d3d11-subsystem.hpp 24 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #pragma once
  15. #include <util/AlignedNew.hpp>
  16. #include <util/windows/win-version.h>
  17. #include <vector>
  18. #include <string>
  19. #include <memory>
  20. #include <windows.h>
  21. #include <dxgi.h>
  22. #include <dxgi1_2.h>
  23. #include <d3d11_1.h>
  24. #include <d3dcompiler.h>
  25. #include <util/base.h>
  26. #include <graphics/matrix4.h>
  27. #include <graphics/graphics.h>
  28. #include <graphics/device-exports.h>
  29. #include <util/windows/ComPtr.hpp>
  30. #include <util/windows/HRError.hpp>
  31. // #define DISASSEMBLE_SHADERS
  32. struct shader_var;
  33. struct shader_sampler;
  34. struct gs_vertex_shader;
  35. using namespace std;
  36. /*
  37. * Just to clarify, all structs, and all public. These are exporting only
  38. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  39. * "public" and "private" does not matter at all for this subproject.
  40. */
  41. static inline uint32_t GetWinVer()
  42. {
  43. struct win_version_info ver;
  44. get_win_ver(&ver);
  45. return (ver.major << 8) | ver.minor;
  46. }
  47. static inline DXGI_FORMAT ConvertGSTextureFormatResource(gs_color_format format)
  48. {
  49. switch (format) {
  50. case GS_UNKNOWN:
  51. return DXGI_FORMAT_UNKNOWN;
  52. case GS_A8:
  53. return DXGI_FORMAT_A8_UNORM;
  54. case GS_R8:
  55. return DXGI_FORMAT_R8_UNORM;
  56. case GS_RGBA:
  57. return DXGI_FORMAT_R8G8B8A8_TYPELESS;
  58. case GS_BGRX:
  59. return DXGI_FORMAT_B8G8R8X8_TYPELESS;
  60. case GS_BGRA:
  61. return DXGI_FORMAT_B8G8R8A8_TYPELESS;
  62. case GS_R10G10B10A2:
  63. return DXGI_FORMAT_R10G10B10A2_UNORM;
  64. case GS_RGBA16:
  65. return DXGI_FORMAT_R16G16B16A16_UNORM;
  66. case GS_R16:
  67. return DXGI_FORMAT_R16_UNORM;
  68. case GS_RGBA16F:
  69. return DXGI_FORMAT_R16G16B16A16_FLOAT;
  70. case GS_RGBA32F:
  71. return DXGI_FORMAT_R32G32B32A32_FLOAT;
  72. case GS_RG16F:
  73. return DXGI_FORMAT_R16G16_FLOAT;
  74. case GS_RG32F:
  75. return DXGI_FORMAT_R32G32_FLOAT;
  76. case GS_R16F:
  77. return DXGI_FORMAT_R16_FLOAT;
  78. case GS_R32F:
  79. return DXGI_FORMAT_R32_FLOAT;
  80. case GS_DXT1:
  81. return DXGI_FORMAT_BC1_UNORM;
  82. case GS_DXT3:
  83. return DXGI_FORMAT_BC2_UNORM;
  84. case GS_DXT5:
  85. return DXGI_FORMAT_BC3_UNORM;
  86. case GS_R8G8:
  87. return DXGI_FORMAT_R8G8_UNORM;
  88. case GS_RGBA_UNORM:
  89. return DXGI_FORMAT_R8G8B8A8_UNORM;
  90. case GS_BGRX_UNORM:
  91. return DXGI_FORMAT_B8G8R8X8_UNORM;
  92. case GS_BGRA_UNORM:
  93. return DXGI_FORMAT_B8G8R8A8_UNORM;
  94. }
  95. return DXGI_FORMAT_UNKNOWN;
  96. }
  97. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  98. {
  99. switch (format) {
  100. case GS_RGBA:
  101. return DXGI_FORMAT_R8G8B8A8_UNORM;
  102. case GS_BGRX:
  103. return DXGI_FORMAT_B8G8R8X8_UNORM;
  104. case GS_BGRA:
  105. return DXGI_FORMAT_B8G8R8A8_UNORM;
  106. default:
  107. return ConvertGSTextureFormatResource(format);
  108. }
  109. }
  110. static inline DXGI_FORMAT
  111. ConvertGSTextureFormatViewLinear(gs_color_format format)
  112. {
  113. switch (format) {
  114. case GS_RGBA:
  115. return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
  116. case GS_BGRX:
  117. return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
  118. case GS_BGRA:
  119. return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
  120. default:
  121. return ConvertGSTextureFormatResource(format);
  122. }
  123. }
  124. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  125. {
  126. switch ((unsigned long)format) {
  127. case DXGI_FORMAT_A8_UNORM:
  128. return GS_A8;
  129. case DXGI_FORMAT_R8_UNORM:
  130. return GS_R8;
  131. case DXGI_FORMAT_R8G8_UNORM:
  132. return GS_R8G8;
  133. case DXGI_FORMAT_R8G8B8A8_TYPELESS:
  134. return GS_RGBA;
  135. case DXGI_FORMAT_B8G8R8X8_TYPELESS:
  136. return GS_BGRX;
  137. case DXGI_FORMAT_B8G8R8A8_TYPELESS:
  138. return GS_BGRA;
  139. case DXGI_FORMAT_R10G10B10A2_UNORM:
  140. return GS_R10G10B10A2;
  141. case DXGI_FORMAT_R16G16B16A16_UNORM:
  142. return GS_RGBA16;
  143. case DXGI_FORMAT_R16_UNORM:
  144. return GS_R16;
  145. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  146. return GS_RGBA16F;
  147. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  148. return GS_RGBA32F;
  149. case DXGI_FORMAT_R16G16_FLOAT:
  150. return GS_RG16F;
  151. case DXGI_FORMAT_R32G32_FLOAT:
  152. return GS_RG32F;
  153. case DXGI_FORMAT_R16_FLOAT:
  154. return GS_R16F;
  155. case DXGI_FORMAT_R32_FLOAT:
  156. return GS_R32F;
  157. case DXGI_FORMAT_BC1_UNORM:
  158. return GS_DXT1;
  159. case DXGI_FORMAT_BC2_UNORM:
  160. return GS_DXT3;
  161. case DXGI_FORMAT_BC3_UNORM:
  162. return GS_DXT5;
  163. case DXGI_FORMAT_R8G8B8A8_UNORM:
  164. return GS_RGBA_UNORM;
  165. case DXGI_FORMAT_B8G8R8X8_UNORM:
  166. return GS_BGRX_UNORM;
  167. case DXGI_FORMAT_B8G8R8A8_UNORM:
  168. return GS_BGRA_UNORM;
  169. }
  170. return GS_UNKNOWN;
  171. }
  172. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  173. {
  174. switch (format) {
  175. case GS_ZS_NONE:
  176. return DXGI_FORMAT_UNKNOWN;
  177. case GS_Z16:
  178. return DXGI_FORMAT_D16_UNORM;
  179. case GS_Z24_S8:
  180. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  181. case GS_Z32F:
  182. return DXGI_FORMAT_D32_FLOAT;
  183. case GS_Z32F_S8X24:
  184. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  185. }
  186. return DXGI_FORMAT_UNKNOWN;
  187. }
  188. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  189. {
  190. switch (test) {
  191. case GS_NEVER:
  192. return D3D11_COMPARISON_NEVER;
  193. case GS_LESS:
  194. return D3D11_COMPARISON_LESS;
  195. case GS_LEQUAL:
  196. return D3D11_COMPARISON_LESS_EQUAL;
  197. case GS_EQUAL:
  198. return D3D11_COMPARISON_EQUAL;
  199. case GS_GEQUAL:
  200. return D3D11_COMPARISON_GREATER_EQUAL;
  201. case GS_GREATER:
  202. return D3D11_COMPARISON_GREATER;
  203. case GS_NOTEQUAL:
  204. return D3D11_COMPARISON_NOT_EQUAL;
  205. case GS_ALWAYS:
  206. return D3D11_COMPARISON_ALWAYS;
  207. }
  208. return D3D11_COMPARISON_NEVER;
  209. }
  210. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  211. {
  212. switch (op) {
  213. case GS_KEEP:
  214. return D3D11_STENCIL_OP_KEEP;
  215. case GS_ZERO:
  216. return D3D11_STENCIL_OP_ZERO;
  217. case GS_REPLACE:
  218. return D3D11_STENCIL_OP_REPLACE;
  219. case GS_INCR:
  220. return D3D11_STENCIL_OP_INCR;
  221. case GS_DECR:
  222. return D3D11_STENCIL_OP_DECR;
  223. case GS_INVERT:
  224. return D3D11_STENCIL_OP_INVERT;
  225. }
  226. return D3D11_STENCIL_OP_KEEP;
  227. }
  228. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  229. {
  230. switch (type) {
  231. case GS_BLEND_ZERO:
  232. return D3D11_BLEND_ZERO;
  233. case GS_BLEND_ONE:
  234. return D3D11_BLEND_ONE;
  235. case GS_BLEND_SRCCOLOR:
  236. return D3D11_BLEND_SRC_COLOR;
  237. case GS_BLEND_INVSRCCOLOR:
  238. return D3D11_BLEND_INV_SRC_COLOR;
  239. case GS_BLEND_SRCALPHA:
  240. return D3D11_BLEND_SRC_ALPHA;
  241. case GS_BLEND_INVSRCALPHA:
  242. return D3D11_BLEND_INV_SRC_ALPHA;
  243. case GS_BLEND_DSTCOLOR:
  244. return D3D11_BLEND_DEST_COLOR;
  245. case GS_BLEND_INVDSTCOLOR:
  246. return D3D11_BLEND_INV_DEST_COLOR;
  247. case GS_BLEND_DSTALPHA:
  248. return D3D11_BLEND_DEST_ALPHA;
  249. case GS_BLEND_INVDSTALPHA:
  250. return D3D11_BLEND_INV_DEST_ALPHA;
  251. case GS_BLEND_SRCALPHASAT:
  252. return D3D11_BLEND_SRC_ALPHA_SAT;
  253. }
  254. return D3D11_BLEND_ONE;
  255. }
  256. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  257. {
  258. switch (mode) {
  259. case GS_BACK:
  260. return D3D11_CULL_BACK;
  261. case GS_FRONT:
  262. return D3D11_CULL_FRONT;
  263. case GS_NEITHER:
  264. return D3D11_CULL_NONE;
  265. }
  266. return D3D11_CULL_BACK;
  267. }
  268. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  269. {
  270. switch (mode) {
  271. case GS_POINTS:
  272. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  273. case GS_LINES:
  274. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  275. case GS_LINESTRIP:
  276. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  277. case GS_TRIS:
  278. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  279. case GS_TRISTRIP:
  280. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  281. }
  282. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  283. }
  284. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  285. struct VBDataPtr {
  286. gs_vb_data *data;
  287. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  288. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  289. };
  290. enum class gs_type {
  291. gs_vertex_buffer,
  292. gs_index_buffer,
  293. gs_texture_2d,
  294. gs_zstencil_buffer,
  295. gs_stage_surface,
  296. gs_sampler_state,
  297. gs_vertex_shader,
  298. gs_pixel_shader,
  299. gs_duplicator,
  300. gs_swap_chain,
  301. gs_timer,
  302. gs_timer_range,
  303. gs_texture_3d,
  304. };
  305. struct gs_obj {
  306. gs_device_t *device;
  307. gs_type obj_type;
  308. gs_obj *next;
  309. gs_obj **prev_next;
  310. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  311. gs_obj(gs_device_t *device, gs_type type);
  312. virtual ~gs_obj();
  313. };
  314. struct gs_vertex_buffer : gs_obj {
  315. ComPtr<ID3D11Buffer> vertexBuffer;
  316. ComPtr<ID3D11Buffer> normalBuffer;
  317. ComPtr<ID3D11Buffer> colorBuffer;
  318. ComPtr<ID3D11Buffer> tangentBuffer;
  319. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  320. bool dynamic;
  321. VBDataPtr vbd;
  322. size_t numVerts;
  323. vector<size_t> uvSizes;
  324. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  325. void MakeBufferList(gs_vertex_shader *shader,
  326. vector<ID3D11Buffer *> &buffers,
  327. vector<uint32_t> &strides);
  328. void InitBuffer(const size_t elementSize, const size_t numVerts,
  329. void *array, ID3D11Buffer **buffer);
  330. void BuildBuffers();
  331. inline void Release()
  332. {
  333. vertexBuffer.Release();
  334. normalBuffer.Release();
  335. colorBuffer.Release();
  336. tangentBuffer.Release();
  337. uvBuffers.clear();
  338. }
  339. void Rebuild();
  340. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  341. uint32_t flags);
  342. };
  343. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  344. struct DataPtr {
  345. void *data;
  346. inline DataPtr(void *data) : data(data) {}
  347. inline ~DataPtr() { bfree(data); }
  348. };
  349. struct gs_index_buffer : gs_obj {
  350. ComPtr<ID3D11Buffer> indexBuffer;
  351. bool dynamic;
  352. gs_index_type type;
  353. size_t indexSize;
  354. size_t num;
  355. DataPtr indices;
  356. D3D11_BUFFER_DESC bd = {};
  357. D3D11_SUBRESOURCE_DATA srd = {};
  358. void InitBuffer();
  359. void Rebuild(ID3D11Device *dev);
  360. inline void Release() { indexBuffer.Release(); }
  361. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  362. void *indices, size_t num, uint32_t flags);
  363. };
  364. struct gs_timer : gs_obj {
  365. ComPtr<ID3D11Query> query_begin;
  366. ComPtr<ID3D11Query> query_end;
  367. void Rebuild(ID3D11Device *dev);
  368. inline void Release()
  369. {
  370. query_begin.Release();
  371. query_end.Release();
  372. }
  373. gs_timer(gs_device_t *device);
  374. };
  375. struct gs_timer_range : gs_obj {
  376. ComPtr<ID3D11Query> query_disjoint;
  377. void Rebuild(ID3D11Device *dev);
  378. inline void Release() { query_disjoint.Release(); }
  379. gs_timer_range(gs_device_t *device);
  380. };
  381. struct gs_texture : gs_obj {
  382. gs_texture_type type;
  383. uint32_t levels;
  384. gs_color_format format;
  385. ComPtr<ID3D11ShaderResourceView> shaderRes;
  386. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  387. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  388. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  389. void Rebuild(ID3D11Device *dev);
  390. inline gs_texture(gs_texture_type type, uint32_t levels,
  391. gs_color_format format)
  392. : type(type), levels(levels), format(format)
  393. {
  394. }
  395. inline gs_texture(gs_device *device, gs_type obj_type,
  396. gs_texture_type type)
  397. : gs_obj(device, obj_type), type(type)
  398. {
  399. }
  400. inline gs_texture(gs_device *device, gs_type obj_type,
  401. gs_texture_type type, uint32_t levels,
  402. gs_color_format format)
  403. : gs_obj(device, obj_type),
  404. type(type),
  405. levels(levels),
  406. format(format)
  407. {
  408. }
  409. };
  410. struct gs_texture_2d : gs_texture {
  411. ComPtr<ID3D11Texture2D> texture;
  412. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  413. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  414. ComPtr<IDXGISurface1> gdiSurface;
  415. uint32_t width = 0, height = 0;
  416. uint32_t flags = 0;
  417. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  418. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  419. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  420. bool isRenderTarget = false;
  421. bool isGDICompatible = false;
  422. bool isDynamic = false;
  423. bool isShared = false;
  424. bool genMipmaps = false;
  425. uint32_t sharedHandle = GS_INVALID_HANDLE;
  426. gs_texture_2d *pairedNV12texture = nullptr;
  427. bool nv12 = false;
  428. bool chroma = false;
  429. bool acquired = false;
  430. vector<vector<uint8_t>> data;
  431. vector<D3D11_SUBRESOURCE_DATA> srd;
  432. D3D11_TEXTURE2D_DESC td = {};
  433. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  434. void InitTexture(const uint8_t *const *data);
  435. void InitResourceView();
  436. void InitRenderTargets();
  437. void BackupTexture(const uint8_t *const *data);
  438. void GetSharedHandle(IDXGIResource *dxgi_res);
  439. void RebuildSharedTextureFallback();
  440. void Rebuild(ID3D11Device *dev);
  441. void RebuildNV12_Y(ID3D11Device *dev);
  442. void RebuildNV12_UV(ID3D11Device *dev);
  443. inline void Release()
  444. {
  445. texture.Release();
  446. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  447. rt.Release();
  448. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  449. rt.Release();
  450. gdiSurface.Release();
  451. shaderRes.Release();
  452. shaderResLinear.Release();
  453. }
  454. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  455. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  456. gs_color_format colorFormat, uint32_t levels,
  457. const uint8_t *const *data, uint32_t flags,
  458. gs_texture_type type, bool gdiCompatible,
  459. bool nv12 = false);
  460. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  461. uint32_t flags);
  462. gs_texture_2d(gs_device_t *device, uint32_t handle);
  463. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  464. };
  465. struct gs_texture_3d : gs_texture {
  466. ComPtr<ID3D11Texture3D> texture;
  467. uint32_t width = 0, height = 0, depth = 0;
  468. uint32_t flags = 0;
  469. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  470. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  471. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  472. bool isDynamic = false;
  473. bool isShared = false;
  474. bool genMipmaps = false;
  475. uint32_t sharedHandle = GS_INVALID_HANDLE;
  476. bool chroma = false;
  477. bool acquired = false;
  478. vector<vector<uint8_t>> data;
  479. vector<D3D11_SUBRESOURCE_DATA> srd;
  480. D3D11_TEXTURE3D_DESC td = {};
  481. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  482. void InitTexture(const uint8_t *const *data);
  483. void InitResourceView();
  484. void BackupTexture(const uint8_t *const *data);
  485. void GetSharedHandle(IDXGIResource *dxgi_res);
  486. void RebuildSharedTextureFallback();
  487. void Rebuild(ID3D11Device *dev);
  488. void RebuildNV12_Y(ID3D11Device *dev);
  489. void RebuildNV12_UV(ID3D11Device *dev);
  490. inline void Release()
  491. {
  492. texture.Release();
  493. shaderRes.Release();
  494. }
  495. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  496. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height,
  497. uint32_t depth, gs_color_format colorFormat,
  498. uint32_t levels, const uint8_t *const *data,
  499. uint32_t flags);
  500. gs_texture_3d(gs_device_t *device, uint32_t handle);
  501. };
  502. struct gs_zstencil_buffer : gs_obj {
  503. ComPtr<ID3D11Texture2D> texture;
  504. ComPtr<ID3D11DepthStencilView> view;
  505. uint32_t width, height;
  506. gs_zstencil_format format;
  507. DXGI_FORMAT dxgiFormat;
  508. D3D11_TEXTURE2D_DESC td = {};
  509. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  510. void InitBuffer();
  511. void Rebuild(ID3D11Device *dev);
  512. inline void Release()
  513. {
  514. texture.Release();
  515. view.Release();
  516. }
  517. inline gs_zstencil_buffer()
  518. : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN)
  519. {
  520. }
  521. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  522. gs_zstencil_format format);
  523. };
  524. struct gs_stage_surface : gs_obj {
  525. ComPtr<ID3D11Texture2D> texture;
  526. D3D11_TEXTURE2D_DESC td = {};
  527. uint32_t width, height;
  528. gs_color_format format;
  529. DXGI_FORMAT dxgiFormat;
  530. void Rebuild(ID3D11Device *dev);
  531. inline void Release() { texture.Release(); }
  532. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  533. gs_color_format colorFormat);
  534. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  535. };
  536. struct gs_sampler_state : gs_obj {
  537. ComPtr<ID3D11SamplerState> state;
  538. D3D11_SAMPLER_DESC sd = {};
  539. gs_sampler_info info;
  540. void Rebuild(ID3D11Device *dev);
  541. inline void Release() { state.Release(); }
  542. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  543. };
  544. struct gs_shader_param {
  545. string name;
  546. gs_shader_param_type type;
  547. uint32_t textureID;
  548. struct gs_sampler_state *nextSampler = nullptr;
  549. int arrayCount;
  550. size_t pos;
  551. vector<uint8_t> curValue;
  552. vector<uint8_t> defaultValue;
  553. bool changed;
  554. gs_shader_param(shader_var &var, uint32_t &texCounter);
  555. };
  556. struct ShaderError {
  557. ComPtr<ID3D10Blob> errors;
  558. HRESULT hr;
  559. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  560. : errors(errors), hr(hr)
  561. {
  562. }
  563. };
  564. struct gs_shader : gs_obj {
  565. gs_shader_type type;
  566. vector<gs_shader_param> params;
  567. ComPtr<ID3D11Buffer> constants;
  568. size_t constantSize;
  569. D3D11_BUFFER_DESC bd = {};
  570. vector<uint8_t> data;
  571. inline void UpdateParam(vector<uint8_t> &constData,
  572. gs_shader_param &param, bool &upload);
  573. void UploadParams();
  574. void BuildConstantBuffer();
  575. void Compile(const char *shaderStr, const char *file,
  576. const char *target, ID3D10Blob **shader);
  577. inline gs_shader(gs_device_t *device, gs_type obj_type,
  578. gs_shader_type type)
  579. : gs_obj(device, obj_type), type(type), constantSize(0)
  580. {
  581. }
  582. virtual ~gs_shader() {}
  583. };
  584. struct ShaderSampler {
  585. string name;
  586. gs_sampler_state sampler;
  587. inline ShaderSampler(const char *name, gs_device_t *device,
  588. gs_sampler_info *info)
  589. : name(name), sampler(device, info)
  590. {
  591. }
  592. };
  593. struct gs_vertex_shader : gs_shader {
  594. ComPtr<ID3D11VertexShader> shader;
  595. ComPtr<ID3D11InputLayout> layout;
  596. gs_shader_param *world, *viewProj;
  597. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  598. bool hasNormals;
  599. bool hasColors;
  600. bool hasTangents;
  601. uint32_t nTexUnits;
  602. void Rebuild(ID3D11Device *dev);
  603. inline void Release()
  604. {
  605. shader.Release();
  606. layout.Release();
  607. constants.Release();
  608. }
  609. inline uint32_t NumBuffersExpected() const
  610. {
  611. uint32_t count = nTexUnits + 1;
  612. if (hasNormals)
  613. count++;
  614. if (hasColors)
  615. count++;
  616. if (hasTangents)
  617. count++;
  618. return count;
  619. }
  620. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  621. gs_vertex_shader(gs_device_t *device, const char *file,
  622. const char *shaderString);
  623. };
  624. struct gs_duplicator : gs_obj {
  625. ComPtr<IDXGIOutputDuplication> duplicator;
  626. gs_texture_2d *texture;
  627. int idx;
  628. long refs;
  629. bool updated;
  630. void Start();
  631. inline void Release() { duplicator.Release(); }
  632. gs_duplicator(gs_device_t *device, int monitor_idx);
  633. ~gs_duplicator();
  634. };
  635. struct gs_pixel_shader : gs_shader {
  636. ComPtr<ID3D11PixelShader> shader;
  637. vector<unique_ptr<ShaderSampler>> samplers;
  638. void Rebuild(ID3D11Device *dev);
  639. inline void Release()
  640. {
  641. shader.Release();
  642. constants.Release();
  643. }
  644. inline void GetSamplerStates(ID3D11SamplerState **states)
  645. {
  646. size_t i;
  647. for (i = 0; i < samplers.size(); i++)
  648. states[i] = samplers[i]->sampler.state;
  649. for (; i < GS_MAX_TEXTURES; i++)
  650. states[i] = NULL;
  651. }
  652. gs_pixel_shader(gs_device_t *device, const char *file,
  653. const char *shaderString);
  654. };
  655. struct gs_swap_chain : gs_obj {
  656. uint32_t numBuffers;
  657. HWND hwnd;
  658. gs_init_data initData;
  659. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  660. gs_texture_2d target;
  661. gs_zstencil_buffer zs;
  662. ComPtr<IDXGISwapChain> swap;
  663. void InitTarget(uint32_t cx, uint32_t cy);
  664. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  665. void Resize(uint32_t cx, uint32_t cy);
  666. void Init();
  667. void Rebuild(ID3D11Device *dev);
  668. inline void Release()
  669. {
  670. target.Release();
  671. zs.Release();
  672. swap.Release();
  673. }
  674. gs_swap_chain(gs_device *device, const gs_init_data *data);
  675. };
  676. struct BlendState {
  677. bool blendEnabled;
  678. gs_blend_type srcFactorC;
  679. gs_blend_type destFactorC;
  680. gs_blend_type srcFactorA;
  681. gs_blend_type destFactorA;
  682. bool redEnabled;
  683. bool greenEnabled;
  684. bool blueEnabled;
  685. bool alphaEnabled;
  686. inline BlendState()
  687. : blendEnabled(true),
  688. srcFactorC(GS_BLEND_SRCALPHA),
  689. destFactorC(GS_BLEND_INVSRCALPHA),
  690. srcFactorA(GS_BLEND_ONE),
  691. destFactorA(GS_BLEND_INVSRCALPHA),
  692. redEnabled(true),
  693. greenEnabled(true),
  694. blueEnabled(true),
  695. alphaEnabled(true)
  696. {
  697. }
  698. inline BlendState(const BlendState &state)
  699. {
  700. memcpy(this, &state, sizeof(BlendState));
  701. }
  702. };
  703. struct SavedBlendState : BlendState {
  704. ComPtr<ID3D11BlendState> state;
  705. D3D11_BLEND_DESC bd;
  706. void Rebuild(ID3D11Device *dev);
  707. inline void Release() { state.Release(); }
  708. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  709. : BlendState(val), bd(desc)
  710. {
  711. }
  712. };
  713. struct StencilSide {
  714. gs_depth_test test;
  715. gs_stencil_op_type fail;
  716. gs_stencil_op_type zfail;
  717. gs_stencil_op_type zpass;
  718. inline StencilSide()
  719. : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP)
  720. {
  721. }
  722. };
  723. struct ZStencilState {
  724. bool depthEnabled;
  725. bool depthWriteEnabled;
  726. gs_depth_test depthFunc;
  727. bool stencilEnabled;
  728. bool stencilWriteEnabled;
  729. StencilSide stencilFront;
  730. StencilSide stencilBack;
  731. inline ZStencilState()
  732. : depthEnabled(true),
  733. depthWriteEnabled(true),
  734. depthFunc(GS_LESS),
  735. stencilEnabled(false),
  736. stencilWriteEnabled(true)
  737. {
  738. }
  739. inline ZStencilState(const ZStencilState &state)
  740. {
  741. memcpy(this, &state, sizeof(ZStencilState));
  742. }
  743. };
  744. struct SavedZStencilState : ZStencilState {
  745. ComPtr<ID3D11DepthStencilState> state;
  746. D3D11_DEPTH_STENCIL_DESC dsd;
  747. void Rebuild(ID3D11Device *dev);
  748. inline void Release() { state.Release(); }
  749. inline SavedZStencilState(const ZStencilState &val,
  750. D3D11_DEPTH_STENCIL_DESC desc)
  751. : ZStencilState(val), dsd(desc)
  752. {
  753. }
  754. };
  755. struct RasterState {
  756. gs_cull_mode cullMode;
  757. bool scissorEnabled;
  758. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  759. inline RasterState(const RasterState &state)
  760. {
  761. memcpy(this, &state, sizeof(RasterState));
  762. }
  763. };
  764. struct SavedRasterState : RasterState {
  765. ComPtr<ID3D11RasterizerState> state;
  766. D3D11_RASTERIZER_DESC rd;
  767. void Rebuild(ID3D11Device *dev);
  768. inline void Release() { state.Release(); }
  769. inline SavedRasterState(const RasterState &val,
  770. D3D11_RASTERIZER_DESC &desc)
  771. : RasterState(val), rd(desc)
  772. {
  773. }
  774. };
  775. struct mat4float {
  776. float mat[16];
  777. };
  778. struct gs_device {
  779. ComPtr<IDXGIFactory1> factory;
  780. ComPtr<IDXGIAdapter1> adapter;
  781. ComPtr<ID3D11Device> device;
  782. ComPtr<ID3D11DeviceContext> context;
  783. uint32_t adpIdx = 0;
  784. bool nv12Supported = false;
  785. gs_texture_2d *curRenderTarget = nullptr;
  786. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  787. int curRenderSide = 0;
  788. bool curFramebufferSrgb = false;
  789. bool curFramebufferInvalidate = false;
  790. gs_texture *curTextures[GS_MAX_TEXTURES];
  791. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  792. gs_vertex_buffer *curVertexBuffer = nullptr;
  793. gs_index_buffer *curIndexBuffer = nullptr;
  794. gs_vertex_shader *curVertexShader = nullptr;
  795. gs_pixel_shader *curPixelShader = nullptr;
  796. gs_swap_chain *curSwapChain = nullptr;
  797. gs_vertex_buffer *lastVertexBuffer = nullptr;
  798. gs_vertex_shader *lastVertexShader = nullptr;
  799. bool zstencilStateChanged = true;
  800. bool rasterStateChanged = true;
  801. bool blendStateChanged = true;
  802. ZStencilState zstencilState;
  803. RasterState rasterState;
  804. BlendState blendState;
  805. vector<SavedZStencilState> zstencilStates;
  806. vector<SavedRasterState> rasterStates;
  807. vector<SavedBlendState> blendStates;
  808. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  809. ID3D11RasterizerState *curRasterState = nullptr;
  810. ID3D11BlendState *curBlendState = nullptr;
  811. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  812. pD3DCompile d3dCompile = nullptr;
  813. #ifdef DISASSEMBLE_SHADERS
  814. pD3DDisassemble d3dDisassemble = nullptr;
  815. #endif
  816. gs_rect viewport;
  817. vector<mat4float> projStack;
  818. matrix4 curProjMatrix;
  819. matrix4 curViewMatrix;
  820. matrix4 curViewProjMatrix;
  821. vector<gs_device_loss> loss_callbacks;
  822. gs_obj *first_obj = nullptr;
  823. void InitCompiler();
  824. void InitFactory();
  825. void InitAdapter(uint32_t adapterIdx);
  826. void InitDevice(uint32_t adapterIdx);
  827. ID3D11DepthStencilState *AddZStencilState();
  828. ID3D11RasterizerState *AddRasterState();
  829. ID3D11BlendState *AddBlendState();
  830. void UpdateZStencilState();
  831. void UpdateRasterState();
  832. void UpdateBlendState();
  833. void LoadVertexBufferData();
  834. inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x,
  835. uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  836. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  837. void UpdateViewProjMatrix();
  838. void FlushOutputViews();
  839. void RebuildDevice();
  840. bool HasBadNV12Output();
  841. gs_device(uint32_t adapterIdx);
  842. ~gs_device();
  843. };
  844. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  845. uint64_t key, uint32_t ms);