d3d11-subsystem.hpp 21 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 ConvertGSTextureFormat(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_UNORM;
  58. case GS_BGRX:
  59. return DXGI_FORMAT_B8G8R8X8_UNORM;
  60. case GS_BGRA:
  61. return DXGI_FORMAT_B8G8R8A8_UNORM;
  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. }
  89. return DXGI_FORMAT_UNKNOWN;
  90. }
  91. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  92. {
  93. switch ((unsigned long)format) {
  94. case DXGI_FORMAT_A8_UNORM:
  95. return GS_A8;
  96. case DXGI_FORMAT_R8_UNORM:
  97. return GS_R8;
  98. case DXGI_FORMAT_R8G8_UNORM:
  99. return GS_R8G8;
  100. case DXGI_FORMAT_R8G8B8A8_UNORM:
  101. return GS_RGBA;
  102. case DXGI_FORMAT_B8G8R8X8_UNORM:
  103. return GS_BGRX;
  104. case DXGI_FORMAT_B8G8R8A8_UNORM:
  105. return GS_BGRA;
  106. case DXGI_FORMAT_R10G10B10A2_UNORM:
  107. return GS_R10G10B10A2;
  108. case DXGI_FORMAT_R16G16B16A16_UNORM:
  109. return GS_RGBA16;
  110. case DXGI_FORMAT_R16_UNORM:
  111. return GS_R16;
  112. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  113. return GS_RGBA16F;
  114. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  115. return GS_RGBA32F;
  116. case DXGI_FORMAT_R16G16_FLOAT:
  117. return GS_RG16F;
  118. case DXGI_FORMAT_R32G32_FLOAT:
  119. return GS_RG32F;
  120. case DXGI_FORMAT_R16_FLOAT:
  121. return GS_R16F;
  122. case DXGI_FORMAT_R32_FLOAT:
  123. return GS_R32F;
  124. case DXGI_FORMAT_BC1_UNORM:
  125. return GS_DXT1;
  126. case DXGI_FORMAT_BC2_UNORM:
  127. return GS_DXT3;
  128. case DXGI_FORMAT_BC3_UNORM:
  129. return GS_DXT5;
  130. }
  131. return GS_UNKNOWN;
  132. }
  133. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  134. {
  135. switch (format) {
  136. case GS_ZS_NONE:
  137. return DXGI_FORMAT_UNKNOWN;
  138. case GS_Z16:
  139. return DXGI_FORMAT_D16_UNORM;
  140. case GS_Z24_S8:
  141. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  142. case GS_Z32F:
  143. return DXGI_FORMAT_D32_FLOAT;
  144. case GS_Z32F_S8X24:
  145. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  146. }
  147. return DXGI_FORMAT_UNKNOWN;
  148. }
  149. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  150. {
  151. switch (test) {
  152. case GS_NEVER:
  153. return D3D11_COMPARISON_NEVER;
  154. case GS_LESS:
  155. return D3D11_COMPARISON_LESS;
  156. case GS_LEQUAL:
  157. return D3D11_COMPARISON_LESS_EQUAL;
  158. case GS_EQUAL:
  159. return D3D11_COMPARISON_EQUAL;
  160. case GS_GEQUAL:
  161. return D3D11_COMPARISON_GREATER_EQUAL;
  162. case GS_GREATER:
  163. return D3D11_COMPARISON_GREATER;
  164. case GS_NOTEQUAL:
  165. return D3D11_COMPARISON_NOT_EQUAL;
  166. case GS_ALWAYS:
  167. return D3D11_COMPARISON_ALWAYS;
  168. }
  169. return D3D11_COMPARISON_NEVER;
  170. }
  171. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  172. {
  173. switch (op) {
  174. case GS_KEEP:
  175. return D3D11_STENCIL_OP_KEEP;
  176. case GS_ZERO:
  177. return D3D11_STENCIL_OP_ZERO;
  178. case GS_REPLACE:
  179. return D3D11_STENCIL_OP_REPLACE;
  180. case GS_INCR:
  181. return D3D11_STENCIL_OP_INCR;
  182. case GS_DECR:
  183. return D3D11_STENCIL_OP_DECR;
  184. case GS_INVERT:
  185. return D3D11_STENCIL_OP_INVERT;
  186. }
  187. return D3D11_STENCIL_OP_KEEP;
  188. }
  189. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  190. {
  191. switch (type) {
  192. case GS_BLEND_ZERO:
  193. return D3D11_BLEND_ZERO;
  194. case GS_BLEND_ONE:
  195. return D3D11_BLEND_ONE;
  196. case GS_BLEND_SRCCOLOR:
  197. return D3D11_BLEND_SRC_COLOR;
  198. case GS_BLEND_INVSRCCOLOR:
  199. return D3D11_BLEND_INV_SRC_COLOR;
  200. case GS_BLEND_SRCALPHA:
  201. return D3D11_BLEND_SRC_ALPHA;
  202. case GS_BLEND_INVSRCALPHA:
  203. return D3D11_BLEND_INV_SRC_ALPHA;
  204. case GS_BLEND_DSTCOLOR:
  205. return D3D11_BLEND_DEST_COLOR;
  206. case GS_BLEND_INVDSTCOLOR:
  207. return D3D11_BLEND_INV_DEST_COLOR;
  208. case GS_BLEND_DSTALPHA:
  209. return D3D11_BLEND_DEST_ALPHA;
  210. case GS_BLEND_INVDSTALPHA:
  211. return D3D11_BLEND_INV_DEST_ALPHA;
  212. case GS_BLEND_SRCALPHASAT:
  213. return D3D11_BLEND_SRC_ALPHA_SAT;
  214. }
  215. return D3D11_BLEND_ONE;
  216. }
  217. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  218. {
  219. switch (mode) {
  220. case GS_BACK:
  221. return D3D11_CULL_BACK;
  222. case GS_FRONT:
  223. return D3D11_CULL_FRONT;
  224. case GS_NEITHER:
  225. return D3D11_CULL_NONE;
  226. }
  227. return D3D11_CULL_BACK;
  228. }
  229. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  230. {
  231. switch (mode) {
  232. case GS_POINTS:
  233. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  234. case GS_LINES:
  235. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  236. case GS_LINESTRIP:
  237. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  238. case GS_TRIS:
  239. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  240. case GS_TRISTRIP:
  241. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  242. }
  243. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  244. }
  245. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  246. struct VBDataPtr {
  247. gs_vb_data *data;
  248. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  249. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  250. };
  251. enum class gs_type {
  252. gs_vertex_buffer,
  253. gs_index_buffer,
  254. gs_texture_2d,
  255. gs_zstencil_buffer,
  256. gs_stage_surface,
  257. gs_sampler_state,
  258. gs_vertex_shader,
  259. gs_pixel_shader,
  260. gs_duplicator,
  261. gs_swap_chain,
  262. gs_timer,
  263. gs_timer_range,
  264. };
  265. struct gs_obj {
  266. gs_device_t *device;
  267. gs_type obj_type;
  268. gs_obj *next;
  269. gs_obj **prev_next;
  270. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  271. gs_obj(gs_device_t *device, gs_type type);
  272. virtual ~gs_obj();
  273. };
  274. struct gs_vertex_buffer : gs_obj {
  275. ComPtr<ID3D11Buffer> vertexBuffer;
  276. ComPtr<ID3D11Buffer> normalBuffer;
  277. ComPtr<ID3D11Buffer> colorBuffer;
  278. ComPtr<ID3D11Buffer> tangentBuffer;
  279. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  280. bool dynamic;
  281. VBDataPtr vbd;
  282. size_t numVerts;
  283. vector<size_t> uvSizes;
  284. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  285. void MakeBufferList(gs_vertex_shader *shader,
  286. vector<ID3D11Buffer *> &buffers,
  287. vector<uint32_t> &strides);
  288. void InitBuffer(const size_t elementSize, const size_t numVerts,
  289. void *array, ID3D11Buffer **buffer);
  290. void BuildBuffers();
  291. inline void Release()
  292. {
  293. vertexBuffer.Release();
  294. normalBuffer.Release();
  295. colorBuffer.Release();
  296. tangentBuffer.Release();
  297. uvBuffers.clear();
  298. }
  299. void Rebuild();
  300. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  301. uint32_t flags);
  302. };
  303. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  304. struct DataPtr {
  305. void *data;
  306. inline DataPtr(void *data) : data(data) {}
  307. inline ~DataPtr() { bfree(data); }
  308. };
  309. struct gs_index_buffer : gs_obj {
  310. ComPtr<ID3D11Buffer> indexBuffer;
  311. bool dynamic;
  312. gs_index_type type;
  313. size_t indexSize;
  314. size_t num;
  315. DataPtr indices;
  316. D3D11_BUFFER_DESC bd = {};
  317. D3D11_SUBRESOURCE_DATA srd = {};
  318. void InitBuffer();
  319. void Rebuild(ID3D11Device *dev);
  320. inline void Release() { indexBuffer.Release(); }
  321. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  322. void *indices, size_t num, uint32_t flags);
  323. };
  324. struct gs_timer : gs_obj {
  325. ComPtr<ID3D11Query> query_begin;
  326. ComPtr<ID3D11Query> query_end;
  327. void Rebuild(ID3D11Device *dev);
  328. inline void Release()
  329. {
  330. query_begin.Release();
  331. query_end.Release();
  332. }
  333. gs_timer(gs_device_t *device);
  334. };
  335. struct gs_timer_range : gs_obj {
  336. ComPtr<ID3D11Query> query_disjoint;
  337. void Rebuild(ID3D11Device *dev);
  338. inline void Release() { query_disjoint.Release(); }
  339. gs_timer_range(gs_device_t *device);
  340. };
  341. struct gs_texture : gs_obj {
  342. gs_texture_type type;
  343. uint32_t levels;
  344. gs_color_format format;
  345. ComPtr<ID3D11ShaderResourceView> shaderRes;
  346. D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
  347. void Rebuild(ID3D11Device *dev);
  348. inline gs_texture(gs_texture_type type, uint32_t levels,
  349. gs_color_format format)
  350. : type(type), levels(levels), format(format)
  351. {
  352. }
  353. inline gs_texture(gs_device *device, gs_type obj_type,
  354. gs_texture_type type)
  355. : gs_obj(device, obj_type), type(type)
  356. {
  357. }
  358. inline gs_texture(gs_device *device, gs_type obj_type,
  359. gs_texture_type type, uint32_t levels,
  360. gs_color_format format)
  361. : gs_obj(device, obj_type),
  362. type(type),
  363. levels(levels),
  364. format(format)
  365. {
  366. }
  367. };
  368. struct gs_texture_2d : gs_texture {
  369. ComPtr<ID3D11Texture2D> texture;
  370. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  371. ComPtr<IDXGISurface1> gdiSurface;
  372. uint32_t width = 0, height = 0;
  373. uint32_t flags = 0;
  374. DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
  375. bool isRenderTarget = false;
  376. bool isGDICompatible = false;
  377. bool isDynamic = false;
  378. bool isShared = false;
  379. bool genMipmaps = false;
  380. uint32_t sharedHandle = GS_INVALID_HANDLE;
  381. gs_texture_2d *pairedNV12texture = nullptr;
  382. bool nv12 = false;
  383. bool chroma = false;
  384. bool acquired = false;
  385. vector<vector<uint8_t>> data;
  386. vector<D3D11_SUBRESOURCE_DATA> srd;
  387. D3D11_TEXTURE2D_DESC td = {};
  388. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  389. void InitTexture(const uint8_t **data);
  390. void InitResourceView();
  391. void InitRenderTargets();
  392. void BackupTexture(const uint8_t **data);
  393. void GetSharedHandle(IDXGIResource *dxgi_res);
  394. void RebuildSharedTextureFallback();
  395. void Rebuild(ID3D11Device *dev);
  396. void RebuildNV12_Y(ID3D11Device *dev);
  397. void RebuildNV12_UV(ID3D11Device *dev);
  398. inline void Release()
  399. {
  400. texture.Release();
  401. for (auto &rt : renderTarget)
  402. rt.Release();
  403. gdiSurface.Release();
  404. shaderRes.Release();
  405. }
  406. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  407. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  408. gs_color_format colorFormat, uint32_t levels,
  409. const uint8_t **data, uint32_t flags,
  410. gs_texture_type type, bool gdiCompatible,
  411. bool nv12 = false);
  412. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  413. uint32_t flags);
  414. gs_texture_2d(gs_device_t *device, uint32_t handle);
  415. };
  416. struct gs_zstencil_buffer : gs_obj {
  417. ComPtr<ID3D11Texture2D> texture;
  418. ComPtr<ID3D11DepthStencilView> view;
  419. uint32_t width, height;
  420. gs_zstencil_format format;
  421. DXGI_FORMAT dxgiFormat;
  422. D3D11_TEXTURE2D_DESC td = {};
  423. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  424. void InitBuffer();
  425. void Rebuild(ID3D11Device *dev);
  426. inline void Release()
  427. {
  428. texture.Release();
  429. view.Release();
  430. }
  431. inline gs_zstencil_buffer()
  432. : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN)
  433. {
  434. }
  435. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  436. gs_zstencil_format format);
  437. };
  438. struct gs_stage_surface : gs_obj {
  439. ComPtr<ID3D11Texture2D> texture;
  440. D3D11_TEXTURE2D_DESC td = {};
  441. uint32_t width, height;
  442. gs_color_format format;
  443. DXGI_FORMAT dxgiFormat;
  444. void Rebuild(ID3D11Device *dev);
  445. inline void Release() { texture.Release(); }
  446. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  447. gs_color_format colorFormat);
  448. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  449. };
  450. struct gs_sampler_state : gs_obj {
  451. ComPtr<ID3D11SamplerState> state;
  452. D3D11_SAMPLER_DESC sd = {};
  453. gs_sampler_info info;
  454. void Rebuild(ID3D11Device *dev);
  455. inline void Release() { state.Release(); }
  456. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  457. };
  458. struct gs_shader_param {
  459. string name;
  460. gs_shader_param_type type;
  461. uint32_t textureID;
  462. struct gs_sampler_state *nextSampler = nullptr;
  463. int arrayCount;
  464. size_t pos;
  465. vector<uint8_t> curValue;
  466. vector<uint8_t> defaultValue;
  467. bool changed;
  468. gs_shader_param(shader_var &var, uint32_t &texCounter);
  469. };
  470. struct ShaderError {
  471. ComPtr<ID3D10Blob> errors;
  472. HRESULT hr;
  473. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  474. : errors(errors), hr(hr)
  475. {
  476. }
  477. };
  478. struct gs_shader : gs_obj {
  479. gs_shader_type type;
  480. vector<gs_shader_param> params;
  481. ComPtr<ID3D11Buffer> constants;
  482. size_t constantSize;
  483. D3D11_BUFFER_DESC bd = {};
  484. vector<uint8_t> data;
  485. inline void UpdateParam(vector<uint8_t> &constData,
  486. gs_shader_param &param, bool &upload);
  487. void UploadParams();
  488. void BuildConstantBuffer();
  489. void Compile(const char *shaderStr, const char *file,
  490. const char *target, ID3D10Blob **shader);
  491. inline gs_shader(gs_device_t *device, gs_type obj_type,
  492. gs_shader_type type)
  493. : gs_obj(device, obj_type), type(type), constantSize(0)
  494. {
  495. }
  496. virtual ~gs_shader() {}
  497. };
  498. struct ShaderSampler {
  499. string name;
  500. gs_sampler_state sampler;
  501. inline ShaderSampler(const char *name, gs_device_t *device,
  502. gs_sampler_info *info)
  503. : name(name), sampler(device, info)
  504. {
  505. }
  506. };
  507. struct gs_vertex_shader : gs_shader {
  508. ComPtr<ID3D11VertexShader> shader;
  509. ComPtr<ID3D11InputLayout> layout;
  510. gs_shader_param *world, *viewProj;
  511. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  512. bool hasNormals;
  513. bool hasColors;
  514. bool hasTangents;
  515. uint32_t nTexUnits;
  516. void Rebuild(ID3D11Device *dev);
  517. inline void Release()
  518. {
  519. shader.Release();
  520. layout.Release();
  521. constants.Release();
  522. }
  523. inline uint32_t NumBuffersExpected() const
  524. {
  525. uint32_t count = nTexUnits + 1;
  526. if (hasNormals)
  527. count++;
  528. if (hasColors)
  529. count++;
  530. if (hasTangents)
  531. count++;
  532. return count;
  533. }
  534. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  535. gs_vertex_shader(gs_device_t *device, const char *file,
  536. const char *shaderString);
  537. };
  538. struct gs_duplicator : gs_obj {
  539. ComPtr<IDXGIOutputDuplication> duplicator;
  540. gs_texture_2d *texture;
  541. int idx;
  542. long refs;
  543. bool updated;
  544. void Start();
  545. inline void Release() { duplicator.Release(); }
  546. gs_duplicator(gs_device_t *device, int monitor_idx);
  547. ~gs_duplicator();
  548. };
  549. struct gs_pixel_shader : gs_shader {
  550. ComPtr<ID3D11PixelShader> shader;
  551. vector<unique_ptr<ShaderSampler>> samplers;
  552. void Rebuild(ID3D11Device *dev);
  553. inline void Release()
  554. {
  555. shader.Release();
  556. constants.Release();
  557. }
  558. inline void GetSamplerStates(ID3D11SamplerState **states)
  559. {
  560. size_t i;
  561. for (i = 0; i < samplers.size(); i++)
  562. states[i] = samplers[i]->sampler.state;
  563. for (; i < GS_MAX_TEXTURES; i++)
  564. states[i] = NULL;
  565. }
  566. gs_pixel_shader(gs_device_t *device, const char *file,
  567. const char *shaderString);
  568. };
  569. struct gs_swap_chain : gs_obj {
  570. uint32_t numBuffers;
  571. HWND hwnd;
  572. gs_init_data initData;
  573. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  574. gs_texture_2d target;
  575. gs_zstencil_buffer zs;
  576. ComPtr<IDXGISwapChain> swap;
  577. void InitTarget(uint32_t cx, uint32_t cy);
  578. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  579. void Resize(uint32_t cx, uint32_t cy);
  580. void Init();
  581. void Rebuild(ID3D11Device *dev);
  582. inline void Release()
  583. {
  584. target.Release();
  585. zs.Release();
  586. swap.Release();
  587. }
  588. gs_swap_chain(gs_device *device, const gs_init_data *data);
  589. };
  590. struct BlendState {
  591. bool blendEnabled;
  592. gs_blend_type srcFactorC;
  593. gs_blend_type destFactorC;
  594. gs_blend_type srcFactorA;
  595. gs_blend_type destFactorA;
  596. bool redEnabled;
  597. bool greenEnabled;
  598. bool blueEnabled;
  599. bool alphaEnabled;
  600. inline BlendState()
  601. : blendEnabled(true),
  602. srcFactorC(GS_BLEND_SRCALPHA),
  603. destFactorC(GS_BLEND_INVSRCALPHA),
  604. srcFactorA(GS_BLEND_ONE),
  605. destFactorA(GS_BLEND_INVSRCALPHA),
  606. redEnabled(true),
  607. greenEnabled(true),
  608. blueEnabled(true),
  609. alphaEnabled(true)
  610. {
  611. }
  612. inline BlendState(const BlendState &state)
  613. {
  614. memcpy(this, &state, sizeof(BlendState));
  615. }
  616. };
  617. struct SavedBlendState : BlendState {
  618. ComPtr<ID3D11BlendState> state;
  619. D3D11_BLEND_DESC bd;
  620. void Rebuild(ID3D11Device *dev);
  621. inline void Release() { state.Release(); }
  622. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  623. : BlendState(val), bd(desc)
  624. {
  625. }
  626. };
  627. struct StencilSide {
  628. gs_depth_test test;
  629. gs_stencil_op_type fail;
  630. gs_stencil_op_type zfail;
  631. gs_stencil_op_type zpass;
  632. inline StencilSide()
  633. : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP)
  634. {
  635. }
  636. };
  637. struct ZStencilState {
  638. bool depthEnabled;
  639. bool depthWriteEnabled;
  640. gs_depth_test depthFunc;
  641. bool stencilEnabled;
  642. bool stencilWriteEnabled;
  643. StencilSide stencilFront;
  644. StencilSide stencilBack;
  645. inline ZStencilState()
  646. : depthEnabled(true),
  647. depthWriteEnabled(true),
  648. depthFunc(GS_LESS),
  649. stencilEnabled(false),
  650. stencilWriteEnabled(true)
  651. {
  652. }
  653. inline ZStencilState(const ZStencilState &state)
  654. {
  655. memcpy(this, &state, sizeof(ZStencilState));
  656. }
  657. };
  658. struct SavedZStencilState : ZStencilState {
  659. ComPtr<ID3D11DepthStencilState> state;
  660. D3D11_DEPTH_STENCIL_DESC dsd;
  661. void Rebuild(ID3D11Device *dev);
  662. inline void Release() { state.Release(); }
  663. inline SavedZStencilState(const ZStencilState &val,
  664. D3D11_DEPTH_STENCIL_DESC desc)
  665. : ZStencilState(val), dsd(desc)
  666. {
  667. }
  668. };
  669. struct RasterState {
  670. gs_cull_mode cullMode;
  671. bool scissorEnabled;
  672. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  673. inline RasterState(const RasterState &state)
  674. {
  675. memcpy(this, &state, sizeof(RasterState));
  676. }
  677. };
  678. struct SavedRasterState : RasterState {
  679. ComPtr<ID3D11RasterizerState> state;
  680. D3D11_RASTERIZER_DESC rd;
  681. void Rebuild(ID3D11Device *dev);
  682. inline void Release() { state.Release(); }
  683. inline SavedRasterState(const RasterState &val,
  684. D3D11_RASTERIZER_DESC &desc)
  685. : RasterState(val), rd(desc)
  686. {
  687. }
  688. };
  689. struct mat4float {
  690. float mat[16];
  691. };
  692. struct gs_device {
  693. ComPtr<IDXGIFactory1> factory;
  694. ComPtr<IDXGIAdapter1> adapter;
  695. ComPtr<ID3D11Device> device;
  696. ComPtr<ID3D11DeviceContext> context;
  697. uint32_t adpIdx = 0;
  698. bool nv12Supported = false;
  699. gs_texture_2d *curRenderTarget = nullptr;
  700. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  701. int curRenderSide = 0;
  702. gs_texture *curTextures[GS_MAX_TEXTURES];
  703. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  704. gs_vertex_buffer *curVertexBuffer = nullptr;
  705. gs_index_buffer *curIndexBuffer = nullptr;
  706. gs_vertex_shader *curVertexShader = nullptr;
  707. gs_pixel_shader *curPixelShader = nullptr;
  708. gs_swap_chain *curSwapChain = nullptr;
  709. gs_vertex_buffer *lastVertexBuffer = nullptr;
  710. gs_vertex_shader *lastVertexShader = nullptr;
  711. bool zstencilStateChanged = true;
  712. bool rasterStateChanged = true;
  713. bool blendStateChanged = true;
  714. ZStencilState zstencilState;
  715. RasterState rasterState;
  716. BlendState blendState;
  717. vector<SavedZStencilState> zstencilStates;
  718. vector<SavedRasterState> rasterStates;
  719. vector<SavedBlendState> blendStates;
  720. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  721. ID3D11RasterizerState *curRasterState = nullptr;
  722. ID3D11BlendState *curBlendState = nullptr;
  723. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  724. pD3DCompile d3dCompile = nullptr;
  725. #ifdef DISASSEMBLE_SHADERS
  726. pD3DDisassemble d3dDisassemble = nullptr;
  727. #endif
  728. gs_rect viewport;
  729. vector<mat4float> projStack;
  730. matrix4 curProjMatrix;
  731. matrix4 curViewMatrix;
  732. matrix4 curViewProjMatrix;
  733. gs_obj *first_obj = nullptr;
  734. void InitCompiler();
  735. void InitFactory(uint32_t adapterIdx);
  736. void InitDevice(uint32_t adapterIdx);
  737. ID3D11DepthStencilState *AddZStencilState();
  738. ID3D11RasterizerState *AddRasterState();
  739. ID3D11BlendState *AddBlendState();
  740. void UpdateZStencilState();
  741. void UpdateRasterState();
  742. void UpdateBlendState();
  743. void LoadVertexBufferData();
  744. inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x,
  745. uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  746. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  747. void UpdateViewProjMatrix();
  748. void RebuildDevice();
  749. bool HasBadNV12Output();
  750. gs_device(uint32_t adapterIdx);
  751. ~gs_device();
  752. };
  753. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  754. uint64_t key, uint32_t ms);