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. /*
  35. * Just to clarify, all structs, and all public. These are exporting only
  36. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  37. * "public" and "private" does not matter at all for this subproject.
  38. */
  39. static inline uint32_t GetWinVer()
  40. {
  41. struct win_version_info ver;
  42. get_win_ver(&ver);
  43. return (ver.major << 8) | ver.minor;
  44. }
  45. static inline DXGI_FORMAT ConvertGSTextureFormatResource(gs_color_format format)
  46. {
  47. switch (format) {
  48. case GS_UNKNOWN:
  49. return DXGI_FORMAT_UNKNOWN;
  50. case GS_A8:
  51. return DXGI_FORMAT_A8_UNORM;
  52. case GS_R8:
  53. return DXGI_FORMAT_R8_UNORM;
  54. case GS_RGBA:
  55. return DXGI_FORMAT_R8G8B8A8_TYPELESS;
  56. case GS_BGRX:
  57. return DXGI_FORMAT_B8G8R8X8_TYPELESS;
  58. case GS_BGRA:
  59. return DXGI_FORMAT_B8G8R8A8_TYPELESS;
  60. case GS_R10G10B10A2:
  61. return DXGI_FORMAT_R10G10B10A2_UNORM;
  62. case GS_RGBA16:
  63. return DXGI_FORMAT_R16G16B16A16_UNORM;
  64. case GS_R16:
  65. return DXGI_FORMAT_R16_UNORM;
  66. case GS_RGBA16F:
  67. return DXGI_FORMAT_R16G16B16A16_FLOAT;
  68. case GS_RGBA32F:
  69. return DXGI_FORMAT_R32G32B32A32_FLOAT;
  70. case GS_RG16F:
  71. return DXGI_FORMAT_R16G16_FLOAT;
  72. case GS_RG32F:
  73. return DXGI_FORMAT_R32G32_FLOAT;
  74. case GS_R16F:
  75. return DXGI_FORMAT_R16_FLOAT;
  76. case GS_R32F:
  77. return DXGI_FORMAT_R32_FLOAT;
  78. case GS_DXT1:
  79. return DXGI_FORMAT_BC1_UNORM;
  80. case GS_DXT3:
  81. return DXGI_FORMAT_BC2_UNORM;
  82. case GS_DXT5:
  83. return DXGI_FORMAT_BC3_UNORM;
  84. case GS_R8G8:
  85. return DXGI_FORMAT_R8G8_UNORM;
  86. case GS_RGBA_UNORM:
  87. return DXGI_FORMAT_R8G8B8A8_UNORM;
  88. case GS_BGRX_UNORM:
  89. return DXGI_FORMAT_B8G8R8X8_UNORM;
  90. case GS_BGRA_UNORM:
  91. return DXGI_FORMAT_B8G8R8A8_UNORM;
  92. case GS_RG16:
  93. return DXGI_FORMAT_R16G16_UNORM;
  94. }
  95. return DXGI_FORMAT_UNKNOWN;
  96. }
  97. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  98. {
  99. switch (format) {
  100. case GS_RGBA:
  101. return DXGI_FORMAT_R8G8B8A8_UNORM;
  102. case GS_BGRX:
  103. return DXGI_FORMAT_B8G8R8X8_UNORM;
  104. case GS_BGRA:
  105. return DXGI_FORMAT_B8G8R8A8_UNORM;
  106. default:
  107. return ConvertGSTextureFormatResource(format);
  108. }
  109. }
  110. static inline DXGI_FORMAT 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 (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. case DXGI_FORMAT_R16G16_UNORM:
  169. return GS_RG16;
  170. }
  171. return GS_UNKNOWN;
  172. }
  173. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  174. {
  175. switch (format) {
  176. case GS_ZS_NONE:
  177. return DXGI_FORMAT_UNKNOWN;
  178. case GS_Z16:
  179. return DXGI_FORMAT_D16_UNORM;
  180. case GS_Z24_S8:
  181. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  182. case GS_Z32F:
  183. return DXGI_FORMAT_D32_FLOAT;
  184. case GS_Z32F_S8X24:
  185. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  186. }
  187. return DXGI_FORMAT_UNKNOWN;
  188. }
  189. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  190. {
  191. switch (test) {
  192. case GS_NEVER:
  193. return D3D11_COMPARISON_NEVER;
  194. case GS_LESS:
  195. return D3D11_COMPARISON_LESS;
  196. case GS_LEQUAL:
  197. return D3D11_COMPARISON_LESS_EQUAL;
  198. case GS_EQUAL:
  199. return D3D11_COMPARISON_EQUAL;
  200. case GS_GEQUAL:
  201. return D3D11_COMPARISON_GREATER_EQUAL;
  202. case GS_GREATER:
  203. return D3D11_COMPARISON_GREATER;
  204. case GS_NOTEQUAL:
  205. return D3D11_COMPARISON_NOT_EQUAL;
  206. case GS_ALWAYS:
  207. return D3D11_COMPARISON_ALWAYS;
  208. }
  209. return D3D11_COMPARISON_NEVER;
  210. }
  211. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  212. {
  213. switch (op) {
  214. case GS_KEEP:
  215. return D3D11_STENCIL_OP_KEEP;
  216. case GS_ZERO:
  217. return D3D11_STENCIL_OP_ZERO;
  218. case GS_REPLACE:
  219. return D3D11_STENCIL_OP_REPLACE;
  220. case GS_INCR:
  221. return D3D11_STENCIL_OP_INCR;
  222. case GS_DECR:
  223. return D3D11_STENCIL_OP_DECR;
  224. case GS_INVERT:
  225. return D3D11_STENCIL_OP_INVERT;
  226. }
  227. return D3D11_STENCIL_OP_KEEP;
  228. }
  229. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  230. {
  231. switch (type) {
  232. case GS_BLEND_ZERO:
  233. return D3D11_BLEND_ZERO;
  234. case GS_BLEND_ONE:
  235. return D3D11_BLEND_ONE;
  236. case GS_BLEND_SRCCOLOR:
  237. return D3D11_BLEND_SRC_COLOR;
  238. case GS_BLEND_INVSRCCOLOR:
  239. return D3D11_BLEND_INV_SRC_COLOR;
  240. case GS_BLEND_SRCALPHA:
  241. return D3D11_BLEND_SRC_ALPHA;
  242. case GS_BLEND_INVSRCALPHA:
  243. return D3D11_BLEND_INV_SRC_ALPHA;
  244. case GS_BLEND_DSTCOLOR:
  245. return D3D11_BLEND_DEST_COLOR;
  246. case GS_BLEND_INVDSTCOLOR:
  247. return D3D11_BLEND_INV_DEST_COLOR;
  248. case GS_BLEND_DSTALPHA:
  249. return D3D11_BLEND_DEST_ALPHA;
  250. case GS_BLEND_INVDSTALPHA:
  251. return D3D11_BLEND_INV_DEST_ALPHA;
  252. case GS_BLEND_SRCALPHASAT:
  253. return D3D11_BLEND_SRC_ALPHA_SAT;
  254. }
  255. return D3D11_BLEND_ONE;
  256. }
  257. static inline D3D11_BLEND_OP ConvertGSBlendOpType(gs_blend_op_type type)
  258. {
  259. switch (type) {
  260. case GS_BLEND_OP_ADD:
  261. return D3D11_BLEND_OP_ADD;
  262. case GS_BLEND_OP_SUBTRACT:
  263. return D3D11_BLEND_OP_SUBTRACT;
  264. case GS_BLEND_OP_REVERSE_SUBTRACT:
  265. return D3D11_BLEND_OP_REV_SUBTRACT;
  266. case GS_BLEND_OP_MIN:
  267. return D3D11_BLEND_OP_MIN;
  268. case GS_BLEND_OP_MAX:
  269. return D3D11_BLEND_OP_MAX;
  270. }
  271. return D3D11_BLEND_OP_ADD;
  272. }
  273. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  274. {
  275. switch (mode) {
  276. case GS_BACK:
  277. return D3D11_CULL_BACK;
  278. case GS_FRONT:
  279. return D3D11_CULL_FRONT;
  280. case GS_NEITHER:
  281. return D3D11_CULL_NONE;
  282. }
  283. return D3D11_CULL_BACK;
  284. }
  285. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  286. {
  287. switch (mode) {
  288. case GS_POINTS:
  289. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  290. case GS_LINES:
  291. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  292. case GS_LINESTRIP:
  293. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  294. case GS_TRIS:
  295. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  296. case GS_TRISTRIP:
  297. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  298. }
  299. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  300. }
  301. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  302. struct VBDataPtr {
  303. gs_vb_data *data;
  304. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  305. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  306. };
  307. enum class gs_type {
  308. gs_vertex_buffer,
  309. gs_index_buffer,
  310. gs_texture_2d,
  311. gs_zstencil_buffer,
  312. gs_stage_surface,
  313. gs_sampler_state,
  314. gs_vertex_shader,
  315. gs_pixel_shader,
  316. gs_duplicator,
  317. gs_swap_chain,
  318. gs_timer,
  319. gs_timer_range,
  320. gs_texture_3d,
  321. };
  322. struct gs_obj {
  323. gs_device_t *device;
  324. gs_type obj_type;
  325. gs_obj *next;
  326. gs_obj **prev_next;
  327. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  328. gs_obj(gs_device_t *device, gs_type type);
  329. virtual ~gs_obj();
  330. };
  331. struct gs_vertex_buffer : gs_obj {
  332. ComPtr<ID3D11Buffer> vertexBuffer;
  333. ComPtr<ID3D11Buffer> normalBuffer;
  334. ComPtr<ID3D11Buffer> colorBuffer;
  335. ComPtr<ID3D11Buffer> tangentBuffer;
  336. std::vector<ComPtr<ID3D11Buffer>> uvBuffers;
  337. bool dynamic;
  338. VBDataPtr vbd;
  339. size_t numVerts;
  340. std::vector<size_t> uvSizes;
  341. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  342. UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers, uint32_t *strides);
  343. void InitBuffer(const size_t elementSize, const size_t numVerts, 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, uint32_t flags);
  355. };
  356. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  357. struct DataPtr {
  358. void *data;
  359. inline DataPtr(void *data) : data(data) {}
  360. inline ~DataPtr() { bfree(data); }
  361. };
  362. struct gs_index_buffer : gs_obj {
  363. ComPtr<ID3D11Buffer> indexBuffer;
  364. bool dynamic;
  365. gs_index_type type;
  366. size_t indexSize;
  367. size_t num;
  368. DataPtr indices;
  369. D3D11_BUFFER_DESC bd = {};
  370. D3D11_SUBRESOURCE_DATA srd = {};
  371. void InitBuffer();
  372. void Rebuild(ID3D11Device *dev);
  373. inline void Release() { indexBuffer.Release(); }
  374. gs_index_buffer(gs_device_t *device, enum gs_index_type type, void *indices, size_t num, uint32_t flags);
  375. };
  376. struct gs_timer : gs_obj {
  377. ComPtr<ID3D11Query> query_begin;
  378. ComPtr<ID3D11Query> query_end;
  379. void Rebuild(ID3D11Device *dev);
  380. inline void Release()
  381. {
  382. query_begin.Release();
  383. query_end.Release();
  384. }
  385. gs_timer(gs_device_t *device);
  386. };
  387. struct gs_timer_range : gs_obj {
  388. ComPtr<ID3D11Query> query_disjoint;
  389. void Rebuild(ID3D11Device *dev);
  390. inline void Release() { query_disjoint.Release(); }
  391. gs_timer_range(gs_device_t *device);
  392. };
  393. struct gs_texture : gs_obj {
  394. gs_texture_type type;
  395. uint32_t levels;
  396. gs_color_format format;
  397. ComPtr<ID3D11ShaderResourceView> shaderRes;
  398. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  399. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  400. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  401. void Rebuild(ID3D11Device *dev);
  402. inline gs_texture(gs_texture_type type, uint32_t levels, gs_color_format format)
  403. : type(type),
  404. levels(levels),
  405. format(format)
  406. {
  407. }
  408. inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type)
  409. : gs_obj(device, obj_type),
  410. type(type)
  411. {
  412. }
  413. inline gs_texture(gs_device *device, gs_type obj_type, gs_texture_type type, uint32_t levels,
  414. gs_color_format format)
  415. : gs_obj(device, obj_type),
  416. type(type),
  417. levels(levels),
  418. format(format)
  419. {
  420. }
  421. };
  422. struct gs_texture_2d : gs_texture {
  423. ComPtr<ID3D11Texture2D> texture;
  424. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  425. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  426. ComPtr<IDXGISurface1> gdiSurface;
  427. uint32_t width = 0, height = 0;
  428. uint32_t flags = 0;
  429. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  430. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  431. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  432. bool isRenderTarget = false;
  433. bool isGDICompatible = false;
  434. bool isDynamic = false;
  435. bool isShared = false;
  436. bool genMipmaps = false;
  437. uint32_t sharedHandle = GS_INVALID_HANDLE;
  438. gs_texture_2d *pairedTexture = nullptr;
  439. bool twoPlane = false;
  440. bool chroma = false;
  441. bool acquired = false;
  442. std::vector<std::vector<uint8_t>> data;
  443. std::vector<D3D11_SUBRESOURCE_DATA> srd;
  444. D3D11_TEXTURE2D_DESC td = {};
  445. void InitSRD(std::vector<D3D11_SUBRESOURCE_DATA> &srd);
  446. void InitTexture(const uint8_t *const *data);
  447. void InitResourceView();
  448. void InitRenderTargets();
  449. void BackupTexture(const uint8_t *const *data);
  450. void GetSharedHandle(IDXGIResource *dxgi_res);
  451. void RebuildSharedTextureFallback();
  452. void Rebuild(ID3D11Device *dev);
  453. void RebuildPaired_Y(ID3D11Device *dev);
  454. void RebuildPaired_UV(ID3D11Device *dev);
  455. inline void Release()
  456. {
  457. texture.Release();
  458. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  459. rt.Release();
  460. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  461. rt.Release();
  462. gdiSurface.Release();
  463. shaderRes.Release();
  464. shaderResLinear.Release();
  465. }
  466. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  467. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat,
  468. uint32_t levels, const uint8_t *const *data, uint32_t flags, gs_texture_type type,
  469. bool gdiCompatible, bool twoPlane = false);
  470. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12, uint32_t flags);
  471. gs_texture_2d(gs_device_t *device, uint32_t handle, bool ntHandle = false);
  472. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  473. };
  474. struct gs_texture_3d : gs_texture {
  475. ComPtr<ID3D11Texture3D> texture;
  476. uint32_t width = 0, height = 0, depth = 0;
  477. uint32_t flags = 0;
  478. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  479. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  480. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  481. bool isDynamic = false;
  482. bool isShared = false;
  483. bool genMipmaps = false;
  484. uint32_t sharedHandle = GS_INVALID_HANDLE;
  485. bool chroma = false;
  486. bool acquired = false;
  487. std::vector<std::vector<uint8_t>> data;
  488. std::vector<D3D11_SUBRESOURCE_DATA> srd;
  489. D3D11_TEXTURE3D_DESC td = {};
  490. void InitSRD(std::vector<D3D11_SUBRESOURCE_DATA> &srd);
  491. void InitTexture(const uint8_t *const *data);
  492. void InitResourceView();
  493. void BackupTexture(const uint8_t *const *data);
  494. void GetSharedHandle(IDXGIResource *dxgi_res);
  495. void RebuildSharedTextureFallback();
  496. void Rebuild(ID3D11Device *dev);
  497. void RebuildNV12_Y(ID3D11Device *dev);
  498. void RebuildNV12_UV(ID3D11Device *dev);
  499. inline void Release()
  500. {
  501. texture.Release();
  502. shaderRes.Release();
  503. }
  504. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  505. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height, uint32_t depth, gs_color_format colorFormat,
  506. uint32_t levels, const uint8_t *const *data, uint32_t flags);
  507. gs_texture_3d(gs_device_t *device, uint32_t handle);
  508. };
  509. struct gs_zstencil_buffer : gs_obj {
  510. ComPtr<ID3D11Texture2D> texture;
  511. ComPtr<ID3D11DepthStencilView> view;
  512. uint32_t width, height;
  513. gs_zstencil_format format;
  514. DXGI_FORMAT dxgiFormat;
  515. D3D11_TEXTURE2D_DESC td = {};
  516. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  517. void InitBuffer();
  518. void Rebuild(ID3D11Device *dev);
  519. inline void Release()
  520. {
  521. texture.Release();
  522. view.Release();
  523. }
  524. inline gs_zstencil_buffer() : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN) {}
  525. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height, gs_zstencil_format format);
  526. };
  527. struct gs_stage_surface : gs_obj {
  528. ComPtr<ID3D11Texture2D> texture;
  529. D3D11_TEXTURE2D_DESC td = {};
  530. uint32_t width, height;
  531. gs_color_format format;
  532. DXGI_FORMAT dxgiFormat;
  533. void Rebuild(ID3D11Device *dev);
  534. inline void Release() { texture.Release(); }
  535. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat);
  536. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height, bool p010);
  537. };
  538. struct gs_sampler_state : gs_obj {
  539. ComPtr<ID3D11SamplerState> state;
  540. D3D11_SAMPLER_DESC sd = {};
  541. gs_sampler_info info;
  542. void Rebuild(ID3D11Device *dev);
  543. inline void Release() { state.Release(); }
  544. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  545. };
  546. struct gs_shader_param {
  547. std::string name;
  548. gs_shader_param_type type;
  549. uint32_t textureID;
  550. struct gs_sampler_state *nextSampler = nullptr;
  551. int arrayCount;
  552. size_t pos;
  553. std::vector<uint8_t> curValue;
  554. std::vector<uint8_t> defaultValue;
  555. bool changed;
  556. gs_shader_param(shader_var &var, uint32_t &texCounter);
  557. };
  558. struct ShaderError {
  559. ComPtr<ID3D10Blob> errors;
  560. HRESULT hr;
  561. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr) : errors(errors), hr(hr) {}
  562. };
  563. struct gs_shader : gs_obj {
  564. gs_shader_type type;
  565. std::vector<gs_shader_param> params;
  566. ComPtr<ID3D11Buffer> constants;
  567. size_t constantSize;
  568. D3D11_BUFFER_DESC bd = {};
  569. std::vector<uint8_t> data;
  570. inline void UpdateParam(std::vector<uint8_t> &constData, gs_shader_param &param, bool &upload);
  571. void UploadParams();
  572. void BuildConstantBuffer();
  573. void Compile(const char *shaderStr, const char *file, const char *target, ID3D10Blob **shader);
  574. inline gs_shader(gs_device_t *device, gs_type obj_type, gs_shader_type type)
  575. : gs_obj(device, obj_type),
  576. type(type),
  577. constantSize(0)
  578. {
  579. }
  580. virtual ~gs_shader() {}
  581. };
  582. struct ShaderSampler {
  583. std::string name;
  584. gs_sampler_state sampler;
  585. inline ShaderSampler(const char *name, gs_device_t *device, gs_sampler_info *info)
  586. : name(name),
  587. sampler(device, info)
  588. {
  589. }
  590. };
  591. struct gs_vertex_shader : gs_shader {
  592. ComPtr<ID3D11VertexShader> shader;
  593. ComPtr<ID3D11InputLayout> layout;
  594. gs_shader_param *world, *viewProj;
  595. std::vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  596. bool hasNormals;
  597. bool hasColors;
  598. bool hasTangents;
  599. uint32_t nTexUnits;
  600. void Rebuild(ID3D11Device *dev);
  601. inline void Release()
  602. {
  603. shader.Release();
  604. layout.Release();
  605. constants.Release();
  606. }
  607. inline uint32_t NumBuffersExpected() const
  608. {
  609. uint32_t count = nTexUnits + 1;
  610. if (hasNormals)
  611. count++;
  612. if (hasColors)
  613. count++;
  614. if (hasTangents)
  615. count++;
  616. return count;
  617. }
  618. void GetBuffersExpected(const std::vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  619. gs_vertex_shader(gs_device_t *device, const char *file, const char *shaderString);
  620. };
  621. struct gs_duplicator : gs_obj {
  622. ComPtr<IDXGIOutputDuplication> duplicator;
  623. gs_texture_2d *texture;
  624. bool hdr = false;
  625. enum gs_color_space color_space = GS_CS_SRGB;
  626. float sdr_white_nits = 80.f;
  627. int idx;
  628. long refs;
  629. bool updated;
  630. void Start();
  631. inline void Release() { duplicator.Release(); }
  632. gs_duplicator(gs_device_t *device, int monitor_idx);
  633. ~gs_duplicator();
  634. };
  635. struct gs_pixel_shader : gs_shader {
  636. ComPtr<ID3D11PixelShader> shader;
  637. std::vector<std::unique_ptr<ShaderSampler>> samplers;
  638. void Rebuild(ID3D11Device *dev);
  639. inline void Release()
  640. {
  641. shader.Release();
  642. constants.Release();
  643. }
  644. inline void GetSamplerStates(ID3D11SamplerState **states)
  645. {
  646. size_t i;
  647. for (i = 0; i < samplers.size(); i++)
  648. states[i] = samplers[i]->sampler.state;
  649. for (; i < GS_MAX_TEXTURES; i++)
  650. states[i] = NULL;
  651. }
  652. gs_pixel_shader(gs_device_t *device, const char *file, const char *shaderString);
  653. };
  654. struct gs_swap_chain : gs_obj {
  655. HWND hwnd;
  656. gs_init_data initData;
  657. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  658. gs_color_space space;
  659. gs_texture_2d target;
  660. gs_zstencil_buffer zs;
  661. ComPtr<IDXGISwapChain> swap;
  662. HANDLE hWaitable = NULL;
  663. void InitTarget(uint32_t cx, uint32_t cy);
  664. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  665. void Resize(uint32_t cx, uint32_t cy, gs_color_format format);
  666. void Init();
  667. void Rebuild(ID3D11Device *dev);
  668. inline void Release()
  669. {
  670. target.Release();
  671. zs.Release();
  672. if (hWaitable) {
  673. CloseHandle(hWaitable);
  674. hWaitable = NULL;
  675. }
  676. swap.Clear();
  677. }
  678. gs_swap_chain(gs_device *device, const gs_init_data *data);
  679. virtual ~gs_swap_chain();
  680. };
  681. struct BlendState {
  682. bool blendEnabled;
  683. gs_blend_type srcFactorC;
  684. gs_blend_type destFactorC;
  685. gs_blend_type srcFactorA;
  686. gs_blend_type destFactorA;
  687. gs_blend_op_type op;
  688. bool redEnabled;
  689. bool greenEnabled;
  690. bool blueEnabled;
  691. bool alphaEnabled;
  692. inline BlendState()
  693. : blendEnabled(true),
  694. srcFactorC(GS_BLEND_SRCALPHA),
  695. destFactorC(GS_BLEND_INVSRCALPHA),
  696. srcFactorA(GS_BLEND_ONE),
  697. destFactorA(GS_BLEND_INVSRCALPHA),
  698. op(GS_BLEND_OP_ADD),
  699. redEnabled(true),
  700. greenEnabled(true),
  701. blueEnabled(true),
  702. alphaEnabled(true)
  703. {
  704. }
  705. inline BlendState(const BlendState &state) { memcpy(this, &state, sizeof(BlendState)); }
  706. };
  707. struct SavedBlendState : BlendState {
  708. ComPtr<ID3D11BlendState> state;
  709. D3D11_BLEND_DESC bd;
  710. void Rebuild(ID3D11Device *dev);
  711. inline void Release() { state.Release(); }
  712. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc) : BlendState(val), bd(desc) {}
  713. };
  714. struct StencilSide {
  715. gs_depth_test test;
  716. gs_stencil_op_type fail;
  717. gs_stencil_op_type zfail;
  718. gs_stencil_op_type zpass;
  719. inline StencilSide() : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP) {}
  720. };
  721. struct ZStencilState {
  722. bool depthEnabled;
  723. bool depthWriteEnabled;
  724. gs_depth_test depthFunc;
  725. bool stencilEnabled;
  726. bool stencilWriteEnabled;
  727. StencilSide stencilFront;
  728. StencilSide stencilBack;
  729. inline ZStencilState()
  730. : depthEnabled(true),
  731. depthWriteEnabled(true),
  732. depthFunc(GS_LESS),
  733. stencilEnabled(false),
  734. stencilWriteEnabled(true)
  735. {
  736. }
  737. inline ZStencilState(const ZStencilState &state) { memcpy(this, &state, sizeof(ZStencilState)); }
  738. };
  739. struct SavedZStencilState : ZStencilState {
  740. ComPtr<ID3D11DepthStencilState> state;
  741. D3D11_DEPTH_STENCIL_DESC dsd;
  742. void Rebuild(ID3D11Device *dev);
  743. inline void Release() { state.Release(); }
  744. inline SavedZStencilState(const ZStencilState &val, D3D11_DEPTH_STENCIL_DESC desc)
  745. : ZStencilState(val),
  746. dsd(desc)
  747. {
  748. }
  749. };
  750. struct RasterState {
  751. gs_cull_mode cullMode;
  752. bool scissorEnabled;
  753. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  754. inline RasterState(const RasterState &state) { memcpy(this, &state, sizeof(RasterState)); }
  755. };
  756. struct SavedRasterState : RasterState {
  757. ComPtr<ID3D11RasterizerState> state;
  758. D3D11_RASTERIZER_DESC rd;
  759. void Rebuild(ID3D11Device *dev);
  760. inline void Release() { state.Release(); }
  761. inline SavedRasterState(const RasterState &val, D3D11_RASTERIZER_DESC &desc) : RasterState(val), rd(desc) {}
  762. };
  763. struct mat4float {
  764. float mat[16];
  765. };
  766. struct gs_monitor_color_info {
  767. bool hdr;
  768. UINT bits_per_color;
  769. ULONG sdr_white_nits;
  770. gs_monitor_color_info(bool hdr, int bits_per_color, ULONG sdr_white_nits)
  771. : hdr(hdr),
  772. bits_per_color(bits_per_color),
  773. sdr_white_nits(sdr_white_nits)
  774. {
  775. }
  776. };
  777. struct gs_device {
  778. ComPtr<IDXGIFactory1> factory;
  779. ComPtr<IDXGIAdapter1> adapter;
  780. ComPtr<ID3D11Device> device;
  781. ComPtr<ID3D11DeviceContext> context;
  782. uint32_t adpIdx = 0;
  783. bool nv12Supported = false;
  784. bool p010Supported = false;
  785. bool fastClearSupported = false;
  786. gs_texture_2d *curRenderTarget = nullptr;
  787. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  788. int curRenderSide = 0;
  789. enum gs_color_space curColorSpace = GS_CS_SRGB;
  790. bool curFramebufferSrgb = false;
  791. bool curFramebufferInvalidate = false;
  792. gs_texture *curTextures[GS_MAX_TEXTURES];
  793. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  794. gs_vertex_buffer *curVertexBuffer = nullptr;
  795. gs_index_buffer *curIndexBuffer = nullptr;
  796. gs_vertex_shader *curVertexShader = nullptr;
  797. gs_pixel_shader *curPixelShader = nullptr;
  798. gs_swap_chain *curSwapChain = nullptr;
  799. gs_vertex_buffer *lastVertexBuffer = nullptr;
  800. gs_vertex_shader *lastVertexShader = nullptr;
  801. bool zstencilStateChanged = true;
  802. bool rasterStateChanged = true;
  803. bool blendStateChanged = true;
  804. ZStencilState zstencilState;
  805. RasterState rasterState;
  806. BlendState blendState;
  807. std::vector<SavedZStencilState> zstencilStates;
  808. std::vector<SavedRasterState> rasterStates;
  809. std::vector<SavedBlendState> blendStates;
  810. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  811. ID3D11RasterizerState *curRasterState = nullptr;
  812. ID3D11BlendState *curBlendState = nullptr;
  813. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  814. gs_rect viewport;
  815. std::vector<mat4float> projStack;
  816. matrix4 curProjMatrix;
  817. matrix4 curViewMatrix;
  818. matrix4 curViewProjMatrix;
  819. std::vector<gs_device_loss> loss_callbacks;
  820. gs_obj *first_obj = nullptr;
  821. std::vector<std::pair<HMONITOR, gs_monitor_color_info>> monitor_to_hdr;
  822. void InitFactory();
  823. void InitAdapter(uint32_t adapterIdx);
  824. void InitDevice(uint32_t adapterIdx);
  825. ID3D11DepthStencilState *AddZStencilState();
  826. ID3D11RasterizerState *AddRasterState();
  827. ID3D11BlendState *AddBlendState();
  828. void UpdateZStencilState();
  829. void UpdateRasterState();
  830. void UpdateBlendState();
  831. void LoadVertexBufferData();
  832. void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x, uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  833. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  834. void UpdateViewProjMatrix();
  835. void FlushOutputViews();
  836. void RebuildDevice();
  837. bool HasBadNV12Output();
  838. gs_monitor_color_info GetMonitorColorInfo(HMONITOR hMonitor);
  839. gs_device(uint32_t adapterIdx);
  840. ~gs_device();
  841. };
  842. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex, uint64_t key, uint32_t ms);