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 <dxgi1_5.h>
  22. #include <d3d11_1.h>
  23. #include <d3dcompiler.h>
  24. #include <util/base.h>
  25. #include <graphics/matrix4.h>
  26. #include <graphics/graphics.h>
  27. #include <graphics/device-exports.h>
  28. #include <util/windows/ComPtr.hpp>
  29. #include <util/windows/HRError.hpp>
  30. // #define DISASSEMBLE_SHADERS
  31. struct shader_var;
  32. struct shader_sampler;
  33. struct gs_vertex_shader;
  34. using namespace std;
  35. /*
  36. * Just to clarify, all structs, and all public. These are exporting only
  37. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  38. * "public" and "private" does not matter at all for this subproject.
  39. */
  40. static inline uint32_t GetWinVer()
  41. {
  42. struct win_version_info ver;
  43. get_win_ver(&ver);
  44. return (ver.major << 8) | ver.minor;
  45. }
  46. static inline DXGI_FORMAT ConvertGSTextureFormatResource(gs_color_format format)
  47. {
  48. switch (format) {
  49. case GS_UNKNOWN:
  50. return DXGI_FORMAT_UNKNOWN;
  51. case GS_A8:
  52. return DXGI_FORMAT_A8_UNORM;
  53. case GS_R8:
  54. return DXGI_FORMAT_R8_UNORM;
  55. case GS_RGBA:
  56. return DXGI_FORMAT_R8G8B8A8_TYPELESS;
  57. case GS_BGRX:
  58. return DXGI_FORMAT_B8G8R8X8_TYPELESS;
  59. case GS_BGRA:
  60. return DXGI_FORMAT_B8G8R8A8_TYPELESS;
  61. case GS_R10G10B10A2:
  62. return DXGI_FORMAT_R10G10B10A2_UNORM;
  63. case GS_RGBA16:
  64. return DXGI_FORMAT_R16G16B16A16_UNORM;
  65. case GS_R16:
  66. return DXGI_FORMAT_R16_UNORM;
  67. case GS_RGBA16F:
  68. return DXGI_FORMAT_R16G16B16A16_FLOAT;
  69. case GS_RGBA32F:
  70. return DXGI_FORMAT_R32G32B32A32_FLOAT;
  71. case GS_RG16F:
  72. return DXGI_FORMAT_R16G16_FLOAT;
  73. case GS_RG32F:
  74. return DXGI_FORMAT_R32G32_FLOAT;
  75. case GS_R16F:
  76. return DXGI_FORMAT_R16_FLOAT;
  77. case GS_R32F:
  78. return DXGI_FORMAT_R32_FLOAT;
  79. case GS_DXT1:
  80. return DXGI_FORMAT_BC1_UNORM;
  81. case GS_DXT3:
  82. return DXGI_FORMAT_BC2_UNORM;
  83. case GS_DXT5:
  84. return DXGI_FORMAT_BC3_UNORM;
  85. case GS_R8G8:
  86. return DXGI_FORMAT_R8G8_UNORM;
  87. case GS_RGBA_UNORM:
  88. return DXGI_FORMAT_R8G8B8A8_UNORM;
  89. case GS_BGRX_UNORM:
  90. return DXGI_FORMAT_B8G8R8X8_UNORM;
  91. case GS_BGRA_UNORM:
  92. return DXGI_FORMAT_B8G8R8A8_UNORM;
  93. }
  94. return DXGI_FORMAT_UNKNOWN;
  95. }
  96. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  97. {
  98. switch (format) {
  99. case GS_RGBA:
  100. return DXGI_FORMAT_R8G8B8A8_UNORM;
  101. case GS_BGRX:
  102. return DXGI_FORMAT_B8G8R8X8_UNORM;
  103. case GS_BGRA:
  104. return DXGI_FORMAT_B8G8R8A8_UNORM;
  105. default:
  106. return ConvertGSTextureFormatResource(format);
  107. }
  108. }
  109. static inline DXGI_FORMAT
  110. ConvertGSTextureFormatViewLinear(gs_color_format format)
  111. {
  112. switch (format) {
  113. case GS_RGBA:
  114. return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
  115. case GS_BGRX:
  116. return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
  117. case GS_BGRA:
  118. return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
  119. default:
  120. return ConvertGSTextureFormatResource(format);
  121. }
  122. }
  123. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  124. {
  125. switch ((unsigned long)format) {
  126. case DXGI_FORMAT_A8_UNORM:
  127. return GS_A8;
  128. case DXGI_FORMAT_R8_UNORM:
  129. return GS_R8;
  130. case DXGI_FORMAT_R8G8_UNORM:
  131. return GS_R8G8;
  132. case DXGI_FORMAT_R8G8B8A8_TYPELESS:
  133. return GS_RGBA;
  134. case DXGI_FORMAT_B8G8R8X8_TYPELESS:
  135. return GS_BGRX;
  136. case DXGI_FORMAT_B8G8R8A8_TYPELESS:
  137. return GS_BGRA;
  138. case DXGI_FORMAT_R10G10B10A2_UNORM:
  139. return GS_R10G10B10A2;
  140. case DXGI_FORMAT_R16G16B16A16_UNORM:
  141. return GS_RGBA16;
  142. case DXGI_FORMAT_R16_UNORM:
  143. return GS_R16;
  144. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  145. return GS_RGBA16F;
  146. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  147. return GS_RGBA32F;
  148. case DXGI_FORMAT_R16G16_FLOAT:
  149. return GS_RG16F;
  150. case DXGI_FORMAT_R32G32_FLOAT:
  151. return GS_RG32F;
  152. case DXGI_FORMAT_R16_FLOAT:
  153. return GS_R16F;
  154. case DXGI_FORMAT_R32_FLOAT:
  155. return GS_R32F;
  156. case DXGI_FORMAT_BC1_UNORM:
  157. return GS_DXT1;
  158. case DXGI_FORMAT_BC2_UNORM:
  159. return GS_DXT3;
  160. case DXGI_FORMAT_BC3_UNORM:
  161. return GS_DXT5;
  162. case DXGI_FORMAT_R8G8B8A8_UNORM:
  163. return GS_RGBA_UNORM;
  164. case DXGI_FORMAT_B8G8R8X8_UNORM:
  165. return GS_BGRX_UNORM;
  166. case DXGI_FORMAT_B8G8R8A8_UNORM:
  167. return GS_BGRA_UNORM;
  168. }
  169. return GS_UNKNOWN;
  170. }
  171. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  172. {
  173. switch (format) {
  174. case GS_ZS_NONE:
  175. return DXGI_FORMAT_UNKNOWN;
  176. case GS_Z16:
  177. return DXGI_FORMAT_D16_UNORM;
  178. case GS_Z24_S8:
  179. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  180. case GS_Z32F:
  181. return DXGI_FORMAT_D32_FLOAT;
  182. case GS_Z32F_S8X24:
  183. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  184. }
  185. return DXGI_FORMAT_UNKNOWN;
  186. }
  187. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  188. {
  189. switch (test) {
  190. case GS_NEVER:
  191. return D3D11_COMPARISON_NEVER;
  192. case GS_LESS:
  193. return D3D11_COMPARISON_LESS;
  194. case GS_LEQUAL:
  195. return D3D11_COMPARISON_LESS_EQUAL;
  196. case GS_EQUAL:
  197. return D3D11_COMPARISON_EQUAL;
  198. case GS_GEQUAL:
  199. return D3D11_COMPARISON_GREATER_EQUAL;
  200. case GS_GREATER:
  201. return D3D11_COMPARISON_GREATER;
  202. case GS_NOTEQUAL:
  203. return D3D11_COMPARISON_NOT_EQUAL;
  204. case GS_ALWAYS:
  205. return D3D11_COMPARISON_ALWAYS;
  206. }
  207. return D3D11_COMPARISON_NEVER;
  208. }
  209. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  210. {
  211. switch (op) {
  212. case GS_KEEP:
  213. return D3D11_STENCIL_OP_KEEP;
  214. case GS_ZERO:
  215. return D3D11_STENCIL_OP_ZERO;
  216. case GS_REPLACE:
  217. return D3D11_STENCIL_OP_REPLACE;
  218. case GS_INCR:
  219. return D3D11_STENCIL_OP_INCR;
  220. case GS_DECR:
  221. return D3D11_STENCIL_OP_DECR;
  222. case GS_INVERT:
  223. return D3D11_STENCIL_OP_INVERT;
  224. }
  225. return D3D11_STENCIL_OP_KEEP;
  226. }
  227. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  228. {
  229. switch (type) {
  230. case GS_BLEND_ZERO:
  231. return D3D11_BLEND_ZERO;
  232. case GS_BLEND_ONE:
  233. return D3D11_BLEND_ONE;
  234. case GS_BLEND_SRCCOLOR:
  235. return D3D11_BLEND_SRC_COLOR;
  236. case GS_BLEND_INVSRCCOLOR:
  237. return D3D11_BLEND_INV_SRC_COLOR;
  238. case GS_BLEND_SRCALPHA:
  239. return D3D11_BLEND_SRC_ALPHA;
  240. case GS_BLEND_INVSRCALPHA:
  241. return D3D11_BLEND_INV_SRC_ALPHA;
  242. case GS_BLEND_DSTCOLOR:
  243. return D3D11_BLEND_DEST_COLOR;
  244. case GS_BLEND_INVDSTCOLOR:
  245. return D3D11_BLEND_INV_DEST_COLOR;
  246. case GS_BLEND_DSTALPHA:
  247. return D3D11_BLEND_DEST_ALPHA;
  248. case GS_BLEND_INVDSTALPHA:
  249. return D3D11_BLEND_INV_DEST_ALPHA;
  250. case GS_BLEND_SRCALPHASAT:
  251. return D3D11_BLEND_SRC_ALPHA_SAT;
  252. }
  253. return D3D11_BLEND_ONE;
  254. }
  255. static inline D3D11_BLEND_OP ConvertGSBlendOpType(gs_blend_op_type type)
  256. {
  257. switch (type) {
  258. case GS_BLEND_OP_ADD:
  259. return D3D11_BLEND_OP_ADD;
  260. case GS_BLEND_OP_SUBTRACT:
  261. return D3D11_BLEND_OP_SUBTRACT;
  262. case GS_BLEND_OP_REVERSE_SUBTRACT:
  263. return D3D11_BLEND_OP_REV_SUBTRACT;
  264. case GS_BLEND_OP_MIN:
  265. return D3D11_BLEND_OP_MIN;
  266. case GS_BLEND_OP_MAX:
  267. return D3D11_BLEND_OP_MAX;
  268. }
  269. return D3D11_BLEND_OP_ADD;
  270. }
  271. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  272. {
  273. switch (mode) {
  274. case GS_BACK:
  275. return D3D11_CULL_BACK;
  276. case GS_FRONT:
  277. return D3D11_CULL_FRONT;
  278. case GS_NEITHER:
  279. return D3D11_CULL_NONE;
  280. }
  281. return D3D11_CULL_BACK;
  282. }
  283. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  284. {
  285. switch (mode) {
  286. case GS_POINTS:
  287. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  288. case GS_LINES:
  289. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  290. case GS_LINESTRIP:
  291. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  292. case GS_TRIS:
  293. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  294. case GS_TRISTRIP:
  295. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  296. }
  297. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  298. }
  299. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  300. struct VBDataPtr {
  301. gs_vb_data *data;
  302. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  303. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  304. };
  305. enum class gs_type {
  306. gs_vertex_buffer,
  307. gs_index_buffer,
  308. gs_texture_2d,
  309. gs_zstencil_buffer,
  310. gs_stage_surface,
  311. gs_sampler_state,
  312. gs_vertex_shader,
  313. gs_pixel_shader,
  314. gs_duplicator,
  315. gs_swap_chain,
  316. gs_timer,
  317. gs_timer_range,
  318. gs_texture_3d,
  319. };
  320. struct gs_obj {
  321. gs_device_t *device;
  322. gs_type obj_type;
  323. gs_obj *next;
  324. gs_obj **prev_next;
  325. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  326. gs_obj(gs_device_t *device, gs_type type);
  327. virtual ~gs_obj();
  328. };
  329. struct gs_vertex_buffer : gs_obj {
  330. ComPtr<ID3D11Buffer> vertexBuffer;
  331. ComPtr<ID3D11Buffer> normalBuffer;
  332. ComPtr<ID3D11Buffer> colorBuffer;
  333. ComPtr<ID3D11Buffer> tangentBuffer;
  334. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  335. bool dynamic;
  336. VBDataPtr vbd;
  337. size_t numVerts;
  338. vector<size_t> uvSizes;
  339. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  340. UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers,
  341. uint32_t *strides);
  342. void InitBuffer(const size_t elementSize, const size_t numVerts,
  343. void *array, ID3D11Buffer **buffer);
  344. void BuildBuffers();
  345. inline void Release()
  346. {
  347. vertexBuffer.Release();
  348. normalBuffer.Release();
  349. colorBuffer.Release();
  350. tangentBuffer.Release();
  351. uvBuffers.clear();
  352. }
  353. void Rebuild();
  354. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  355. uint32_t flags);
  356. };
  357. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  358. struct DataPtr {
  359. void *data;
  360. inline DataPtr(void *data) : data(data) {}
  361. inline ~DataPtr() { bfree(data); }
  362. };
  363. struct gs_index_buffer : gs_obj {
  364. ComPtr<ID3D11Buffer> indexBuffer;
  365. bool dynamic;
  366. gs_index_type type;
  367. size_t indexSize;
  368. size_t num;
  369. DataPtr indices;
  370. D3D11_BUFFER_DESC bd = {};
  371. D3D11_SUBRESOURCE_DATA srd = {};
  372. void InitBuffer();
  373. void Rebuild(ID3D11Device *dev);
  374. inline void Release() { indexBuffer.Release(); }
  375. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  376. void *indices, size_t num, uint32_t flags);
  377. };
  378. struct gs_timer : gs_obj {
  379. ComPtr<ID3D11Query> query_begin;
  380. ComPtr<ID3D11Query> query_end;
  381. void Rebuild(ID3D11Device *dev);
  382. inline void Release()
  383. {
  384. query_begin.Release();
  385. query_end.Release();
  386. }
  387. gs_timer(gs_device_t *device);
  388. };
  389. struct gs_timer_range : gs_obj {
  390. ComPtr<ID3D11Query> query_disjoint;
  391. void Rebuild(ID3D11Device *dev);
  392. inline void Release() { query_disjoint.Release(); }
  393. gs_timer_range(gs_device_t *device);
  394. };
  395. struct gs_texture : gs_obj {
  396. gs_texture_type type;
  397. uint32_t levels;
  398. gs_color_format format;
  399. ComPtr<ID3D11ShaderResourceView> shaderRes;
  400. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  401. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  402. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  403. void Rebuild(ID3D11Device *dev);
  404. inline gs_texture(gs_texture_type type, uint32_t levels,
  405. gs_color_format format)
  406. : type(type), levels(levels), format(format)
  407. {
  408. }
  409. inline gs_texture(gs_device *device, gs_type obj_type,
  410. gs_texture_type type)
  411. : gs_obj(device, obj_type), type(type)
  412. {
  413. }
  414. inline gs_texture(gs_device *device, gs_type obj_type,
  415. gs_texture_type type, uint32_t levels,
  416. gs_color_format format)
  417. : gs_obj(device, obj_type),
  418. type(type),
  419. levels(levels),
  420. format(format)
  421. {
  422. }
  423. };
  424. struct gs_texture_2d : gs_texture {
  425. ComPtr<ID3D11Texture2D> texture;
  426. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  427. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  428. ComPtr<IDXGISurface1> gdiSurface;
  429. uint32_t width = 0, height = 0;
  430. uint32_t flags = 0;
  431. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  432. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  433. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  434. bool isRenderTarget = false;
  435. bool isGDICompatible = false;
  436. bool isDynamic = false;
  437. bool isShared = false;
  438. bool genMipmaps = false;
  439. uint32_t sharedHandle = GS_INVALID_HANDLE;
  440. gs_texture_2d *pairedNV12texture = nullptr;
  441. bool nv12 = false;
  442. bool chroma = false;
  443. bool acquired = false;
  444. vector<vector<uint8_t>> data;
  445. vector<D3D11_SUBRESOURCE_DATA> srd;
  446. D3D11_TEXTURE2D_DESC td = {};
  447. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  448. void InitTexture(const uint8_t *const *data);
  449. void InitResourceView();
  450. void InitRenderTargets();
  451. void BackupTexture(const uint8_t *const *data);
  452. void GetSharedHandle(IDXGIResource *dxgi_res);
  453. void RebuildSharedTextureFallback();
  454. void Rebuild(ID3D11Device *dev);
  455. void RebuildNV12_Y(ID3D11Device *dev);
  456. void RebuildNV12_UV(ID3D11Device *dev);
  457. inline void Release()
  458. {
  459. texture.Release();
  460. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  461. rt.Release();
  462. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  463. rt.Release();
  464. gdiSurface.Release();
  465. shaderRes.Release();
  466. shaderResLinear.Release();
  467. }
  468. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  469. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  470. gs_color_format colorFormat, uint32_t levels,
  471. const uint8_t *const *data, uint32_t flags,
  472. gs_texture_type type, bool gdiCompatible,
  473. bool nv12 = false);
  474. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  475. uint32_t flags);
  476. gs_texture_2d(gs_device_t *device, uint32_t handle,
  477. bool ntHandle = false);
  478. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  479. };
  480. struct gs_texture_3d : gs_texture {
  481. ComPtr<ID3D11Texture3D> texture;
  482. uint32_t width = 0, height = 0, depth = 0;
  483. uint32_t flags = 0;
  484. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  485. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  486. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  487. bool isDynamic = false;
  488. bool isShared = false;
  489. bool genMipmaps = false;
  490. uint32_t sharedHandle = GS_INVALID_HANDLE;
  491. bool chroma = false;
  492. bool acquired = false;
  493. vector<vector<uint8_t>> data;
  494. vector<D3D11_SUBRESOURCE_DATA> srd;
  495. D3D11_TEXTURE3D_DESC td = {};
  496. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  497. void InitTexture(const uint8_t *const *data);
  498. void InitResourceView();
  499. void BackupTexture(const uint8_t *const *data);
  500. void GetSharedHandle(IDXGIResource *dxgi_res);
  501. void RebuildSharedTextureFallback();
  502. void Rebuild(ID3D11Device *dev);
  503. void RebuildNV12_Y(ID3D11Device *dev);
  504. void RebuildNV12_UV(ID3D11Device *dev);
  505. inline void Release()
  506. {
  507. texture.Release();
  508. shaderRes.Release();
  509. }
  510. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  511. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height,
  512. uint32_t depth, gs_color_format colorFormat,
  513. uint32_t levels, const uint8_t *const *data,
  514. uint32_t flags);
  515. gs_texture_3d(gs_device_t *device, uint32_t handle);
  516. };
  517. struct gs_zstencil_buffer : gs_obj {
  518. ComPtr<ID3D11Texture2D> texture;
  519. ComPtr<ID3D11DepthStencilView> view;
  520. uint32_t width, height;
  521. gs_zstencil_format format;
  522. DXGI_FORMAT dxgiFormat;
  523. D3D11_TEXTURE2D_DESC td = {};
  524. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  525. void InitBuffer();
  526. void Rebuild(ID3D11Device *dev);
  527. inline void Release()
  528. {
  529. texture.Release();
  530. view.Release();
  531. }
  532. inline gs_zstencil_buffer()
  533. : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN)
  534. {
  535. }
  536. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  537. gs_zstencil_format format);
  538. };
  539. struct gs_stage_surface : gs_obj {
  540. ComPtr<ID3D11Texture2D> texture;
  541. D3D11_TEXTURE2D_DESC td = {};
  542. uint32_t width, height;
  543. gs_color_format format;
  544. DXGI_FORMAT dxgiFormat;
  545. void Rebuild(ID3D11Device *dev);
  546. inline void Release() { texture.Release(); }
  547. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  548. gs_color_format colorFormat);
  549. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  550. };
  551. struct gs_sampler_state : gs_obj {
  552. ComPtr<ID3D11SamplerState> state;
  553. D3D11_SAMPLER_DESC sd = {};
  554. gs_sampler_info info;
  555. void Rebuild(ID3D11Device *dev);
  556. inline void Release() { state.Release(); }
  557. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  558. };
  559. struct gs_shader_param {
  560. string name;
  561. gs_shader_param_type type;
  562. uint32_t textureID;
  563. struct gs_sampler_state *nextSampler = nullptr;
  564. int arrayCount;
  565. size_t pos;
  566. vector<uint8_t> curValue;
  567. vector<uint8_t> defaultValue;
  568. bool changed;
  569. gs_shader_param(shader_var &var, uint32_t &texCounter);
  570. };
  571. struct ShaderError {
  572. ComPtr<ID3D10Blob> errors;
  573. HRESULT hr;
  574. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  575. : errors(errors), hr(hr)
  576. {
  577. }
  578. };
  579. struct gs_shader : gs_obj {
  580. gs_shader_type type;
  581. vector<gs_shader_param> params;
  582. ComPtr<ID3D11Buffer> constants;
  583. size_t constantSize;
  584. D3D11_BUFFER_DESC bd = {};
  585. vector<uint8_t> data;
  586. inline void UpdateParam(vector<uint8_t> &constData,
  587. gs_shader_param &param, bool &upload);
  588. void UploadParams();
  589. void BuildConstantBuffer();
  590. void Compile(const char *shaderStr, const char *file,
  591. const char *target, ID3D10Blob **shader);
  592. inline gs_shader(gs_device_t *device, gs_type obj_type,
  593. gs_shader_type type)
  594. : gs_obj(device, obj_type), type(type), constantSize(0)
  595. {
  596. }
  597. virtual ~gs_shader() {}
  598. };
  599. struct ShaderSampler {
  600. string name;
  601. gs_sampler_state sampler;
  602. inline ShaderSampler(const char *name, gs_device_t *device,
  603. gs_sampler_info *info)
  604. : name(name), sampler(device, info)
  605. {
  606. }
  607. };
  608. struct gs_vertex_shader : gs_shader {
  609. ComPtr<ID3D11VertexShader> shader;
  610. ComPtr<ID3D11InputLayout> layout;
  611. gs_shader_param *world, *viewProj;
  612. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  613. bool hasNormals;
  614. bool hasColors;
  615. bool hasTangents;
  616. uint32_t nTexUnits;
  617. void Rebuild(ID3D11Device *dev);
  618. inline void Release()
  619. {
  620. shader.Release();
  621. layout.Release();
  622. constants.Release();
  623. }
  624. inline uint32_t NumBuffersExpected() const
  625. {
  626. uint32_t count = nTexUnits + 1;
  627. if (hasNormals)
  628. count++;
  629. if (hasColors)
  630. count++;
  631. if (hasTangents)
  632. count++;
  633. return count;
  634. }
  635. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  636. gs_vertex_shader(gs_device_t *device, const char *file,
  637. const char *shaderString);
  638. };
  639. struct gs_duplicator : gs_obj {
  640. ComPtr<IDXGIOutputDuplication> duplicator;
  641. gs_texture_2d *texture;
  642. int idx;
  643. long refs;
  644. bool updated;
  645. void Start();
  646. inline void Release() { duplicator.Release(); }
  647. gs_duplicator(gs_device_t *device, int monitor_idx);
  648. ~gs_duplicator();
  649. };
  650. struct gs_pixel_shader : gs_shader {
  651. ComPtr<ID3D11PixelShader> shader;
  652. vector<unique_ptr<ShaderSampler>> samplers;
  653. void Rebuild(ID3D11Device *dev);
  654. inline void Release()
  655. {
  656. shader.Release();
  657. constants.Release();
  658. }
  659. inline void GetSamplerStates(ID3D11SamplerState **states)
  660. {
  661. size_t i;
  662. for (i = 0; i < samplers.size(); i++)
  663. states[i] = samplers[i]->sampler.state;
  664. for (; i < GS_MAX_TEXTURES; i++)
  665. states[i] = NULL;
  666. }
  667. gs_pixel_shader(gs_device_t *device, const char *file,
  668. const char *shaderString);
  669. };
  670. struct gs_swap_chain : gs_obj {
  671. HWND hwnd;
  672. gs_init_data initData;
  673. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  674. UINT presentFlags = 0;
  675. gs_texture_2d target;
  676. gs_zstencil_buffer zs;
  677. ComPtr<IDXGISwapChain> swap;
  678. HANDLE hWaitable = NULL;
  679. void InitTarget(uint32_t cx, uint32_t cy);
  680. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  681. void Resize(uint32_t cx, uint32_t cy);
  682. void Init();
  683. void Rebuild(ID3D11Device *dev);
  684. inline void Release()
  685. {
  686. target.Release();
  687. zs.Release();
  688. if (hWaitable) {
  689. CloseHandle(hWaitable);
  690. hWaitable = NULL;
  691. }
  692. swap.Clear();
  693. }
  694. gs_swap_chain(gs_device *device, const gs_init_data *data);
  695. virtual ~gs_swap_chain();
  696. };
  697. struct BlendState {
  698. bool blendEnabled;
  699. gs_blend_type srcFactorC;
  700. gs_blend_type destFactorC;
  701. gs_blend_type srcFactorA;
  702. gs_blend_type destFactorA;
  703. gs_blend_op_type op;
  704. bool redEnabled;
  705. bool greenEnabled;
  706. bool blueEnabled;
  707. bool alphaEnabled;
  708. inline BlendState()
  709. : blendEnabled(true),
  710. srcFactorC(GS_BLEND_SRCALPHA),
  711. destFactorC(GS_BLEND_INVSRCALPHA),
  712. srcFactorA(GS_BLEND_ONE),
  713. destFactorA(GS_BLEND_INVSRCALPHA),
  714. op(GS_BLEND_OP_ADD),
  715. redEnabled(true),
  716. greenEnabled(true),
  717. blueEnabled(true),
  718. alphaEnabled(true)
  719. {
  720. }
  721. inline BlendState(const BlendState &state)
  722. {
  723. memcpy(this, &state, sizeof(BlendState));
  724. }
  725. };
  726. struct SavedBlendState : BlendState {
  727. ComPtr<ID3D11BlendState> state;
  728. D3D11_BLEND_DESC bd;
  729. void Rebuild(ID3D11Device *dev);
  730. inline void Release() { state.Release(); }
  731. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  732. : BlendState(val), bd(desc)
  733. {
  734. }
  735. };
  736. struct StencilSide {
  737. gs_depth_test test;
  738. gs_stencil_op_type fail;
  739. gs_stencil_op_type zfail;
  740. gs_stencil_op_type zpass;
  741. inline StencilSide()
  742. : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP)
  743. {
  744. }
  745. };
  746. struct ZStencilState {
  747. bool depthEnabled;
  748. bool depthWriteEnabled;
  749. gs_depth_test depthFunc;
  750. bool stencilEnabled;
  751. bool stencilWriteEnabled;
  752. StencilSide stencilFront;
  753. StencilSide stencilBack;
  754. inline ZStencilState()
  755. : depthEnabled(true),
  756. depthWriteEnabled(true),
  757. depthFunc(GS_LESS),
  758. stencilEnabled(false),
  759. stencilWriteEnabled(true)
  760. {
  761. }
  762. inline ZStencilState(const ZStencilState &state)
  763. {
  764. memcpy(this, &state, sizeof(ZStencilState));
  765. }
  766. };
  767. struct SavedZStencilState : ZStencilState {
  768. ComPtr<ID3D11DepthStencilState> state;
  769. D3D11_DEPTH_STENCIL_DESC dsd;
  770. void Rebuild(ID3D11Device *dev);
  771. inline void Release() { state.Release(); }
  772. inline SavedZStencilState(const ZStencilState &val,
  773. D3D11_DEPTH_STENCIL_DESC desc)
  774. : ZStencilState(val), dsd(desc)
  775. {
  776. }
  777. };
  778. struct RasterState {
  779. gs_cull_mode cullMode;
  780. bool scissorEnabled;
  781. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  782. inline RasterState(const RasterState &state)
  783. {
  784. memcpy(this, &state, sizeof(RasterState));
  785. }
  786. };
  787. struct SavedRasterState : RasterState {
  788. ComPtr<ID3D11RasterizerState> state;
  789. D3D11_RASTERIZER_DESC rd;
  790. void Rebuild(ID3D11Device *dev);
  791. inline void Release() { state.Release(); }
  792. inline SavedRasterState(const RasterState &val,
  793. D3D11_RASTERIZER_DESC &desc)
  794. : RasterState(val), rd(desc)
  795. {
  796. }
  797. };
  798. struct mat4float {
  799. float mat[16];
  800. };
  801. struct gs_device {
  802. ComPtr<IDXGIFactory1> factory;
  803. ComPtr<IDXGIAdapter1> adapter;
  804. ComPtr<ID3D11Device> device;
  805. ComPtr<ID3D11DeviceContext> context;
  806. uint32_t adpIdx = 0;
  807. bool nv12Supported = false;
  808. gs_texture_2d *curRenderTarget = nullptr;
  809. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  810. int curRenderSide = 0;
  811. bool curFramebufferSrgb = false;
  812. bool curFramebufferInvalidate = false;
  813. gs_texture *curTextures[GS_MAX_TEXTURES];
  814. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  815. gs_vertex_buffer *curVertexBuffer = nullptr;
  816. gs_index_buffer *curIndexBuffer = nullptr;
  817. gs_vertex_shader *curVertexShader = nullptr;
  818. gs_pixel_shader *curPixelShader = nullptr;
  819. gs_swap_chain *curSwapChain = nullptr;
  820. gs_vertex_buffer *lastVertexBuffer = nullptr;
  821. gs_vertex_shader *lastVertexShader = nullptr;
  822. bool zstencilStateChanged = true;
  823. bool rasterStateChanged = true;
  824. bool blendStateChanged = true;
  825. ZStencilState zstencilState;
  826. RasterState rasterState;
  827. BlendState blendState;
  828. vector<SavedZStencilState> zstencilStates;
  829. vector<SavedRasterState> rasterStates;
  830. vector<SavedBlendState> blendStates;
  831. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  832. ID3D11RasterizerState *curRasterState = nullptr;
  833. ID3D11BlendState *curBlendState = nullptr;
  834. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  835. pD3DCompile d3dCompile = nullptr;
  836. #ifdef DISASSEMBLE_SHADERS
  837. pD3DDisassemble d3dDisassemble = nullptr;
  838. #endif
  839. gs_rect viewport;
  840. vector<mat4float> projStack;
  841. matrix4 curProjMatrix;
  842. matrix4 curViewMatrix;
  843. matrix4 curViewProjMatrix;
  844. vector<gs_device_loss> loss_callbacks;
  845. gs_obj *first_obj = nullptr;
  846. void InitCompiler();
  847. void InitFactory();
  848. void ReorderAdapters(uint32_t &adapterIdx);
  849. void InitAdapter(uint32_t adapterIdx);
  850. void InitDevice(uint32_t adapterIdx);
  851. ID3D11DepthStencilState *AddZStencilState();
  852. ID3D11RasterizerState *AddRasterState();
  853. ID3D11BlendState *AddBlendState();
  854. void UpdateZStencilState();
  855. void UpdateRasterState();
  856. void UpdateBlendState();
  857. void LoadVertexBufferData();
  858. inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x,
  859. uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  860. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  861. void UpdateViewProjMatrix();
  862. void FlushOutputViews();
  863. void RebuildDevice();
  864. bool HasBadNV12Output();
  865. gs_device(uint32_t adapterIdx);
  866. ~gs_device();
  867. };
  868. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  869. uint64_t key, uint32_t ms);