GPU/HW: Add D3D11 renderer and refactor host interface/display
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64
src/duckstation/opengl_host_display.h
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64
src/duckstation/opengl_host_display.h
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#pragma once
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#include "common/gl/program.h"
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#include "common/gl/texture.h"
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#include "core/host_display.h"
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#include <SDL.h>
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#include <memory>
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class OpenGLHostDisplay final : public HostDisplay
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{
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public:
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OpenGLHostDisplay(SDL_Window* window);
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~OpenGLHostDisplay();
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static std::unique_ptr<HostDisplay> Create(SDL_Window* window);
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RenderAPI GetRenderAPI() const override;
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void* GetHostRenderDevice() const override;
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void* GetHostRenderContext() const 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, u32 offset_x, u32 offset_y, u32 width, u32 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 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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private:
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bool CreateGLContext();
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bool CreateImGuiContext();
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bool CreateGLResources();
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void Render();
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void RenderDisplay();
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SDL_Window* m_window = nullptr;
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SDL_GLContext m_gl_context = nullptr;
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int m_window_width = 0;
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int m_window_height = 0;
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std::unique_ptr<GL::Texture> m_app_icon_texture = nullptr;
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GL::Program m_display_program;
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GLuint m_display_vao = 0;
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GLuint m_display_texture_id = 0;
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u32 m_display_offset_x = 0;
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u32 m_display_offset_y = 0;
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u32 m_display_width = 0;
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u32 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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float m_display_aspect_ratio = 1.0f;
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GLuint m_display_nearest_sampler = 0;
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GLuint m_display_linear_sampler = 0;
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bool m_display_texture_changed = false;
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bool m_display_linear_filtering = false;
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};
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