Qt: Refactor render widget state transitions
Recreate widget each time. Fixes fullscreen mode switches on D3D11 and hopefully Wayland.
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src/duckstation-qt/d3d11hostdisplay.h
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80
src/duckstation-qt/d3d11hostdisplay.h
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#pragma once
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#include "common/d3d11/staging_texture.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 "common/windows_headers.h"
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#include "core/host_display.h"
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#include "qthostdisplay.h"
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#include <d3d11.h>
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#include <dxgi.h>
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#include <memory>
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#include <wrl/client.h>
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class D3D11HostDisplay final : public QtHostDisplay
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{
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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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D3D11HostDisplay(QtHostInterface* host_interface);
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~D3D11HostDisplay();
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bool hasDeviceContext() const override;
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bool createDeviceContext(bool debug_device) override;
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void destroyDeviceContext() override;
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bool createSurface() override;
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void destroySurface() 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 WindowResized(s32 new_window_width, s32 new_window_height) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* initial_data,
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u32 initial_data_stride, bool dynamic) override;
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void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data,
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u32 texture_data_stride) override;
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bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride) override;
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void SetVSync(bool enabled) override;
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void Render() 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 shouldUseFlipModelSwapChain() const;
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bool createSwapChainRTV();
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void renderDisplay();
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ComPtr<IDXGIFactory> m_dxgi_factory;
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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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D3D11::AutoStagingTexture m_readback_staging_texture;
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bool m_allow_tearing_supported = false;
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bool m_using_flip_model_swap_chain = false;
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bool m_using_allow_tearing = false;
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bool m_vsync = false;
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};
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