d3d11-capture.cpp 21 KB

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  1. #include <d3d11.h>
  2. #include <dxgi.h>
  3. #include "dxgi-helpers.hpp"
  4. #include "graphics-hook.h"
  5. #include "../funchook.h"
  6. struct d3d11_data {
  7. ID3D11Device *device; /* do not release */
  8. ID3D11DeviceContext *context; /* do not release */
  9. uint32_t base_cx;
  10. uint32_t base_cy;
  11. uint32_t cx;
  12. uint32_t cy;
  13. DXGI_FORMAT format;
  14. bool using_shtex;
  15. bool using_scale;
  16. bool multisampled;
  17. ID3D11Texture2D *scale_tex;
  18. ID3D11ShaderResourceView *scale_resource;
  19. ID3D11VertexShader *vertex_shader;
  20. ID3D11InputLayout *vertex_layout;
  21. ID3D11PixelShader *pixel_shader;
  22. ID3D11SamplerState *sampler_state;
  23. ID3D11BlendState *blend_state;
  24. ID3D11DepthStencilState *zstencil_state;
  25. ID3D11RasterizerState *raster_state;
  26. ID3D11Buffer *vertex_buffer;
  27. union {
  28. /* shared texture */
  29. struct {
  30. struct shtex_data *shtex_info;
  31. ID3D11Texture2D *texture;
  32. ID3D11RenderTargetView *render_target;
  33. HANDLE handle;
  34. };
  35. /* shared memory */
  36. struct {
  37. ID3D11Texture2D *copy_surfaces[NUM_BUFFERS];
  38. ID3D11Texture2D *textures[NUM_BUFFERS];
  39. ID3D11RenderTargetView *render_targets[NUM_BUFFERS];
  40. bool texture_ready[NUM_BUFFERS];
  41. bool texture_mapped[NUM_BUFFERS];
  42. uint32_t pitch;
  43. struct shmem_data *shmem_info;
  44. int cur_tex;
  45. int copy_wait;
  46. };
  47. };
  48. };
  49. static struct d3d11_data data = {};
  50. void d3d11_free(void)
  51. {
  52. if (data.scale_tex)
  53. data.scale_tex->Release();
  54. if (data.scale_resource)
  55. data.scale_resource->Release();
  56. if (data.vertex_shader)
  57. data.vertex_shader->Release();
  58. if (data.vertex_layout)
  59. data.vertex_layout->Release();
  60. if (data.pixel_shader)
  61. data.pixel_shader->Release();
  62. if (data.sampler_state)
  63. data.sampler_state->Release();
  64. if (data.blend_state)
  65. data.blend_state->Release();
  66. if (data.zstencil_state)
  67. data.zstencil_state->Release();
  68. if (data.raster_state)
  69. data.raster_state->Release();
  70. if (data.vertex_buffer)
  71. data.vertex_buffer->Release();
  72. capture_free();
  73. if (data.using_shtex) {
  74. if (data.texture)
  75. data.texture->Release();
  76. if (data.render_target)
  77. data.render_target->Release();
  78. } else {
  79. for (size_t i = 0; i < NUM_BUFFERS; i++) {
  80. if (data.copy_surfaces[i]) {
  81. if (data.texture_mapped[i])
  82. data.context->Unmap(
  83. data.copy_surfaces[i], 0);
  84. data.copy_surfaces[i]->Release();
  85. }
  86. if (data.textures[i])
  87. data.textures[i]->Release();
  88. if (data.render_targets[i])
  89. data.render_targets[i]->Release();
  90. }
  91. }
  92. memset(&data, 0, sizeof(data));
  93. hlog("----------------- d3d11 capture freed ----------------");
  94. }
  95. static bool create_d3d11_stage_surface(ID3D11Texture2D **tex)
  96. {
  97. HRESULT hr;
  98. D3D11_TEXTURE2D_DESC desc = {};
  99. desc.Width = data.cx;
  100. desc.Height = data.cy;
  101. desc.Format = data.format;
  102. desc.MipLevels = 1;
  103. desc.ArraySize = 1;
  104. desc.SampleDesc.Count = 1;
  105. desc.Usage = D3D11_USAGE_STAGING;
  106. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  107. hr = data.device->CreateTexture2D(&desc, nullptr, tex);
  108. if (FAILED(hr)) {
  109. hlog_hr("create_d3d11_stage_surface: failed to create texture",
  110. hr);
  111. return false;
  112. }
  113. return true;
  114. }
  115. static bool create_d3d11_tex(uint32_t cx, uint32_t cy, ID3D11Texture2D **tex,
  116. ID3D11ShaderResourceView **resource,
  117. ID3D11RenderTargetView **render_target,
  118. HANDLE *handle)
  119. {
  120. UINT flags = 0;
  121. UINT misc_flags = 0;
  122. HRESULT hr;
  123. if (!!resource)
  124. flags |= D3D11_BIND_SHADER_RESOURCE;
  125. if (!!render_target)
  126. flags |= D3D11_BIND_RENDER_TARGET;
  127. if (!!handle)
  128. misc_flags |= D3D11_RESOURCE_MISC_SHARED;
  129. D3D11_TEXTURE2D_DESC desc = {};
  130. desc.Width = cx;
  131. desc.Height = cy;
  132. desc.MipLevels = 1;
  133. desc.ArraySize = 1;
  134. desc.Format = data.format;
  135. desc.BindFlags = flags;
  136. desc.SampleDesc.Count = 1;
  137. desc.Usage = D3D11_USAGE_DEFAULT;
  138. desc.MiscFlags = misc_flags;
  139. hr = data.device->CreateTexture2D(&desc, nullptr, tex);
  140. if (FAILED(hr)) {
  141. hlog_hr("create_d3d11_tex: failed to create texture", hr);
  142. return false;
  143. }
  144. if (!!resource) {
  145. D3D11_SHADER_RESOURCE_VIEW_DESC res_desc = {};
  146. res_desc.Format = data.format;
  147. res_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  148. res_desc.Texture2D.MipLevels = 1;
  149. hr = data.device->CreateShaderResourceView(*tex, &res_desc,
  150. resource);
  151. if (FAILED(hr)) {
  152. hlog_hr("create_d3d11_tex: failed to create resource "
  153. "view",
  154. hr);
  155. return false;
  156. }
  157. }
  158. if (!!render_target) {
  159. hr = data.device->CreateRenderTargetView(*tex, nullptr,
  160. render_target);
  161. if (FAILED(hr)) {
  162. hlog_hr("create_d3d11_tex: failed to create render "
  163. "target view",
  164. hr);
  165. return false;
  166. }
  167. }
  168. if (!!handle) {
  169. IDXGIResource *dxgi_res;
  170. hr = (*tex)->QueryInterface(__uuidof(IDXGIResource),
  171. (void **)&dxgi_res);
  172. if (FAILED(hr)) {
  173. hlog_hr("create_d3d11_tex: failed to query "
  174. "IDXGIResource interface from texture",
  175. hr);
  176. return false;
  177. }
  178. hr = dxgi_res->GetSharedHandle(handle);
  179. dxgi_res->Release();
  180. if (FAILED(hr)) {
  181. hlog_hr("create_d3d11_tex: failed to get shared handle",
  182. hr);
  183. return false;
  184. }
  185. }
  186. return true;
  187. }
  188. static inline bool d3d11_init_format(IDXGISwapChain *swap, HWND &window)
  189. {
  190. DXGI_SWAP_CHAIN_DESC desc;
  191. HRESULT hr;
  192. hr = swap->GetDesc(&desc);
  193. if (FAILED(hr)) {
  194. hlog_hr("d3d11_init_format: swap->GetDesc failed", hr);
  195. return false;
  196. }
  197. data.format = fix_dxgi_format(desc.BufferDesc.Format);
  198. data.multisampled = desc.SampleDesc.Count > 1;
  199. window = desc.OutputWindow;
  200. data.base_cx = desc.BufferDesc.Width;
  201. data.base_cy = desc.BufferDesc.Height;
  202. if (data.using_scale) {
  203. data.cx = global_hook_info->cx;
  204. data.cy = global_hook_info->cy;
  205. } else {
  206. data.cx = desc.BufferDesc.Width;
  207. data.cy = desc.BufferDesc.Height;
  208. }
  209. return true;
  210. }
  211. static inline bool d3d11_init_vertex_shader(void)
  212. {
  213. D3D11_INPUT_ELEMENT_DESC desc[2];
  214. uint8_t *vs_data;
  215. size_t size;
  216. HRESULT hr;
  217. vs_data = get_d3d1x_vertex_shader(&size);
  218. hr = data.device->CreateVertexShader(vs_data, size, nullptr,
  219. &data.vertex_shader);
  220. if (FAILED(hr)) {
  221. hlog_hr("d3d11_init_vertex_shader: failed to create shader",
  222. hr);
  223. return false;
  224. }
  225. desc[0].SemanticName = "SV_Position";
  226. desc[0].SemanticIndex = 0;
  227. desc[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  228. desc[0].InputSlot = 0;
  229. desc[0].AlignedByteOffset = 0;
  230. desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  231. desc[0].InstanceDataStepRate = 0;
  232. desc[1].SemanticName = "TEXCOORD";
  233. desc[1].SemanticIndex = 0;
  234. desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
  235. desc[1].InputSlot = 0;
  236. desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  237. desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  238. desc[1].InstanceDataStepRate = 0;
  239. hr = data.device->CreateInputLayout(desc, 2, vs_data, size,
  240. &data.vertex_layout);
  241. if (FAILED(hr)) {
  242. hlog_hr("d3d11_init_vertex_shader: failed to create layout",
  243. hr);
  244. return false;
  245. }
  246. return true;
  247. }
  248. static inline bool d3d11_init_pixel_shader(void)
  249. {
  250. uint8_t *ps_data;
  251. size_t size;
  252. HRESULT hr;
  253. ps_data = get_d3d1x_pixel_shader(&size);
  254. hr = data.device->CreatePixelShader(ps_data, size, nullptr,
  255. &data.pixel_shader);
  256. if (FAILED(hr)) {
  257. hlog_hr("d3d11_init_pixel_shader: failed to create shader", hr);
  258. return false;
  259. }
  260. return true;
  261. }
  262. static inline bool d3d11_init_sampler_state(void)
  263. {
  264. HRESULT hr;
  265. D3D11_SAMPLER_DESC desc = {};
  266. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  267. desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  268. desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  269. desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  270. hr = data.device->CreateSamplerState(&desc, &data.sampler_state);
  271. if (FAILED(hr)) {
  272. hlog_hr("d3d11_init_sampler_state: failed to create sampler "
  273. "state",
  274. hr);
  275. return false;
  276. }
  277. return true;
  278. }
  279. static inline bool d3d11_init_blend_state(void)
  280. {
  281. D3D11_BLEND_DESC desc = {};
  282. HRESULT hr;
  283. for (size_t i = 0; i < 8; i++)
  284. desc.RenderTarget[i].RenderTargetWriteMask =
  285. D3D11_COLOR_WRITE_ENABLE_ALL;
  286. hr = data.device->CreateBlendState(&desc, &data.blend_state);
  287. if (FAILED(hr)) {
  288. hlog_hr("d3d11_init_blend_state: failed to create blend state",
  289. hr);
  290. return false;
  291. }
  292. return true;
  293. }
  294. static inline bool d3d11_init_zstencil_state(void)
  295. {
  296. D3D11_DEPTH_STENCIL_DESC desc = {}; /* defaults all to off */
  297. HRESULT hr;
  298. hr = data.device->CreateDepthStencilState(&desc, &data.zstencil_state);
  299. if (FAILED(hr)) {
  300. hlog_hr("d3d11_init_zstencil_state: failed to create "
  301. "zstencil state",
  302. hr);
  303. return false;
  304. }
  305. return true;
  306. }
  307. static inline bool d3d11_init_raster_state(void)
  308. {
  309. D3D11_RASTERIZER_DESC desc = {};
  310. HRESULT hr;
  311. desc.FillMode = D3D11_FILL_SOLID;
  312. desc.CullMode = D3D11_CULL_NONE;
  313. hr = data.device->CreateRasterizerState(&desc, &data.raster_state);
  314. if (FAILED(hr)) {
  315. hlog_hr("d3d11_init_raster_state: failed to create raster "
  316. "state",
  317. hr);
  318. return false;
  319. }
  320. return true;
  321. }
  322. #define NUM_VERTS 4
  323. static inline bool d3d11_init_vertex_buffer(void)
  324. {
  325. HRESULT hr;
  326. const vertex verts[NUM_VERTS] = {
  327. {{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f}},
  328. {{-1.0f, -1.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
  329. {{1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
  330. {{1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 1.0f}}};
  331. D3D11_BUFFER_DESC desc;
  332. desc.ByteWidth = sizeof(vertex) * NUM_VERTS;
  333. desc.Usage = D3D11_USAGE_DEFAULT;
  334. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  335. desc.CPUAccessFlags = 0;
  336. desc.MiscFlags = 0;
  337. D3D11_SUBRESOURCE_DATA srd = {};
  338. srd.pSysMem = (const void *)verts;
  339. hr = data.device->CreateBuffer(&desc, &srd, &data.vertex_buffer);
  340. if (FAILED(hr)) {
  341. hlog_hr("d3d11_init_vertex_buffer: failed to create vertex "
  342. "buffer",
  343. hr);
  344. return false;
  345. }
  346. return true;
  347. }
  348. static bool d3d11_init_scaling(void)
  349. {
  350. bool success;
  351. success = create_d3d11_tex(data.base_cx, data.base_cy, &data.scale_tex,
  352. &data.scale_resource, nullptr, nullptr);
  353. if (!success) {
  354. hlog("d3d11_init_scaling: failed to create scale texture");
  355. return false;
  356. }
  357. if (!d3d11_init_vertex_shader()) {
  358. return false;
  359. }
  360. if (!d3d11_init_pixel_shader()) {
  361. return false;
  362. }
  363. if (!d3d11_init_sampler_state()) {
  364. return false;
  365. }
  366. if (!d3d11_init_blend_state()) {
  367. return false;
  368. }
  369. if (!d3d11_init_zstencil_state()) {
  370. return false;
  371. }
  372. if (!d3d11_init_raster_state()) {
  373. return false;
  374. }
  375. if (!d3d11_init_vertex_buffer()) {
  376. return false;
  377. }
  378. return true;
  379. }
  380. static bool d3d11_shmem_init_buffers(size_t idx)
  381. {
  382. bool success;
  383. success = create_d3d11_stage_surface(&data.copy_surfaces[idx]);
  384. if (!success) {
  385. hlog("d3d11_shmem_init_buffers: failed to create copy surface");
  386. return false;
  387. }
  388. if (idx == 0) {
  389. D3D11_MAPPED_SUBRESOURCE map = {};
  390. HRESULT hr;
  391. hr = data.context->Map(data.copy_surfaces[idx], 0,
  392. D3D11_MAP_READ, 0, &map);
  393. if (FAILED(hr)) {
  394. hlog_hr("d3d11_shmem_init_buffers: failed to get "
  395. "pitch",
  396. hr);
  397. return false;
  398. }
  399. data.pitch = map.RowPitch;
  400. data.context->Unmap(data.copy_surfaces[idx], 0);
  401. }
  402. success = create_d3d11_tex(data.cx, data.cy, &data.textures[idx],
  403. nullptr, &data.render_targets[idx], nullptr);
  404. if (!success) {
  405. hlog("d3d11_shmem_init_buffers: failed to create texture");
  406. return false;
  407. }
  408. return true;
  409. }
  410. static bool d3d11_shmem_init(HWND window)
  411. {
  412. data.using_shtex = false;
  413. for (size_t i = 0; i < NUM_BUFFERS; i++) {
  414. if (!d3d11_shmem_init_buffers(i)) {
  415. return false;
  416. }
  417. }
  418. if (!capture_init_shmem(&data.shmem_info, window, data.base_cx,
  419. data.base_cy, data.cx, data.cy, data.pitch,
  420. data.format, false)) {
  421. return false;
  422. }
  423. hlog("d3d11 memory capture successful");
  424. return true;
  425. }
  426. static bool d3d11_shtex_init(HWND window)
  427. {
  428. ID3D11ShaderResourceView *resource = nullptr;
  429. bool success;
  430. data.using_shtex = true;
  431. success = create_d3d11_tex(data.cx, data.cy, &data.texture, &resource,
  432. &data.render_target, &data.handle);
  433. if (resource)
  434. resource->Release();
  435. if (!success) {
  436. hlog("d3d11_shtex_init: failed to create texture");
  437. return false;
  438. }
  439. if (!capture_init_shtex(&data.shtex_info, window, data.base_cx,
  440. data.base_cy, data.cx, data.cy, data.format,
  441. false, (uintptr_t)data.handle)) {
  442. return false;
  443. }
  444. hlog("d3d11 shared texture capture successful");
  445. return true;
  446. }
  447. static void d3d11_init(IDXGISwapChain *swap)
  448. {
  449. bool success = true;
  450. HWND window;
  451. HRESULT hr;
  452. data.using_scale = global_hook_info->use_scale;
  453. hr = swap->GetDevice(__uuidof(ID3D11Device), (void **)&data.device);
  454. if (FAILED(hr)) {
  455. hlog_hr("d3d11_init: failed to get device from swap", hr);
  456. return;
  457. }
  458. data.device->Release();
  459. data.device->GetImmediateContext(&data.context);
  460. data.context->Release();
  461. if (!d3d11_init_format(swap, window)) {
  462. return;
  463. }
  464. if (data.using_scale && !d3d11_init_scaling()) {
  465. hlog("d3d11_init: failed to initialize scaling");
  466. success = false;
  467. }
  468. if (success) {
  469. if (global_hook_info->force_shmem) {
  470. success = d3d11_shmem_init(window);
  471. } else {
  472. success = d3d11_shtex_init(window);
  473. }
  474. }
  475. if (!success)
  476. d3d11_free();
  477. }
  478. #define MAX_RENDER_TARGETS D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  479. #define MAX_SO_TARGETS 4
  480. #define MAX_CLASS_INSTS 256
  481. struct d3d11_state {
  482. ID3D11GeometryShader *geom_shader;
  483. ID3D11InputLayout *vertex_layout;
  484. D3D11_PRIMITIVE_TOPOLOGY topology;
  485. ID3D11Buffer *vertex_buffer;
  486. UINT vb_stride;
  487. UINT vb_offset;
  488. ID3D11BlendState *blend_state;
  489. float blend_factor[4];
  490. UINT sample_mask;
  491. ID3D11DepthStencilState *zstencil_state;
  492. UINT zstencil_ref;
  493. ID3D11RenderTargetView *render_targets[MAX_RENDER_TARGETS];
  494. ID3D11DepthStencilView *zstencil_view;
  495. ID3D11SamplerState *sampler_state;
  496. ID3D11PixelShader *pixel_shader;
  497. ID3D11ShaderResourceView *resource;
  498. ID3D11RasterizerState *raster_state;
  499. UINT num_viewports;
  500. D3D11_VIEWPORT *viewports;
  501. ID3D11Buffer *stream_output_targets[MAX_SO_TARGETS];
  502. ID3D11VertexShader *vertex_shader;
  503. ID3D11ClassInstance *gs_class_instances[MAX_CLASS_INSTS];
  504. ID3D11ClassInstance *ps_class_instances[MAX_CLASS_INSTS];
  505. ID3D11ClassInstance *vs_class_instances[MAX_CLASS_INSTS];
  506. UINT gs_class_inst_count;
  507. UINT ps_class_inst_count;
  508. UINT vs_class_inst_count;
  509. };
  510. static inline void d3d11_save_state(struct d3d11_state *state)
  511. {
  512. state->gs_class_inst_count = MAX_CLASS_INSTS;
  513. state->ps_class_inst_count = MAX_CLASS_INSTS;
  514. state->vs_class_inst_count = MAX_CLASS_INSTS;
  515. data.context->GSGetShader(&state->geom_shader,
  516. state->gs_class_instances,
  517. &state->gs_class_inst_count);
  518. data.context->IAGetInputLayout(&state->vertex_layout);
  519. data.context->IAGetPrimitiveTopology(&state->topology);
  520. data.context->IAGetVertexBuffers(0, 1, &state->vertex_buffer,
  521. &state->vb_stride, &state->vb_offset);
  522. data.context->OMGetBlendState(&state->blend_state, state->blend_factor,
  523. &state->sample_mask);
  524. data.context->OMGetDepthStencilState(&state->zstencil_state,
  525. &state->zstencil_ref);
  526. data.context->OMGetRenderTargets(MAX_RENDER_TARGETS,
  527. state->render_targets,
  528. &state->zstencil_view);
  529. data.context->PSGetSamplers(0, 1, &state->sampler_state);
  530. data.context->PSGetShader(&state->pixel_shader,
  531. state->ps_class_instances,
  532. &state->ps_class_inst_count);
  533. data.context->PSGetShaderResources(0, 1, &state->resource);
  534. data.context->RSGetState(&state->raster_state);
  535. data.context->RSGetViewports(&state->num_viewports, nullptr);
  536. if (state->num_viewports) {
  537. state->viewports = (D3D11_VIEWPORT *)malloc(
  538. sizeof(D3D11_VIEWPORT) * state->num_viewports);
  539. data.context->RSGetViewports(&state->num_viewports,
  540. state->viewports);
  541. }
  542. data.context->SOGetTargets(MAX_SO_TARGETS,
  543. state->stream_output_targets);
  544. data.context->VSGetShader(&state->vertex_shader,
  545. state->vs_class_instances,
  546. &state->vs_class_inst_count);
  547. }
  548. static inline void safe_release(IUnknown *p)
  549. {
  550. if (p)
  551. p->Release();
  552. }
  553. #define SO_APPEND ((UINT)-1)
  554. static inline void d3d11_restore_state(struct d3d11_state *state)
  555. {
  556. UINT so_offsets[MAX_SO_TARGETS] = {SO_APPEND, SO_APPEND, SO_APPEND,
  557. SO_APPEND};
  558. data.context->GSSetShader(state->geom_shader, state->gs_class_instances,
  559. state->gs_class_inst_count);
  560. data.context->IASetInputLayout(state->vertex_layout);
  561. data.context->IASetPrimitiveTopology(state->topology);
  562. data.context->IASetVertexBuffers(0, 1, &state->vertex_buffer,
  563. &state->vb_stride, &state->vb_offset);
  564. data.context->OMSetBlendState(state->blend_state, state->blend_factor,
  565. state->sample_mask);
  566. data.context->OMSetDepthStencilState(state->zstencil_state,
  567. state->zstencil_ref);
  568. data.context->OMSetRenderTargets(MAX_RENDER_TARGETS,
  569. state->render_targets,
  570. state->zstencil_view);
  571. data.context->PSSetSamplers(0, 1, &state->sampler_state);
  572. data.context->PSSetShader(state->pixel_shader,
  573. state->ps_class_instances,
  574. state->ps_class_inst_count);
  575. data.context->PSSetShaderResources(0, 1, &state->resource);
  576. data.context->RSSetState(state->raster_state);
  577. data.context->RSSetViewports(state->num_viewports, state->viewports);
  578. data.context->SOSetTargets(MAX_SO_TARGETS, state->stream_output_targets,
  579. so_offsets);
  580. data.context->VSSetShader(state->vertex_shader,
  581. state->vs_class_instances,
  582. state->vs_class_inst_count);
  583. safe_release(state->geom_shader);
  584. safe_release(state->vertex_layout);
  585. safe_release(state->vertex_buffer);
  586. safe_release(state->blend_state);
  587. safe_release(state->zstencil_state);
  588. for (size_t i = 0; i < MAX_RENDER_TARGETS; i++)
  589. safe_release(state->render_targets[i]);
  590. safe_release(state->zstencil_view);
  591. safe_release(state->sampler_state);
  592. safe_release(state->pixel_shader);
  593. safe_release(state->resource);
  594. safe_release(state->raster_state);
  595. for (size_t i = 0; i < MAX_SO_TARGETS; i++)
  596. safe_release(state->stream_output_targets[i]);
  597. safe_release(state->vertex_shader);
  598. for (size_t i = 0; i < state->gs_class_inst_count; i++)
  599. state->gs_class_instances[i]->Release();
  600. for (size_t i = 0; i < state->ps_class_inst_count; i++)
  601. state->ps_class_instances[i]->Release();
  602. for (size_t i = 0; i < state->vs_class_inst_count; i++)
  603. state->vs_class_instances[i]->Release();
  604. free(state->viewports);
  605. memset(state, 0, sizeof(*state));
  606. }
  607. static inline void d3d11_setup_pipeline(ID3D11RenderTargetView *target,
  608. ID3D11ShaderResourceView *resource)
  609. {
  610. const float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  611. D3D11_VIEWPORT viewport = {0};
  612. UINT stride = sizeof(vertex);
  613. void *emptyptr = nullptr;
  614. UINT zero = 0;
  615. viewport.Width = (float)data.cx;
  616. viewport.Height = (float)data.cy;
  617. viewport.MaxDepth = 1.0f;
  618. data.context->GSSetShader(nullptr, nullptr, 0);
  619. data.context->IASetInputLayout(data.vertex_layout);
  620. data.context->IASetPrimitiveTopology(
  621. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  622. data.context->IASetVertexBuffers(0, 1, &data.vertex_buffer, &stride,
  623. &zero);
  624. data.context->OMSetBlendState(data.blend_state, factor, 0xFFFFFFFF);
  625. data.context->OMSetDepthStencilState(data.zstencil_state, 0);
  626. data.context->OMSetRenderTargets(1, &target, nullptr);
  627. data.context->PSSetSamplers(0, 1, &data.sampler_state);
  628. data.context->PSSetShader(data.pixel_shader, nullptr, 0);
  629. data.context->PSSetShaderResources(0, 1, &resource);
  630. data.context->RSSetState(data.raster_state);
  631. data.context->RSSetViewports(1, &viewport);
  632. data.context->SOSetTargets(1, (ID3D11Buffer **)&emptyptr, &zero);
  633. data.context->VSSetShader(data.vertex_shader, nullptr, 0);
  634. }
  635. static inline void d3d11_scale_texture(ID3D11RenderTargetView *target,
  636. ID3D11ShaderResourceView *resource)
  637. {
  638. static struct d3d11_state old_state = {0};
  639. d3d11_save_state(&old_state);
  640. d3d11_setup_pipeline(target, resource);
  641. data.context->Draw(4, 0);
  642. d3d11_restore_state(&old_state);
  643. }
  644. static inline void d3d11_copy_texture(ID3D11Resource *dst, ID3D11Resource *src)
  645. {
  646. if (data.multisampled) {
  647. data.context->ResolveSubresource(dst, 0, src, 0, data.format);
  648. } else {
  649. data.context->CopyResource(dst, src);
  650. }
  651. }
  652. static inline void d3d11_shtex_capture(ID3D11Resource *backbuffer)
  653. {
  654. if (data.using_scale) {
  655. d3d11_copy_texture(data.scale_tex, backbuffer);
  656. d3d11_scale_texture(data.render_target, data.scale_resource);
  657. } else {
  658. d3d11_copy_texture(data.texture, backbuffer);
  659. }
  660. }
  661. static inline void d3d11_shmem_queue_copy()
  662. {
  663. for (size_t i = 0; i < NUM_BUFFERS; i++) {
  664. D3D11_MAPPED_SUBRESOURCE map;
  665. HRESULT hr;
  666. if (data.texture_ready[i]) {
  667. data.texture_ready[i] = false;
  668. hr = data.context->Map(data.copy_surfaces[i], 0,
  669. D3D11_MAP_READ, 0, &map);
  670. if (SUCCEEDED(hr)) {
  671. data.texture_mapped[i] = true;
  672. shmem_copy_data(i, map.pData);
  673. }
  674. break;
  675. }
  676. }
  677. }
  678. static inline void d3d11_shmem_capture(ID3D11Resource *backbuffer)
  679. {
  680. int next_tex;
  681. d3d11_shmem_queue_copy();
  682. next_tex = (data.cur_tex == NUM_BUFFERS - 1) ? 0 : data.cur_tex + 1;
  683. if (data.using_scale) {
  684. d3d11_copy_texture(data.scale_tex, backbuffer);
  685. d3d11_scale_texture(data.render_targets[data.cur_tex],
  686. data.scale_resource);
  687. } else {
  688. d3d11_copy_texture(data.textures[data.cur_tex], backbuffer);
  689. }
  690. if (data.copy_wait < NUM_BUFFERS - 1) {
  691. data.copy_wait++;
  692. } else {
  693. ID3D11Texture2D *src = data.textures[next_tex];
  694. ID3D11Texture2D *dst = data.copy_surfaces[next_tex];
  695. if (shmem_texture_data_lock(next_tex)) {
  696. data.context->Unmap(dst, 0);
  697. data.texture_mapped[next_tex] = false;
  698. shmem_texture_data_unlock(next_tex);
  699. }
  700. d3d11_copy_texture(dst, src);
  701. data.texture_ready[next_tex] = true;
  702. }
  703. data.cur_tex = next_tex;
  704. }
  705. void d3d11_capture(void *swap_ptr, void *backbuffer_ptr, bool)
  706. {
  707. IDXGIResource *dxgi_backbuffer = (IDXGIResource *)backbuffer_ptr;
  708. IDXGISwapChain *swap = (IDXGISwapChain *)swap_ptr;
  709. HRESULT hr;
  710. if (capture_should_stop()) {
  711. d3d11_free();
  712. }
  713. if (capture_should_init()) {
  714. d3d11_init(swap);
  715. }
  716. if (capture_ready()) {
  717. ID3D11Resource *backbuffer;
  718. hr = dxgi_backbuffer->QueryInterface(__uuidof(ID3D11Resource),
  719. (void **)&backbuffer);
  720. if (FAILED(hr)) {
  721. hlog_hr("d3d11_shtex_capture: failed to get "
  722. "backbuffer",
  723. hr);
  724. return;
  725. }
  726. if (data.using_shtex)
  727. d3d11_shtex_capture(backbuffer);
  728. else
  729. d3d11_shmem_capture(backbuffer);
  730. backbuffer->Release();
  731. }
  732. }