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e149ad4f0a
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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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 <vector>
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#include "Common/CommonTypes.h"
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#include "Common/WindowSystemInfo.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3DCommon/SwapChain.h"
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#include "VideoCommon/TextureConfig.h"
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namespace DX11
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{
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class DXTexture;
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class DXFramebuffer;
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class SwapChain : public D3DCommon::SwapChain
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{
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public:
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SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory, ID3D11Device* d3d_device);
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~SwapChain();
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static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
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DXTexture* GetTexture() const { return m_texture.get(); }
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DXFramebuffer* GetFramebuffer() const { return m_framebuffer.get(); }
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protected:
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bool CreateSwapChainBuffers() override;
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void DestroySwapChainBuffers() override;
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private:
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// The runtime takes care of renaming the buffers.
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std::unique_ptr<DXTexture> m_texture;
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std::unique_ptr<DXFramebuffer> m_framebuffer;
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};
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} // namespace DX11
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