d3d11-subsystem.hpp 25 KB

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  1. /******************************************************************************
  2. Copyright (C) 2023 by Lain 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/windows/win-version.h>
  16. #include <vector>
  17. #include <string>
  18. #include <memory>
  19. #include <windows.h>
  20. #include <dxgi1_6.h>
  21. #include <d3d11_1.h>
  22. #include <d3dcompiler.h>
  23. #include <util/base.h>
  24. #include <graphics/matrix4.h>
  25. #include <graphics/graphics.h>
  26. #include <graphics/device-exports.h>
  27. #include <util/windows/ComPtr.hpp>
  28. #include <util/windows/HRError.hpp>
  29. // #define DISASSEMBLE_SHADERS
  30. typedef HRESULT(WINAPI *pD3DCreateBlob)(_In_ SIZE_T Size, _Out_ ID3DBlob **ppBlob);
  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. case GS_RG16:
  94. return DXGI_FORMAT_R16G16_UNORM;
  95. }
  96. return DXGI_FORMAT_UNKNOWN;
  97. }
  98. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  99. {
  100. switch (format) {
  101. case GS_RGBA:
  102. return DXGI_FORMAT_R8G8B8A8_UNORM;
  103. case GS_BGRX:
  104. return DXGI_FORMAT_B8G8R8X8_UNORM;
  105. case GS_BGRA:
  106. return DXGI_FORMAT_B8G8R8A8_UNORM;
  107. default:
  108. return ConvertGSTextureFormatResource(format);
  109. }
  110. }
  111. static inline DXGI_FORMAT ConvertGSTextureFormatViewLinear(gs_color_format format)
  112. {
  113. switch (format) {
  114. case GS_RGBA:
  115. return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
  116. case GS_BGRX:
  117. return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
  118. case GS_BGRA:
  119. return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
  120. default:
  121. return ConvertGSTextureFormatResource(format);
  122. }
  123. }
  124. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  125. {
  126. switch (format) {
  127. case DXGI_FORMAT_A8_UNORM:
  128. return GS_A8;
  129. case DXGI_FORMAT_R8_UNORM:
  130. return GS_R8;
  131. case DXGI_FORMAT_R8G8_UNORM:
  132. return GS_R8G8;
  133. case DXGI_FORMAT_R8G8B8A8_TYPELESS:
  134. return GS_RGBA;
  135. case DXGI_FORMAT_B8G8R8X8_TYPELESS:
  136. return GS_BGRX;
  137. case DXGI_FORMAT_B8G8R8A8_TYPELESS:
  138. return GS_BGRA;
  139. case DXGI_FORMAT_R10G10B10A2_UNORM:
  140. return GS_R10G10B10A2;
  141. case DXGI_FORMAT_R16G16B16A16_UNORM:
  142. return GS_RGBA16;
  143. case DXGI_FORMAT_R16_UNORM:
  144. return GS_R16;
  145. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  146. return GS_RGBA16F;
  147. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  148. return GS_RGBA32F;
  149. case DXGI_FORMAT_R16G16_FLOAT:
  150. return GS_RG16F;
  151. case DXGI_FORMAT_R32G32_FLOAT:
  152. return GS_RG32F;
  153. case DXGI_FORMAT_R16_FLOAT:
  154. return GS_R16F;
  155. case DXGI_FORMAT_R32_FLOAT:
  156. return GS_R32F;
  157. case DXGI_FORMAT_BC1_UNORM:
  158. return GS_DXT1;
  159. case DXGI_FORMAT_BC2_UNORM:
  160. return GS_DXT3;
  161. case DXGI_FORMAT_BC3_UNORM:
  162. return GS_DXT5;
  163. case DXGI_FORMAT_R8G8B8A8_UNORM:
  164. return GS_RGBA_UNORM;
  165. case DXGI_FORMAT_B8G8R8X8_UNORM:
  166. return GS_BGRX_UNORM;
  167. case DXGI_FORMAT_B8G8R8A8_UNORM:
  168. return GS_BGRA_UNORM;
  169. case DXGI_FORMAT_R16G16_UNORM:
  170. return GS_RG16;
  171. }
  172. return GS_UNKNOWN;
  173. }
  174. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  175. {
  176. switch (format) {
  177. case GS_ZS_NONE:
  178. return DXGI_FORMAT_UNKNOWN;
  179. case GS_Z16:
  180. return DXGI_FORMAT_D16_UNORM;
  181. case GS_Z24_S8:
  182. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  183. case GS_Z32F:
  184. return DXGI_FORMAT_D32_FLOAT;
  185. case GS_Z32F_S8X24:
  186. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  187. }
  188. return DXGI_FORMAT_UNKNOWN;
  189. }
  190. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  191. {
  192. switch (test) {
  193. case GS_NEVER:
  194. return D3D11_COMPARISON_NEVER;
  195. case GS_LESS:
  196. return D3D11_COMPARISON_LESS;
  197. case GS_LEQUAL:
  198. return D3D11_COMPARISON_LESS_EQUAL;
  199. case GS_EQUAL:
  200. return D3D11_COMPARISON_EQUAL;
  201. case GS_GEQUAL:
  202. return D3D11_COMPARISON_GREATER_EQUAL;
  203. case GS_GREATER:
  204. return D3D11_COMPARISON_GREATER;
  205. case GS_NOTEQUAL:
  206. return D3D11_COMPARISON_NOT_EQUAL;
  207. case GS_ALWAYS:
  208. return D3D11_COMPARISON_ALWAYS;
  209. }
  210. return D3D11_COMPARISON_NEVER;
  211. }
  212. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  213. {
  214. switch (op) {
  215. case GS_KEEP:
  216. return D3D11_STENCIL_OP_KEEP;
  217. case GS_ZERO:
  218. return D3D11_STENCIL_OP_ZERO;
  219. case GS_REPLACE:
  220. return D3D11_STENCIL_OP_REPLACE;
  221. case GS_INCR:
  222. return D3D11_STENCIL_OP_INCR;
  223. case GS_DECR:
  224. return D3D11_STENCIL_OP_DECR;
  225. case GS_INVERT:
  226. return D3D11_STENCIL_OP_INVERT;
  227. }
  228. return D3D11_STENCIL_OP_KEEP;
  229. }
  230. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  231. {
  232. switch (type) {
  233. case GS_BLEND_ZERO:
  234. return D3D11_BLEND_ZERO;
  235. case GS_BLEND_ONE:
  236. return D3D11_BLEND_ONE;
  237. case GS_BLEND_SRCCOLOR:
  238. return D3D11_BLEND_SRC_COLOR;
  239. case GS_BLEND_INVSRCCOLOR:
  240. return D3D11_BLEND_INV_SRC_COLOR;
  241. case GS_BLEND_SRCALPHA:
  242. return D3D11_BLEND_SRC_ALPHA;
  243. case GS_BLEND_INVSRCALPHA:
  244. return D3D11_BLEND_INV_SRC_ALPHA;
  245. case GS_BLEND_DSTCOLOR:
  246. return D3D11_BLEND_DEST_COLOR;
  247. case GS_BLEND_INVDSTCOLOR:
  248. return D3D11_BLEND_INV_DEST_COLOR;
  249. case GS_BLEND_DSTALPHA:
  250. return D3D11_BLEND_DEST_ALPHA;
  251. case GS_BLEND_INVDSTALPHA:
  252. return D3D11_BLEND_INV_DEST_ALPHA;
  253. case GS_BLEND_SRCALPHASAT:
  254. return D3D11_BLEND_SRC_ALPHA_SAT;
  255. }
  256. return D3D11_BLEND_ONE;
  257. }
  258. static inline D3D11_BLEND_OP ConvertGSBlendOpType(gs_blend_op_type type)
  259. {
  260. switch (type) {
  261. case GS_BLEND_OP_ADD:
  262. return D3D11_BLEND_OP_ADD;
  263. case GS_BLEND_OP_SUBTRACT:
  264. return D3D11_BLEND_OP_SUBTRACT;
  265. case GS_BLEND_OP_REVERSE_SUBTRACT:
  266. return D3D11_BLEND_OP_REV_SUBTRACT;
  267. case GS_BLEND_OP_MIN:
  268. return D3D11_BLEND_OP_MIN;
  269. case GS_BLEND_OP_MAX:
  270. return D3D11_BLEND_OP_MAX;
  271. }
  272. return D3D11_BLEND_OP_ADD;
  273. }
  274. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  275. {
  276. switch (mode) {
  277. case GS_BACK:
  278. return D3D11_CULL_BACK;
  279. case GS_FRONT:
  280. return D3D11_CULL_FRONT;
  281. case GS_NEITHER:
  282. return D3D11_CULL_NONE;
  283. }
  284. return D3D11_CULL_BACK;
  285. }
  286. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  287. {
  288. switch (mode) {
  289. case GS_POINTS:
  290. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  291. case GS_LINES:
  292. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  293. case GS_LINESTRIP:
  294. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  295. case GS_TRIS:
  296. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  297. case GS_TRISTRIP:
  298. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  299. }
  300. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  301. }
  302. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  303. struct VBDataPtr {
  304. gs_vb_data *data;
  305. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  306. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  307. };
  308. enum class gs_type {
  309. gs_vertex_buffer,
  310. gs_index_buffer,
  311. gs_texture_2d,
  312. gs_zstencil_buffer,
  313. gs_stage_surface,
  314. gs_sampler_state,
  315. gs_vertex_shader,
  316. gs_pixel_shader,
  317. gs_duplicator,
  318. gs_swap_chain,
  319. gs_timer,
  320. gs_timer_range,
  321. gs_texture_3d,
  322. };
  323. struct gs_obj {
  324. gs_device_t *device;
  325. gs_type obj_type;
  326. gs_obj *next;
  327. gs_obj **prev_next;
  328. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  329. gs_obj(gs_device_t *device, gs_type type);
  330. virtual ~gs_obj();
  331. };
  332. struct gs_vertex_buffer : gs_obj {
  333. ComPtr<ID3D11Buffer> vertexBuffer;
  334. ComPtr<ID3D11Buffer> normalBuffer;
  335. ComPtr<ID3D11Buffer> colorBuffer;
  336. ComPtr<ID3D11Buffer> tangentBuffer;
  337. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  338. bool dynamic;
  339. VBDataPtr vbd;
  340. size_t numVerts;
  341. vector<size_t> uvSizes;
  342. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  343. UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers, uint32_t *strides);
  344. void InitBuffer(const size_t elementSize, const size_t numVerts, void *array, ID3D11Buffer **buffer);
  345. void BuildBuffers();
  346. inline void Release()
  347. {
  348. vertexBuffer.Release();
  349. normalBuffer.Release();
  350. colorBuffer.Release();
  351. tangentBuffer.Release();
  352. uvBuffers.clear();
  353. }
  354. void Rebuild();
  355. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data, 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, void *indices, size_t num, uint32_t flags);
  376. };
  377. struct gs_timer : gs_obj {
  378. ComPtr<ID3D11Query> query_begin;
  379. ComPtr<ID3D11Query> query_end;
  380. void Rebuild(ID3D11Device *dev);
  381. inline void Release()
  382. {
  383. query_begin.Release();
  384. query_end.Release();
  385. }
  386. gs_timer(gs_device_t *device);
  387. };
  388. struct gs_timer_range : gs_obj {
  389. ComPtr<ID3D11Query> query_disjoint;
  390. void Rebuild(ID3D11Device *dev);
  391. inline void Release() { query_disjoint.Release(); }
  392. gs_timer_range(gs_device_t *device);
  393. };
  394. struct gs_texture : gs_obj {
  395. gs_texture_type type;
  396. uint32_t levels;
  397. gs_color_format format;
  398. ComPtr<ID3D11ShaderResourceView> shaderRes;
  399. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  400. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  401. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  402. void Rebuild(ID3D11Device *dev);
  403. inline gs_texture(gs_texture_type type, uint32_t levels, gs_color_format format)
  404. : type(type),
  405. levels(levels),
  406. format(format)
  407. {
  408. }
  409. inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type)
  410. : gs_obj(device, obj_type),
  411. type(type)
  412. {
  413. }
  414. inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type, uint32_t levels,
  415. gs_color_format format)
  416. : gs_obj(device, obj_type),
  417. type(type),
  418. levels(levels),
  419. format(format)
  420. {
  421. }
  422. };
  423. struct gs_texture_2d : gs_texture {
  424. ComPtr<ID3D11Texture2D> texture;
  425. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  426. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  427. ComPtr<IDXGISurface1> gdiSurface;
  428. uint32_t width = 0, height = 0;
  429. uint32_t flags = 0;
  430. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  431. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  432. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  433. bool isRenderTarget = false;
  434. bool isGDICompatible = false;
  435. bool isDynamic = false;
  436. bool isShared = false;
  437. bool genMipmaps = false;
  438. uint32_t sharedHandle = GS_INVALID_HANDLE;
  439. gs_texture_2d *pairedTexture = nullptr;
  440. bool twoPlane = false;
  441. bool chroma = false;
  442. bool acquired = false;
  443. vector<vector<uint8_t>> data;
  444. vector<D3D11_SUBRESOURCE_DATA> srd;
  445. D3D11_TEXTURE2D_DESC td = {};
  446. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  447. void InitTexture(const uint8_t *const *data);
  448. void InitResourceView();
  449. void InitRenderTargets();
  450. void BackupTexture(const uint8_t *const *data);
  451. void GetSharedHandle(IDXGIResource *dxgi_res);
  452. void RebuildSharedTextureFallback();
  453. void Rebuild(ID3D11Device *dev);
  454. void RebuildPaired_Y(ID3D11Device *dev);
  455. void RebuildPaired_UV(ID3D11Device *dev);
  456. inline void Release()
  457. {
  458. texture.Release();
  459. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  460. rt.Release();
  461. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  462. rt.Release();
  463. gdiSurface.Release();
  464. shaderRes.Release();
  465. shaderResLinear.Release();
  466. }
  467. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  468. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat,
  469. uint32_t levels, const uint8_t *const *data, uint32_t flags, gs_texture_type type,
  470. bool gdiCompatible, bool twoPlane = false);
  471. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12, uint32_t flags);
  472. gs_texture_2d(gs_device_t *device, uint32_t handle, bool ntHandle = false);
  473. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  474. };
  475. struct gs_texture_3d : gs_texture {
  476. ComPtr<ID3D11Texture3D> texture;
  477. uint32_t width = 0, height = 0, depth = 0;
  478. uint32_t flags = 0;
  479. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  480. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  481. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  482. bool isDynamic = false;
  483. bool isShared = false;
  484. bool genMipmaps = false;
  485. uint32_t sharedHandle = GS_INVALID_HANDLE;
  486. bool chroma = false;
  487. bool acquired = false;
  488. vector<vector<uint8_t>> data;
  489. vector<D3D11_SUBRESOURCE_DATA> srd;
  490. D3D11_TEXTURE3D_DESC td = {};
  491. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  492. void InitTexture(const uint8_t *const *data);
  493. void InitResourceView();
  494. void BackupTexture(const uint8_t *const *data);
  495. void GetSharedHandle(IDXGIResource *dxgi_res);
  496. void RebuildSharedTextureFallback();
  497. void Rebuild(ID3D11Device *dev);
  498. void RebuildNV12_Y(ID3D11Device *dev);
  499. void RebuildNV12_UV(ID3D11Device *dev);
  500. inline void Release()
  501. {
  502. texture.Release();
  503. shaderRes.Release();
  504. }
  505. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  506. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height, uint32_t depth, gs_color_format colorFormat,
  507. uint32_t levels, const uint8_t *const *data, uint32_t flags);
  508. gs_texture_3d(gs_device_t *device, uint32_t handle);
  509. };
  510. struct gs_zstencil_buffer : gs_obj {
  511. ComPtr<ID3D11Texture2D> texture;
  512. ComPtr<ID3D11DepthStencilView> view;
  513. uint32_t width, height;
  514. gs_zstencil_format format;
  515. DXGI_FORMAT dxgiFormat;
  516. D3D11_TEXTURE2D_DESC td = {};
  517. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  518. void InitBuffer();
  519. void Rebuild(ID3D11Device *dev);
  520. inline void Release()
  521. {
  522. texture.Release();
  523. view.Release();
  524. }
  525. inline gs_zstencil_buffer() : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN) {}
  526. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height, gs_zstencil_format format);
  527. };
  528. struct gs_stage_surface : gs_obj {
  529. ComPtr<ID3D11Texture2D> texture;
  530. D3D11_TEXTURE2D_DESC td = {};
  531. uint32_t width, height;
  532. gs_color_format format;
  533. DXGI_FORMAT dxgiFormat;
  534. void Rebuild(ID3D11Device *dev);
  535. inline void Release() { texture.Release(); }
  536. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat);
  537. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, bool p010);
  538. };
  539. struct gs_sampler_state : gs_obj {
  540. ComPtr<ID3D11SamplerState> state;
  541. D3D11_SAMPLER_DESC sd = {};
  542. gs_sampler_info info;
  543. void Rebuild(ID3D11Device *dev);
  544. inline void Release() { state.Release(); }
  545. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  546. };
  547. struct gs_shader_param {
  548. string name;
  549. gs_shader_param_type type;
  550. uint32_t textureID;
  551. struct gs_sampler_state *nextSampler = nullptr;
  552. int arrayCount;
  553. size_t pos;
  554. vector<uint8_t> curValue;
  555. vector<uint8_t> defaultValue;
  556. bool changed;
  557. gs_shader_param(shader_var &var, uint32_t &texCounter);
  558. };
  559. struct ShaderError {
  560. ComPtr<ID3D10Blob> errors;
  561. HRESULT hr;
  562. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr) : errors(errors), hr(hr) {}
  563. };
  564. struct gs_shader : gs_obj {
  565. gs_shader_type type;
  566. vector<gs_shader_param> params;
  567. ComPtr<ID3D11Buffer> constants;
  568. size_t constantSize;
  569. D3D11_BUFFER_DESC bd = {};
  570. vector<uint8_t> data;
  571. inline void UpdateParam(vector<uint8_t> &constData, gs_shader_param &param, bool &upload);
  572. void UploadParams();
  573. void BuildConstantBuffer();
  574. void Compile(const char *shaderStr, const char *file, const char *target, ID3D10Blob **shader);
  575. inline gs_shader(gs_device_t *device, gs_type obj_type, gs_shader_type type)
  576. : gs_obj(device, obj_type),
  577. type(type),
  578. constantSize(0)
  579. {
  580. }
  581. virtual ~gs_shader() {}
  582. };
  583. struct ShaderSampler {
  584. string name;
  585. gs_sampler_state sampler;
  586. inline ShaderSampler(const char *name, gs_device_t *device, gs_sampler_info *info)
  587. : name(name),
  588. sampler(device, info)
  589. {
  590. }
  591. };
  592. struct gs_vertex_shader : gs_shader {
  593. ComPtr<ID3D11VertexShader> shader;
  594. ComPtr<ID3D11InputLayout> layout;
  595. gs_shader_param *world, *viewProj;
  596. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  597. bool hasNormals;
  598. bool hasColors;
  599. bool hasTangents;
  600. uint32_t nTexUnits;
  601. void Rebuild(ID3D11Device *dev);
  602. inline void Release()
  603. {
  604. shader.Release();
  605. layout.Release();
  606. constants.Release();
  607. }
  608. inline uint32_t NumBuffersExpected() const
  609. {
  610. uint32_t count = nTexUnits + 1;
  611. if (hasNormals)
  612. count++;
  613. if (hasColors)
  614. count++;
  615. if (hasTangents)
  616. count++;
  617. return count;
  618. }
  619. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  620. gs_vertex_shader(gs_device_t *device, const char *file, const char *shaderString);
  621. };
  622. struct gs_duplicator : gs_obj {
  623. ComPtr<IDXGIOutputDuplication> duplicator;
  624. gs_texture_2d *texture;
  625. bool hdr = false;
  626. enum gs_color_space color_space = GS_CS_SRGB;
  627. float sdr_white_nits = 80.f;
  628. int idx;
  629. long refs;
  630. bool updated;
  631. void Start();
  632. inline void Release() { duplicator.Release(); }
  633. gs_duplicator(gs_device_t *device, int monitor_idx);
  634. ~gs_duplicator();
  635. };
  636. struct gs_pixel_shader : gs_shader {
  637. ComPtr<ID3D11PixelShader> shader;
  638. vector<unique_ptr<ShaderSampler>> samplers;
  639. void Rebuild(ID3D11Device *dev);
  640. inline void Release()
  641. {
  642. shader.Release();
  643. constants.Release();
  644. }
  645. inline void GetSamplerStates(ID3D11SamplerState **states)
  646. {
  647. size_t i;
  648. for (i = 0; i < samplers.size(); i++)
  649. states[i] = samplers[i]->sampler.state;
  650. for (; i < GS_MAX_TEXTURES; i++)
  651. states[i] = NULL;
  652. }
  653. gs_pixel_shader(gs_device_t *device, const char *file, const char *shaderString);
  654. };
  655. struct gs_swap_chain : gs_obj {
  656. HWND hwnd;
  657. gs_init_data initData;
  658. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  659. gs_color_space space;
  660. gs_texture_2d target;
  661. gs_zstencil_buffer zs;
  662. ComPtr<IDXGISwapChain> swap;
  663. HANDLE hWaitable = NULL;
  664. void InitTarget(uint32_t cx, uint32_t cy);
  665. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  666. void Resize(uint32_t cx, uint32_t cy, gs_color_format format);
  667. void Init();
  668. void Rebuild(ID3D11Device *dev);
  669. inline void Release()
  670. {
  671. target.Release();
  672. zs.Release();
  673. if (hWaitable) {
  674. CloseHandle(hWaitable);
  675. hWaitable = NULL;
  676. }
  677. swap.Clear();
  678. }
  679. gs_swap_chain(gs_device *device, const gs_init_data *data);
  680. virtual ~gs_swap_chain();
  681. };
  682. struct BlendState {
  683. bool blendEnabled;
  684. gs_blend_type srcFactorC;
  685. gs_blend_type destFactorC;
  686. gs_blend_type srcFactorA;
  687. gs_blend_type destFactorA;
  688. gs_blend_op_type op;
  689. bool redEnabled;
  690. bool greenEnabled;
  691. bool blueEnabled;
  692. bool alphaEnabled;
  693. inline BlendState()
  694. : blendEnabled(true),
  695. srcFactorC(GS_BLEND_SRCALPHA),
  696. destFactorC(GS_BLEND_INVSRCALPHA),
  697. srcFactorA(GS_BLEND_ONE),
  698. destFactorA(GS_BLEND_INVSRCALPHA),
  699. op(GS_BLEND_OP_ADD),
  700. redEnabled(true),
  701. greenEnabled(true),
  702. blueEnabled(true),
  703. alphaEnabled(true)
  704. {
  705. }
  706. inline BlendState(const BlendState &state) { memcpy(this, &state, sizeof(BlendState)); }
  707. };
  708. struct SavedBlendState : BlendState {
  709. ComPtr<ID3D11BlendState> state;
  710. D3D11_BLEND_DESC bd;
  711. void Rebuild(ID3D11Device *dev);
  712. inline void Release() { state.Release(); }
  713. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc) : BlendState(val), bd(desc) {}
  714. };
  715. struct StencilSide {
  716. gs_depth_test test;
  717. gs_stencil_op_type fail;
  718. gs_stencil_op_type zfail;
  719. gs_stencil_op_type zpass;
  720. inline StencilSide() : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP) {}
  721. };
  722. struct ZStencilState {
  723. bool depthEnabled;
  724. bool depthWriteEnabled;
  725. gs_depth_test depthFunc;
  726. bool stencilEnabled;
  727. bool stencilWriteEnabled;
  728. StencilSide stencilFront;
  729. StencilSide stencilBack;
  730. inline ZStencilState()
  731. : depthEnabled(true),
  732. depthWriteEnabled(true),
  733. depthFunc(GS_LESS),
  734. stencilEnabled(false),
  735. stencilWriteEnabled(true)
  736. {
  737. }
  738. inline ZStencilState(const ZStencilState &state) { memcpy(this, &state, sizeof(ZStencilState)); }
  739. };
  740. struct SavedZStencilState : ZStencilState {
  741. ComPtr<ID3D11DepthStencilState> state;
  742. D3D11_DEPTH_STENCIL_DESC dsd;
  743. void Rebuild(ID3D11Device *dev);
  744. inline void Release() { state.Release(); }
  745. inline SavedZStencilState(const ZStencilState &val, D3D11_DEPTH_STENCIL_DESC desc)
  746. : ZStencilState(val),
  747. dsd(desc)
  748. {
  749. }
  750. };
  751. struct RasterState {
  752. gs_cull_mode cullMode;
  753. bool scissorEnabled;
  754. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  755. inline RasterState(const RasterState &state) { memcpy(this, &state, sizeof(RasterState)); }
  756. };
  757. struct SavedRasterState : RasterState {
  758. ComPtr<ID3D11RasterizerState> state;
  759. D3D11_RASTERIZER_DESC rd;
  760. void Rebuild(ID3D11Device *dev);
  761. inline void Release() { state.Release(); }
  762. inline SavedRasterState(const RasterState &val, D3D11_RASTERIZER_DESC &desc) : RasterState(val), rd(desc) {}
  763. };
  764. struct mat4float {
  765. float mat[16];
  766. };
  767. struct gs_monitor_color_info {
  768. bool hdr;
  769. UINT bits_per_color;
  770. ULONG sdr_white_nits;
  771. gs_monitor_color_info(bool hdr, int bits_per_color, ULONG sdr_white_nits)
  772. : hdr(hdr),
  773. bits_per_color(bits_per_color),
  774. sdr_white_nits(sdr_white_nits)
  775. {
  776. }
  777. };
  778. struct gs_device {
  779. ComPtr<IDXGIFactory1> factory;
  780. ComPtr<IDXGIAdapter1> adapter;
  781. ComPtr<ID3D11Device> device;
  782. ComPtr<ID3D11DeviceContext> context;
  783. uint32_t adpIdx = 0;
  784. bool nv12Supported = false;
  785. bool p010Supported = false;
  786. bool fastClearSupported = false;
  787. gs_texture_2d *curRenderTarget = nullptr;
  788. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  789. int curRenderSide = 0;
  790. enum gs_color_space curColorSpace = GS_CS_SRGB;
  791. bool curFramebufferSrgb = false;
  792. bool curFramebufferInvalidate = false;
  793. gs_texture *curTextures[GS_MAX_TEXTURES];
  794. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  795. gs_vertex_buffer *curVertexBuffer = nullptr;
  796. gs_index_buffer *curIndexBuffer = nullptr;
  797. gs_vertex_shader *curVertexShader = nullptr;
  798. gs_pixel_shader *curPixelShader = nullptr;
  799. gs_swap_chain *curSwapChain = nullptr;
  800. gs_vertex_buffer *lastVertexBuffer = nullptr;
  801. gs_vertex_shader *lastVertexShader = nullptr;
  802. bool zstencilStateChanged = true;
  803. bool rasterStateChanged = true;
  804. bool blendStateChanged = true;
  805. ZStencilState zstencilState;
  806. RasterState rasterState;
  807. BlendState blendState;
  808. vector<SavedZStencilState> zstencilStates;
  809. vector<SavedRasterState> rasterStates;
  810. vector<SavedBlendState> blendStates;
  811. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  812. ID3D11RasterizerState *curRasterState = nullptr;
  813. ID3D11BlendState *curBlendState = nullptr;
  814. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  815. gs_rect viewport;
  816. vector<mat4float> projStack;
  817. matrix4 curProjMatrix;
  818. matrix4 curViewMatrix;
  819. matrix4 curViewProjMatrix;
  820. vector<gs_device_loss> loss_callbacks;
  821. gs_obj *first_obj = nullptr;
  822. vector<std::pair<HMONITOR, gs_monitor_color_info>> monitor_to_hdr;
  823. void InitFactory();
  824. void InitAdapter(uint32_t adapterIdx);
  825. void InitDevice(uint32_t adapterIdx);
  826. ID3D11DepthStencilState *AddZStencilState();
  827. ID3D11RasterizerState *AddRasterState();
  828. ID3D11BlendState *AddBlendState();
  829. void UpdateZStencilState();
  830. void UpdateRasterState();
  831. void UpdateBlendState();
  832. void LoadVertexBufferData();
  833. void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x, uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  834. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  835. void UpdateViewProjMatrix();
  836. void FlushOutputViews();
  837. void RebuildDevice();
  838. bool HasBadNV12Output();
  839. gs_monitor_color_info GetMonitorColorInfo(HMONITOR hMonitor);
  840. gs_device(uint32_t adapterIdx);
  841. ~gs_device();
  842. };
  843. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex, uint64_t key, uint32_t ms);