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							- /******************************************************************************
 
-     Copyright (C) 2023 by Lain Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #pragma once
 
- #include <util/windows/win-version.h>
 
- #include <vector>
 
- #include <string>
 
- #include <memory>
 
- #include <windows.h>
 
- #include <dxgi1_6.h>
 
- #include <d3d11_1.h>
 
- #include <d3dcompiler.h>
 
- #include <util/base.h>
 
- #include <graphics/matrix4.h>
 
- #include <graphics/graphics.h>
 
- #include <graphics/device-exports.h>
 
- #include <util/windows/ComPtr.hpp>
 
- #include <util/windows/HRError.hpp>
 
- // #define DISASSEMBLE_SHADERS
 
- typedef HRESULT(WINAPI *pD3DCreateBlob)(_In_ SIZE_T Size, _Out_ ID3DBlob **ppBlob);
 
- struct shader_var;
 
- struct shader_sampler;
 
- struct gs_vertex_shader;
 
- using namespace std;
 
- /*
 
-  * Just to clarify, all structs, and all public.  These are exporting only
 
-  * via encapsulated C bindings, not C++ bindings, so the whole concept of
 
-  * "public" and "private" does not matter at all for this subproject.
 
-  */
 
- static inline uint32_t GetWinVer()
 
- {
 
- 	struct win_version_info ver;
 
- 	get_win_ver(&ver);
 
- 	return (ver.major << 8) | ver.minor;
 
- }
 
- static inline DXGI_FORMAT ConvertGSTextureFormatResource(gs_color_format format)
 
- {
 
- 	switch (format) {
 
- 	case GS_UNKNOWN:
 
- 		return DXGI_FORMAT_UNKNOWN;
 
- 	case GS_A8:
 
- 		return DXGI_FORMAT_A8_UNORM;
 
- 	case GS_R8:
 
- 		return DXGI_FORMAT_R8_UNORM;
 
- 	case GS_RGBA:
 
- 		return DXGI_FORMAT_R8G8B8A8_TYPELESS;
 
- 	case GS_BGRX:
 
- 		return DXGI_FORMAT_B8G8R8X8_TYPELESS;
 
- 	case GS_BGRA:
 
- 		return DXGI_FORMAT_B8G8R8A8_TYPELESS;
 
- 	case GS_R10G10B10A2:
 
- 		return DXGI_FORMAT_R10G10B10A2_UNORM;
 
- 	case GS_RGBA16:
 
- 		return DXGI_FORMAT_R16G16B16A16_UNORM;
 
- 	case GS_R16:
 
- 		return DXGI_FORMAT_R16_UNORM;
 
- 	case GS_RGBA16F:
 
- 		return DXGI_FORMAT_R16G16B16A16_FLOAT;
 
- 	case GS_RGBA32F:
 
- 		return DXGI_FORMAT_R32G32B32A32_FLOAT;
 
- 	case GS_RG16F:
 
- 		return DXGI_FORMAT_R16G16_FLOAT;
 
- 	case GS_RG32F:
 
- 		return DXGI_FORMAT_R32G32_FLOAT;
 
- 	case GS_R16F:
 
- 		return DXGI_FORMAT_R16_FLOAT;
 
- 	case GS_R32F:
 
- 		return DXGI_FORMAT_R32_FLOAT;
 
- 	case GS_DXT1:
 
- 		return DXGI_FORMAT_BC1_UNORM;
 
- 	case GS_DXT3:
 
- 		return DXGI_FORMAT_BC2_UNORM;
 
- 	case GS_DXT5:
 
- 		return DXGI_FORMAT_BC3_UNORM;
 
- 	case GS_R8G8:
 
- 		return DXGI_FORMAT_R8G8_UNORM;
 
- 	case GS_RGBA_UNORM:
 
- 		return DXGI_FORMAT_R8G8B8A8_UNORM;
 
- 	case GS_BGRX_UNORM:
 
- 		return DXGI_FORMAT_B8G8R8X8_UNORM;
 
- 	case GS_BGRA_UNORM:
 
- 		return DXGI_FORMAT_B8G8R8A8_UNORM;
 
- 	case GS_RG16:
 
- 		return DXGI_FORMAT_R16G16_UNORM;
 
- 	}
 
- 	return DXGI_FORMAT_UNKNOWN;
 
- }
 
- static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
 
- {
 
- 	switch (format) {
 
- 	case GS_RGBA:
 
- 		return DXGI_FORMAT_R8G8B8A8_UNORM;
 
- 	case GS_BGRX:
 
- 		return DXGI_FORMAT_B8G8R8X8_UNORM;
 
- 	case GS_BGRA:
 
- 		return DXGI_FORMAT_B8G8R8A8_UNORM;
 
- 	default:
 
- 		return ConvertGSTextureFormatResource(format);
 
- 	}
 
- }
 
- static inline DXGI_FORMAT ConvertGSTextureFormatViewLinear(gs_color_format format)
 
- {
 
- 	switch (format) {
 
- 	case GS_RGBA:
 
- 		return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
 
- 	case GS_BGRX:
 
- 		return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
 
- 	case GS_BGRA:
 
- 		return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
 
- 	default:
 
- 		return ConvertGSTextureFormatResource(format);
 
- 	}
 
- }
 
- static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
 
- {
 
- 	switch (format) {
 
- 	case DXGI_FORMAT_A8_UNORM:
 
- 		return GS_A8;
 
- 	case DXGI_FORMAT_R8_UNORM:
 
- 		return GS_R8;
 
- 	case DXGI_FORMAT_R8G8_UNORM:
 
- 		return GS_R8G8;
 
- 	case DXGI_FORMAT_R8G8B8A8_TYPELESS:
 
- 		return GS_RGBA;
 
- 	case DXGI_FORMAT_B8G8R8X8_TYPELESS:
 
- 		return GS_BGRX;
 
- 	case DXGI_FORMAT_B8G8R8A8_TYPELESS:
 
- 		return GS_BGRA;
 
- 	case DXGI_FORMAT_R10G10B10A2_UNORM:
 
- 		return GS_R10G10B10A2;
 
- 	case DXGI_FORMAT_R16G16B16A16_UNORM:
 
- 		return GS_RGBA16;
 
- 	case DXGI_FORMAT_R16_UNORM:
 
- 		return GS_R16;
 
- 	case DXGI_FORMAT_R16G16B16A16_FLOAT:
 
- 		return GS_RGBA16F;
 
- 	case DXGI_FORMAT_R32G32B32A32_FLOAT:
 
- 		return GS_RGBA32F;
 
- 	case DXGI_FORMAT_R16G16_FLOAT:
 
- 		return GS_RG16F;
 
- 	case DXGI_FORMAT_R32G32_FLOAT:
 
- 		return GS_RG32F;
 
- 	case DXGI_FORMAT_R16_FLOAT:
 
- 		return GS_R16F;
 
- 	case DXGI_FORMAT_R32_FLOAT:
 
- 		return GS_R32F;
 
- 	case DXGI_FORMAT_BC1_UNORM:
 
- 		return GS_DXT1;
 
- 	case DXGI_FORMAT_BC2_UNORM:
 
- 		return GS_DXT3;
 
- 	case DXGI_FORMAT_BC3_UNORM:
 
- 		return GS_DXT5;
 
- 	case DXGI_FORMAT_R8G8B8A8_UNORM:
 
- 		return GS_RGBA_UNORM;
 
- 	case DXGI_FORMAT_B8G8R8X8_UNORM:
 
- 		return GS_BGRX_UNORM;
 
- 	case DXGI_FORMAT_B8G8R8A8_UNORM:
 
- 		return GS_BGRA_UNORM;
 
- 	case DXGI_FORMAT_R16G16_UNORM:
 
- 		return GS_RG16;
 
- 	}
 
- 	return GS_UNKNOWN;
 
- }
 
- static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
 
- {
 
- 	switch (format) {
 
- 	case GS_ZS_NONE:
 
- 		return DXGI_FORMAT_UNKNOWN;
 
- 	case GS_Z16:
 
- 		return DXGI_FORMAT_D16_UNORM;
 
- 	case GS_Z24_S8:
 
- 		return DXGI_FORMAT_D24_UNORM_S8_UINT;
 
- 	case GS_Z32F:
 
- 		return DXGI_FORMAT_D32_FLOAT;
 
- 	case GS_Z32F_S8X24:
 
- 		return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
 
- 	}
 
- 	return DXGI_FORMAT_UNKNOWN;
 
- }
 
- static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
 
- {
 
- 	switch (test) {
 
- 	case GS_NEVER:
 
- 		return D3D11_COMPARISON_NEVER;
 
- 	case GS_LESS:
 
- 		return D3D11_COMPARISON_LESS;
 
- 	case GS_LEQUAL:
 
- 		return D3D11_COMPARISON_LESS_EQUAL;
 
- 	case GS_EQUAL:
 
- 		return D3D11_COMPARISON_EQUAL;
 
- 	case GS_GEQUAL:
 
- 		return D3D11_COMPARISON_GREATER_EQUAL;
 
- 	case GS_GREATER:
 
- 		return D3D11_COMPARISON_GREATER;
 
- 	case GS_NOTEQUAL:
 
- 		return D3D11_COMPARISON_NOT_EQUAL;
 
- 	case GS_ALWAYS:
 
- 		return D3D11_COMPARISON_ALWAYS;
 
- 	}
 
- 	return D3D11_COMPARISON_NEVER;
 
- }
 
- static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
 
- {
 
- 	switch (op) {
 
- 	case GS_KEEP:
 
- 		return D3D11_STENCIL_OP_KEEP;
 
- 	case GS_ZERO:
 
- 		return D3D11_STENCIL_OP_ZERO;
 
- 	case GS_REPLACE:
 
- 		return D3D11_STENCIL_OP_REPLACE;
 
- 	case GS_INCR:
 
- 		return D3D11_STENCIL_OP_INCR;
 
- 	case GS_DECR:
 
- 		return D3D11_STENCIL_OP_DECR;
 
- 	case GS_INVERT:
 
- 		return D3D11_STENCIL_OP_INVERT;
 
- 	}
 
- 	return D3D11_STENCIL_OP_KEEP;
 
- }
 
- static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
 
- {
 
- 	switch (type) {
 
- 	case GS_BLEND_ZERO:
 
- 		return D3D11_BLEND_ZERO;
 
- 	case GS_BLEND_ONE:
 
- 		return D3D11_BLEND_ONE;
 
- 	case GS_BLEND_SRCCOLOR:
 
- 		return D3D11_BLEND_SRC_COLOR;
 
- 	case GS_BLEND_INVSRCCOLOR:
 
- 		return D3D11_BLEND_INV_SRC_COLOR;
 
- 	case GS_BLEND_SRCALPHA:
 
- 		return D3D11_BLEND_SRC_ALPHA;
 
- 	case GS_BLEND_INVSRCALPHA:
 
- 		return D3D11_BLEND_INV_SRC_ALPHA;
 
- 	case GS_BLEND_DSTCOLOR:
 
- 		return D3D11_BLEND_DEST_COLOR;
 
- 	case GS_BLEND_INVDSTCOLOR:
 
- 		return D3D11_BLEND_INV_DEST_COLOR;
 
- 	case GS_BLEND_DSTALPHA:
 
- 		return D3D11_BLEND_DEST_ALPHA;
 
- 	case GS_BLEND_INVDSTALPHA:
 
- 		return D3D11_BLEND_INV_DEST_ALPHA;
 
- 	case GS_BLEND_SRCALPHASAT:
 
- 		return D3D11_BLEND_SRC_ALPHA_SAT;
 
- 	}
 
- 	return D3D11_BLEND_ONE;
 
- }
 
- static inline D3D11_BLEND_OP ConvertGSBlendOpType(gs_blend_op_type type)
 
- {
 
- 	switch (type) {
 
- 	case GS_BLEND_OP_ADD:
 
- 		return D3D11_BLEND_OP_ADD;
 
- 	case GS_BLEND_OP_SUBTRACT:
 
- 		return D3D11_BLEND_OP_SUBTRACT;
 
- 	case GS_BLEND_OP_REVERSE_SUBTRACT:
 
- 		return D3D11_BLEND_OP_REV_SUBTRACT;
 
- 	case GS_BLEND_OP_MIN:
 
- 		return D3D11_BLEND_OP_MIN;
 
- 	case GS_BLEND_OP_MAX:
 
- 		return D3D11_BLEND_OP_MAX;
 
- 	}
 
- 	return D3D11_BLEND_OP_ADD;
 
- }
 
- static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
 
- {
 
- 	switch (mode) {
 
- 	case GS_BACK:
 
- 		return D3D11_CULL_BACK;
 
- 	case GS_FRONT:
 
- 		return D3D11_CULL_FRONT;
 
- 	case GS_NEITHER:
 
- 		return D3D11_CULL_NONE;
 
- 	}
 
- 	return D3D11_CULL_BACK;
 
- }
 
- static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
 
- {
 
- 	switch (mode) {
 
- 	case GS_POINTS:
 
- 		return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
 
- 	case GS_LINES:
 
- 		return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
 
- 	case GS_LINESTRIP:
 
- 		return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
 
- 	case GS_TRIS:
 
- 		return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
 
- 	case GS_TRISTRIP:
 
- 		return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
 
- 	}
 
- 	return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
 
- }
 
- /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
 
- struct VBDataPtr {
 
- 	gs_vb_data *data;
 
- 	inline VBDataPtr(gs_vb_data *data) : data(data) {}
 
- 	inline ~VBDataPtr() { gs_vbdata_destroy(data); }
 
- };
 
- enum class gs_type {
 
- 	gs_vertex_buffer,
 
- 	gs_index_buffer,
 
- 	gs_texture_2d,
 
- 	gs_zstencil_buffer,
 
- 	gs_stage_surface,
 
- 	gs_sampler_state,
 
- 	gs_vertex_shader,
 
- 	gs_pixel_shader,
 
- 	gs_duplicator,
 
- 	gs_swap_chain,
 
- 	gs_timer,
 
- 	gs_timer_range,
 
- 	gs_texture_3d,
 
- };
 
- struct gs_obj {
 
- 	gs_device_t *device;
 
- 	gs_type obj_type;
 
- 	gs_obj *next;
 
- 	gs_obj **prev_next;
 
- 	inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
 
- 	gs_obj(gs_device_t *device, gs_type type);
 
- 	virtual ~gs_obj();
 
- };
 
- struct gs_vertex_buffer : gs_obj {
 
- 	ComPtr<ID3D11Buffer> vertexBuffer;
 
- 	ComPtr<ID3D11Buffer> normalBuffer;
 
- 	ComPtr<ID3D11Buffer> colorBuffer;
 
- 	ComPtr<ID3D11Buffer> tangentBuffer;
 
- 	vector<ComPtr<ID3D11Buffer>> uvBuffers;
 
- 	bool dynamic;
 
- 	VBDataPtr vbd;
 
- 	size_t numVerts;
 
- 	vector<size_t> uvSizes;
 
- 	void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
 
- 	UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers, uint32_t *strides);
 
- 	void InitBuffer(const size_t elementSize, const size_t numVerts, void *array, ID3D11Buffer **buffer);
 
- 	void BuildBuffers();
 
- 	inline void Release()
 
- 	{
 
- 		vertexBuffer.Release();
 
- 		normalBuffer.Release();
 
- 		colorBuffer.Release();
 
- 		tangentBuffer.Release();
 
- 		uvBuffers.clear();
 
- 	}
 
- 	void Rebuild();
 
- 	gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data, uint32_t flags);
 
- };
 
- /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
 
- struct DataPtr {
 
- 	void *data;
 
- 	inline DataPtr(void *data) : data(data) {}
 
- 	inline ~DataPtr() { bfree(data); }
 
- };
 
- struct gs_index_buffer : gs_obj {
 
- 	ComPtr<ID3D11Buffer> indexBuffer;
 
- 	bool dynamic;
 
- 	gs_index_type type;
 
- 	size_t indexSize;
 
- 	size_t num;
 
- 	DataPtr indices;
 
- 	D3D11_BUFFER_DESC bd = {};
 
- 	D3D11_SUBRESOURCE_DATA srd = {};
 
- 	void InitBuffer();
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { indexBuffer.Release(); }
 
- 	gs_index_buffer(gs_device_t *device, enum gs_index_type type, void *indices, size_t num, uint32_t flags);
 
- };
 
- struct gs_timer : gs_obj {
 
- 	ComPtr<ID3D11Query> query_begin;
 
- 	ComPtr<ID3D11Query> query_end;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		query_begin.Release();
 
- 		query_end.Release();
 
- 	}
 
- 	gs_timer(gs_device_t *device);
 
- };
 
- struct gs_timer_range : gs_obj {
 
- 	ComPtr<ID3D11Query> query_disjoint;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { query_disjoint.Release(); }
 
- 	gs_timer_range(gs_device_t *device);
 
- };
 
- struct gs_texture : gs_obj {
 
- 	gs_texture_type type;
 
- 	uint32_t levels;
 
- 	gs_color_format format;
 
- 	ComPtr<ID3D11ShaderResourceView> shaderRes;
 
- 	ComPtr<ID3D11ShaderResourceView> shaderResLinear;
 
- 	D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
 
- 	D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline gs_texture(gs_texture_type type, uint32_t levels, gs_color_format format)
 
- 		: type(type),
 
- 		  levels(levels),
 
- 		  format(format)
 
- 	{
 
- 	}
 
- 	inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type)
 
- 		: gs_obj(device, obj_type),
 
- 		  type(type)
 
- 	{
 
- 	}
 
- 	inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type, uint32_t levels,
 
- 			  gs_color_format format)
 
- 		: gs_obj(device, obj_type),
 
- 		  type(type),
 
- 		  levels(levels),
 
- 		  format(format)
 
- 	{
 
- 	}
 
- };
 
- struct gs_texture_2d : gs_texture {
 
- 	ComPtr<ID3D11Texture2D> texture;
 
- 	ComPtr<ID3D11RenderTargetView> renderTarget[6];
 
- 	ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
 
- 	ComPtr<IDXGISurface1> gdiSurface;
 
- 	uint32_t width = 0, height = 0;
 
- 	uint32_t flags = 0;
 
- 	DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
 
- 	DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
 
- 	DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
 
- 	bool isRenderTarget = false;
 
- 	bool isGDICompatible = false;
 
- 	bool isDynamic = false;
 
- 	bool isShared = false;
 
- 	bool genMipmaps = false;
 
- 	uint32_t sharedHandle = GS_INVALID_HANDLE;
 
- 	gs_texture_2d *pairedTexture = nullptr;
 
- 	bool twoPlane = false;
 
- 	bool chroma = false;
 
- 	bool acquired = false;
 
- 	vector<vector<uint8_t>> data;
 
- 	vector<D3D11_SUBRESOURCE_DATA> srd;
 
- 	D3D11_TEXTURE2D_DESC td = {};
 
- 	void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
 
- 	void InitTexture(const uint8_t *const *data);
 
- 	void InitResourceView();
 
- 	void InitRenderTargets();
 
- 	void BackupTexture(const uint8_t *const *data);
 
- 	void GetSharedHandle(IDXGIResource *dxgi_res);
 
- 	void RebuildSharedTextureFallback();
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	void RebuildPaired_Y(ID3D11Device *dev);
 
- 	void RebuildPaired_UV(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		texture.Release();
 
- 		for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
 
- 			rt.Release();
 
- 		for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
 
- 			rt.Release();
 
- 		gdiSurface.Release();
 
- 		shaderRes.Release();
 
- 		shaderResLinear.Release();
 
- 	}
 
- 	inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
 
- 	gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat,
 
- 		      uint32_t levels, const uint8_t *const *data, uint32_t flags, gs_texture_type type,
 
- 		      bool gdiCompatible, bool twoPlane = false);
 
- 	gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12, uint32_t flags);
 
- 	gs_texture_2d(gs_device_t *device, uint32_t handle, bool ntHandle = false);
 
- 	gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
 
- };
 
- struct gs_texture_3d : gs_texture {
 
- 	ComPtr<ID3D11Texture3D> texture;
 
- 	uint32_t width = 0, height = 0, depth = 0;
 
- 	uint32_t flags = 0;
 
- 	DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
 
- 	DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
 
- 	DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
 
- 	bool isDynamic = false;
 
- 	bool isShared = false;
 
- 	bool genMipmaps = false;
 
- 	uint32_t sharedHandle = GS_INVALID_HANDLE;
 
- 	bool chroma = false;
 
- 	bool acquired = false;
 
- 	vector<vector<uint8_t>> data;
 
- 	vector<D3D11_SUBRESOURCE_DATA> srd;
 
- 	D3D11_TEXTURE3D_DESC td = {};
 
- 	void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
 
- 	void InitTexture(const uint8_t *const *data);
 
- 	void InitResourceView();
 
- 	void BackupTexture(const uint8_t *const *data);
 
- 	void GetSharedHandle(IDXGIResource *dxgi_res);
 
- 	void RebuildSharedTextureFallback();
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	void RebuildNV12_Y(ID3D11Device *dev);
 
- 	void RebuildNV12_UV(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		texture.Release();
 
- 		shaderRes.Release();
 
- 	}
 
- 	inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
 
- 	gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height, uint32_t depth, gs_color_format colorFormat,
 
- 		      uint32_t levels, const uint8_t *const *data, uint32_t flags);
 
- 	gs_texture_3d(gs_device_t *device, uint32_t handle);
 
- };
 
- struct gs_zstencil_buffer : gs_obj {
 
- 	ComPtr<ID3D11Texture2D> texture;
 
- 	ComPtr<ID3D11DepthStencilView> view;
 
- 	uint32_t width, height;
 
- 	gs_zstencil_format format;
 
- 	DXGI_FORMAT dxgiFormat;
 
- 	D3D11_TEXTURE2D_DESC td = {};
 
- 	D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
 
- 	void InitBuffer();
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		texture.Release();
 
- 		view.Release();
 
- 	}
 
- 	inline gs_zstencil_buffer() : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN) {}
 
- 	gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height, gs_zstencil_format format);
 
- };
 
- struct gs_stage_surface : gs_obj {
 
- 	ComPtr<ID3D11Texture2D> texture;
 
- 	D3D11_TEXTURE2D_DESC td = {};
 
- 	uint32_t width, height;
 
- 	gs_color_format format;
 
- 	DXGI_FORMAT dxgiFormat;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { texture.Release(); }
 
- 	gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat);
 
- 	gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, bool p010);
 
- };
 
- struct gs_sampler_state : gs_obj {
 
- 	ComPtr<ID3D11SamplerState> state;
 
- 	D3D11_SAMPLER_DESC sd = {};
 
- 	gs_sampler_info info;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { state.Release(); }
 
- 	gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
 
- };
 
- struct gs_shader_param {
 
- 	string name;
 
- 	gs_shader_param_type type;
 
- 	uint32_t textureID;
 
- 	struct gs_sampler_state *nextSampler = nullptr;
 
- 	int arrayCount;
 
- 	size_t pos;
 
- 	vector<uint8_t> curValue;
 
- 	vector<uint8_t> defaultValue;
 
- 	bool changed;
 
- 	gs_shader_param(shader_var &var, uint32_t &texCounter);
 
- };
 
- struct ShaderError {
 
- 	ComPtr<ID3D10Blob> errors;
 
- 	HRESULT hr;
 
- 	inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr) : errors(errors), hr(hr) {}
 
- };
 
- struct gs_shader : gs_obj {
 
- 	gs_shader_type type;
 
- 	vector<gs_shader_param> params;
 
- 	ComPtr<ID3D11Buffer> constants;
 
- 	size_t constantSize;
 
- 	D3D11_BUFFER_DESC bd = {};
 
- 	vector<uint8_t> data;
 
- 	inline void UpdateParam(vector<uint8_t> &constData, gs_shader_param ¶m, bool &upload);
 
- 	void UploadParams();
 
- 	void BuildConstantBuffer();
 
- 	void Compile(const char *shaderStr, const char *file, const char *target, ID3D10Blob **shader);
 
- 	inline gs_shader(gs_device_t *device, gs_type obj_type, gs_shader_type type)
 
- 		: gs_obj(device, obj_type),
 
- 		  type(type),
 
- 		  constantSize(0)
 
- 	{
 
- 	}
 
- 	virtual ~gs_shader() {}
 
- };
 
- struct ShaderSampler {
 
- 	string name;
 
- 	gs_sampler_state sampler;
 
- 	inline ShaderSampler(const char *name, gs_device_t *device, gs_sampler_info *info)
 
- 		: name(name),
 
- 		  sampler(device, info)
 
- 	{
 
- 	}
 
- };
 
- struct gs_vertex_shader : gs_shader {
 
- 	ComPtr<ID3D11VertexShader> shader;
 
- 	ComPtr<ID3D11InputLayout> layout;
 
- 	gs_shader_param *world, *viewProj;
 
- 	vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
 
- 	bool hasNormals;
 
- 	bool hasColors;
 
- 	bool hasTangents;
 
- 	uint32_t nTexUnits;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		shader.Release();
 
- 		layout.Release();
 
- 		constants.Release();
 
- 	}
 
- 	inline uint32_t NumBuffersExpected() const
 
- 	{
 
- 		uint32_t count = nTexUnits + 1;
 
- 		if (hasNormals)
 
- 			count++;
 
- 		if (hasColors)
 
- 			count++;
 
- 		if (hasTangents)
 
- 			count++;
 
- 		return count;
 
- 	}
 
- 	void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
 
- 	gs_vertex_shader(gs_device_t *device, const char *file, const char *shaderString);
 
- };
 
- struct gs_duplicator : gs_obj {
 
- 	ComPtr<IDXGIOutputDuplication> duplicator;
 
- 	gs_texture_2d *texture;
 
- 	bool hdr = false;
 
- 	enum gs_color_space color_space = GS_CS_SRGB;
 
- 	float sdr_white_nits = 80.f;
 
- 	int idx;
 
- 	long refs;
 
- 	bool updated;
 
- 	void Start();
 
- 	inline void Release() { duplicator.Release(); }
 
- 	gs_duplicator(gs_device_t *device, int monitor_idx);
 
- 	~gs_duplicator();
 
- };
 
- struct gs_pixel_shader : gs_shader {
 
- 	ComPtr<ID3D11PixelShader> shader;
 
- 	vector<unique_ptr<ShaderSampler>> samplers;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		shader.Release();
 
- 		constants.Release();
 
- 	}
 
- 	inline void GetSamplerStates(ID3D11SamplerState **states)
 
- 	{
 
- 		size_t i;
 
- 		for (i = 0; i < samplers.size(); i++)
 
- 			states[i] = samplers[i]->sampler.state;
 
- 		for (; i < GS_MAX_TEXTURES; i++)
 
- 			states[i] = NULL;
 
- 	}
 
- 	gs_pixel_shader(gs_device_t *device, const char *file, const char *shaderString);
 
- };
 
- struct gs_swap_chain : gs_obj {
 
- 	HWND hwnd;
 
- 	gs_init_data initData;
 
- 	DXGI_SWAP_CHAIN_DESC swapDesc = {};
 
- 	gs_color_space space;
 
- 	gs_texture_2d target;
 
- 	gs_zstencil_buffer zs;
 
- 	ComPtr<IDXGISwapChain> swap;
 
- 	HANDLE hWaitable = NULL;
 
- 	void InitTarget(uint32_t cx, uint32_t cy);
 
- 	void InitZStencilBuffer(uint32_t cx, uint32_t cy);
 
- 	void Resize(uint32_t cx, uint32_t cy, gs_color_format format);
 
- 	void Init();
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release()
 
- 	{
 
- 		target.Release();
 
- 		zs.Release();
 
- 		if (hWaitable) {
 
- 			CloseHandle(hWaitable);
 
- 			hWaitable = NULL;
 
- 		}
 
- 		swap.Clear();
 
- 	}
 
- 	gs_swap_chain(gs_device *device, const gs_init_data *data);
 
- 	virtual ~gs_swap_chain();
 
- };
 
- struct BlendState {
 
- 	bool blendEnabled;
 
- 	gs_blend_type srcFactorC;
 
- 	gs_blend_type destFactorC;
 
- 	gs_blend_type srcFactorA;
 
- 	gs_blend_type destFactorA;
 
- 	gs_blend_op_type op;
 
- 	bool redEnabled;
 
- 	bool greenEnabled;
 
- 	bool blueEnabled;
 
- 	bool alphaEnabled;
 
- 	inline BlendState()
 
- 		: blendEnabled(true),
 
- 		  srcFactorC(GS_BLEND_SRCALPHA),
 
- 		  destFactorC(GS_BLEND_INVSRCALPHA),
 
- 		  srcFactorA(GS_BLEND_ONE),
 
- 		  destFactorA(GS_BLEND_INVSRCALPHA),
 
- 		  op(GS_BLEND_OP_ADD),
 
- 		  redEnabled(true),
 
- 		  greenEnabled(true),
 
- 		  blueEnabled(true),
 
- 		  alphaEnabled(true)
 
- 	{
 
- 	}
 
- 	inline BlendState(const BlendState &state) { memcpy(this, &state, sizeof(BlendState)); }
 
- };
 
- struct SavedBlendState : BlendState {
 
- 	ComPtr<ID3D11BlendState> state;
 
- 	D3D11_BLEND_DESC bd;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { state.Release(); }
 
- 	inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc) : BlendState(val), bd(desc) {}
 
- };
 
- struct StencilSide {
 
- 	gs_depth_test test;
 
- 	gs_stencil_op_type fail;
 
- 	gs_stencil_op_type zfail;
 
- 	gs_stencil_op_type zpass;
 
- 	inline StencilSide() : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP) {}
 
- };
 
- struct ZStencilState {
 
- 	bool depthEnabled;
 
- 	bool depthWriteEnabled;
 
- 	gs_depth_test depthFunc;
 
- 	bool stencilEnabled;
 
- 	bool stencilWriteEnabled;
 
- 	StencilSide stencilFront;
 
- 	StencilSide stencilBack;
 
- 	inline ZStencilState()
 
- 		: depthEnabled(true),
 
- 		  depthWriteEnabled(true),
 
- 		  depthFunc(GS_LESS),
 
- 		  stencilEnabled(false),
 
- 		  stencilWriteEnabled(true)
 
- 	{
 
- 	}
 
- 	inline ZStencilState(const ZStencilState &state) { memcpy(this, &state, sizeof(ZStencilState)); }
 
- };
 
- struct SavedZStencilState : ZStencilState {
 
- 	ComPtr<ID3D11DepthStencilState> state;
 
- 	D3D11_DEPTH_STENCIL_DESC dsd;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { state.Release(); }
 
- 	inline SavedZStencilState(const ZStencilState &val, D3D11_DEPTH_STENCIL_DESC desc)
 
- 		: ZStencilState(val),
 
- 		  dsd(desc)
 
- 	{
 
- 	}
 
- };
 
- struct RasterState {
 
- 	gs_cull_mode cullMode;
 
- 	bool scissorEnabled;
 
- 	inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
 
- 	inline RasterState(const RasterState &state) { memcpy(this, &state, sizeof(RasterState)); }
 
- };
 
- struct SavedRasterState : RasterState {
 
- 	ComPtr<ID3D11RasterizerState> state;
 
- 	D3D11_RASTERIZER_DESC rd;
 
- 	void Rebuild(ID3D11Device *dev);
 
- 	inline void Release() { state.Release(); }
 
- 	inline SavedRasterState(const RasterState &val, D3D11_RASTERIZER_DESC &desc) : RasterState(val), rd(desc) {}
 
- };
 
- struct mat4float {
 
- 	float mat[16];
 
- };
 
- struct gs_monitor_color_info {
 
- 	bool hdr;
 
- 	UINT bits_per_color;
 
- 	ULONG sdr_white_nits;
 
- 	gs_monitor_color_info(bool hdr, int bits_per_color, ULONG sdr_white_nits)
 
- 		: hdr(hdr),
 
- 		  bits_per_color(bits_per_color),
 
- 		  sdr_white_nits(sdr_white_nits)
 
- 	{
 
- 	}
 
- };
 
- struct gs_device {
 
- 	ComPtr<IDXGIFactory1> factory;
 
- 	ComPtr<IDXGIAdapter1> adapter;
 
- 	ComPtr<ID3D11Device> device;
 
- 	ComPtr<ID3D11DeviceContext> context;
 
- 	uint32_t adpIdx = 0;
 
- 	bool nv12Supported = false;
 
- 	bool p010Supported = false;
 
- 	bool fastClearSupported = false;
 
- 	gs_texture_2d *curRenderTarget = nullptr;
 
- 	gs_zstencil_buffer *curZStencilBuffer = nullptr;
 
- 	int curRenderSide = 0;
 
- 	enum gs_color_space curColorSpace = GS_CS_SRGB;
 
- 	bool curFramebufferSrgb = false;
 
- 	bool curFramebufferInvalidate = false;
 
- 	gs_texture *curTextures[GS_MAX_TEXTURES];
 
- 	gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
 
- 	gs_vertex_buffer *curVertexBuffer = nullptr;
 
- 	gs_index_buffer *curIndexBuffer = nullptr;
 
- 	gs_vertex_shader *curVertexShader = nullptr;
 
- 	gs_pixel_shader *curPixelShader = nullptr;
 
- 	gs_swap_chain *curSwapChain = nullptr;
 
- 	gs_vertex_buffer *lastVertexBuffer = nullptr;
 
- 	gs_vertex_shader *lastVertexShader = nullptr;
 
- 	bool zstencilStateChanged = true;
 
- 	bool rasterStateChanged = true;
 
- 	bool blendStateChanged = true;
 
- 	ZStencilState zstencilState;
 
- 	RasterState rasterState;
 
- 	BlendState blendState;
 
- 	vector<SavedZStencilState> zstencilStates;
 
- 	vector<SavedRasterState> rasterStates;
 
- 	vector<SavedBlendState> blendStates;
 
- 	ID3D11DepthStencilState *curDepthStencilState = nullptr;
 
- 	ID3D11RasterizerState *curRasterState = nullptr;
 
- 	ID3D11BlendState *curBlendState = nullptr;
 
- 	D3D11_PRIMITIVE_TOPOLOGY curToplogy;
 
- 	gs_rect viewport;
 
- 	vector<mat4float> projStack;
 
- 	matrix4 curProjMatrix;
 
- 	matrix4 curViewMatrix;
 
- 	matrix4 curViewProjMatrix;
 
- 	vector<gs_device_loss> loss_callbacks;
 
- 	gs_obj *first_obj = nullptr;
 
- 	vector<std::pair<HMONITOR, gs_monitor_color_info>> monitor_to_hdr;
 
- 	void InitFactory();
 
- 	void InitAdapter(uint32_t adapterIdx);
 
- 	void InitDevice(uint32_t adapterIdx);
 
- 	ID3D11DepthStencilState *AddZStencilState();
 
- 	ID3D11RasterizerState *AddRasterState();
 
- 	ID3D11BlendState *AddBlendState();
 
- 	void UpdateZStencilState();
 
- 	void UpdateRasterState();
 
- 	void UpdateBlendState();
 
- 	void LoadVertexBufferData();
 
- 	void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x, uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
 
- 		     uint32_t src_y, uint32_t src_w, uint32_t src_h);
 
- 	void UpdateViewProjMatrix();
 
- 	void FlushOutputViews();
 
- 	void RebuildDevice();
 
- 	bool HasBadNV12Output();
 
- 	gs_monitor_color_info GetMonitorColorInfo(HMONITOR hMonitor);
 
- 	gs_device(uint32_t adapterIdx);
 
- 	~gs_device();
 
- };
 
- extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex, uint64_t key, uint32_t ms);
 
 
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