#pragma once #include "core/host_display.h" #include "frontend-common/d3d11_host_display.h" #include class SDLD3D11HostDisplay final : public HostDisplay { public: template using ComPtr = Microsoft::WRL::ComPtr; SDLD3D11HostDisplay(SDL_Window* window); ~SDLD3D11HostDisplay(); static std::unique_ptr Create(SDL_Window* window, std::string_view adapter_name, bool debug_device); RenderAPI GetRenderAPI() const override; void* GetRenderDevice() const override; void* GetRenderContext() const override; void WindowResized(s32 new_window_width, s32 new_window_height) override; std::unique_ptr CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic) override; void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) override; bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; void SetVSync(bool enabled) override; void Render() override; private: SDL_Window* m_window = nullptr; FrontendCommon::D3D11HostDisplay m_interface; bool Initialize(std::string_view adapter_name, bool debug_device); };