Mesen2/Windows/Renderer.h

88 lines
No EOL
2.3 KiB
C++

#pragma once
#include "stdafx.h"
#include "Core/Shared/Interfaces/IRenderingDevice.h"
#include "Core/Shared/Interfaces/IMessageManager.h"
#include "Utilities/FolderUtilities.h"
#include "Utilities/SimpleLock.h"
#include "Utilities/Timer.h"
#include "Core/Shared/Video/BaseRenderer.h"
using namespace DirectX;
class Emulator;
namespace DirectX {
class SpriteBatch;
}
class Renderer : public BaseRenderer, public IRenderingDevice
{
private:
HWND _hWnd = nullptr;
ID3D11Device* _pd3dDevice = nullptr;
ID3D11DeviceContext* _pDeviceContext = nullptr;
IDXGISwapChain* _pSwapChain = nullptr;
ID3D11RenderTargetView* _pRenderTargetView = nullptr;
atomic<bool> _needFlip = false;
uint8_t* _textureBuffer[2] = { nullptr, nullptr };
ID3D11Texture2D* _pTexture = nullptr;
ID3D11ShaderResourceView* _pTextureSrv = nullptr;
ID3D11Texture2D* _pHudTexture = nullptr;
ID3D11ShaderResourceView* _pHudTextureSrv = nullptr;
uint32_t _hudWidth = 0;
uint32_t _hudHeight = 0;
bool _frameChanged = true;
SimpleLock _frameLock;
SimpleLock _textureLock;
unique_ptr<SpriteBatch> _spriteBatch;
const uint32_t _bytesPerPixel = 4;
uint32_t _screenBufferSize = 0;
bool _newFullscreen = false;
bool _fullscreen = false;
uint32_t _realScreenHeight = 240;
uint32_t _realScreenWidth = 256;
uint32_t _leftMargin = 0;
uint32_t _topMargin = 0;
uint32_t _monitorWidth = 0;
uint32_t _monitorHeight = 0;
uint32_t _emuFrameHeight = 0;
uint32_t _emuFrameWidth = 0;
HRESULT InitDevice();
void CleanupDevice();
void SetScreenSize(uint32_t width, uint32_t height);
ID3D11Texture2D* CreateTexture(uint32_t width, uint32_t height);
ID3D11ShaderResourceView* GetShaderResourceView(ID3D11Texture2D* texture);
void DrawScreen();
bool CreateHudTexture(uint32_t width, uint32_t height);
void DrawHud(uint32_t* hudBuffer, uint32_t width, uint32_t height);
HRESULT CreateRenderTargetView();
void ReleaseRenderTargetView();
HRESULT CreateEmuTextureBuffers();
void ResetNesBuffers();
public:
Renderer(Emulator* emu, HWND hWnd, bool registerAsMessageManager);
~Renderer();
void SetFullscreenMode(bool fullscreen, void* windowHandle, uint32_t monitorWidth, uint32_t monitorHeight);
void Reset();
void Render(uint32_t* hudBuffer, uint32_t hudWidth, uint32_t hudHeight);
void UpdateFrame(RenderedFrame& frame);
};