Mesen-X/GUI/Renderer.h

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#include "stdafx.h"
#include "DirectXTK\SpriteBatch.h"
#include "../Core/IVideoDevice.h"
using namespace DirectX;
namespace NES {
struct SimpleVertex
{
XMFLOAT3 Pos;
};
class Renderer : IVideoDevice
{
private:
HINSTANCE _hInst = nullptr;
HWND _hWnd = nullptr;
D3D_DRIVER_TYPE _driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL _featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* _pd3dDevice = nullptr;
ID3D11Device1* _pd3dDevice1 = nullptr;
ID3D11DeviceContext* _pImmediateContext = nullptr;
ID3D11DeviceContext1* _pImmediateContext1 = nullptr;
IDXGISwapChain* _pSwapChain = nullptr;
ID3D11RenderTargetView* _pRenderTargetView = nullptr;
ID3D11VertexShader* _pVertexShader = nullptr;
ID3D11PixelShader* _pPixelShader = nullptr;
ID3D11InputLayout* _pVertexLayout = nullptr;
ID3D11Buffer* _pVertexBuffer = nullptr;
ID3D11Texture2D* _pTexture = nullptr;
byte* _videoRAM;
uint8_t* _nextFrameBuffer;
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std::unique_ptr<SpriteBatch> _sprites;
HRESULT Renderer::InitDevice();
void Renderer::CleanupDevice();
public:
bool Initialize(HINSTANCE hInst, HWND hWnd);
void Render();
void UpdateFrame(uint8_t* frameBuffer)
{
memcpy(_nextFrameBuffer, frameBuffer, 256 * 240 * 4);
}
};
}