m_display_texture_height = 0;
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int m_display_top_margin = 0;
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float m_display_aspect_ratio = 1.0f;
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bool m_display_texture_changed = false;
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bool m_display_linear_filtering = false;
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bool m_vsync = false;
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};
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