d3d11-subsystem.hpp 22 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #pragma once
  15. #include <util/AlignedNew.hpp>
  16. #include <util/windows/win-version.h>
  17. #include <vector>
  18. #include <string>
  19. #include <memory>
  20. #include <windows.h>
  21. #include <dxgi.h>
  22. #include <dxgi1_2.h>
  23. #include <d3d11_1.h>
  24. #include <d3dcompiler.h>
  25. #include <util/base.h>
  26. #include <graphics/matrix4.h>
  27. #include <graphics/graphics.h>
  28. #include <graphics/device-exports.h>
  29. #include <util/windows/ComPtr.hpp>
  30. #include <util/windows/HRError.hpp>
  31. // #define DISASSEMBLE_SHADERS
  32. struct shader_var;
  33. struct shader_sampler;
  34. struct gs_vertex_shader;
  35. using namespace std;
  36. /*
  37. * Just to clarify, all structs, and all public. These are exporting only
  38. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  39. * "public" and "private" does not matter at all for this subproject.
  40. */
  41. static inline uint32_t GetWinVer()
  42. {
  43. struct win_version_info ver;
  44. get_win_ver(&ver);
  45. return (ver.major << 8) | ver.minor;
  46. }
  47. static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
  48. {
  49. switch (format) {
  50. case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
  51. case GS_A8: return DXGI_FORMAT_A8_UNORM;
  52. case GS_R8: return DXGI_FORMAT_R8_UNORM;
  53. case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
  54. case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
  55. case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
  56. case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
  57. case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
  58. case GS_R16: return DXGI_FORMAT_R16_UNORM;
  59. case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
  60. case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
  61. case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
  62. case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
  63. case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
  64. case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
  65. case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
  66. case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
  67. case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
  68. case GS_R8G8: return DXGI_FORMAT_R8G8_UNORM;
  69. }
  70. return DXGI_FORMAT_UNKNOWN;
  71. }
  72. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  73. {
  74. switch ((unsigned long)format) {
  75. case DXGI_FORMAT_A8_UNORM: return GS_A8;
  76. case DXGI_FORMAT_R8_UNORM: return GS_R8;
  77. case DXGI_FORMAT_R8G8_UNORM: return GS_R8G8;
  78. case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
  79. case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
  80. case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
  81. case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
  82. case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
  83. case DXGI_FORMAT_R16_UNORM: return GS_R16;
  84. case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
  85. case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
  86. case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
  87. case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
  88. case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
  89. case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
  90. case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
  91. case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
  92. case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
  93. }
  94. return GS_UNKNOWN;
  95. }
  96. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  97. {
  98. switch (format) {
  99. case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
  100. case GS_Z16: return DXGI_FORMAT_D16_UNORM;
  101. case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
  102. case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
  103. case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  104. }
  105. return DXGI_FORMAT_UNKNOWN;
  106. }
  107. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  108. {
  109. switch (test) {
  110. case GS_NEVER: return D3D11_COMPARISON_NEVER;
  111. case GS_LESS: return D3D11_COMPARISON_LESS;
  112. case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
  113. case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
  114. case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
  115. case GS_GREATER: return D3D11_COMPARISON_GREATER;
  116. case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
  117. case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
  118. }
  119. return D3D11_COMPARISON_NEVER;
  120. }
  121. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  122. {
  123. switch (op) {
  124. case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
  125. case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
  126. case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
  127. case GS_INCR: return D3D11_STENCIL_OP_INCR;
  128. case GS_DECR: return D3D11_STENCIL_OP_DECR;
  129. case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
  130. }
  131. return D3D11_STENCIL_OP_KEEP;
  132. }
  133. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  134. {
  135. switch (type) {
  136. case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
  137. case GS_BLEND_ONE: return D3D11_BLEND_ONE;
  138. case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
  139. case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
  140. case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
  141. case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
  142. case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
  143. case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
  144. case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
  145. case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
  146. case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
  147. }
  148. return D3D11_BLEND_ONE;
  149. }
  150. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  151. {
  152. switch (mode) {
  153. case GS_BACK: return D3D11_CULL_BACK;
  154. case GS_FRONT: return D3D11_CULL_FRONT;
  155. case GS_NEITHER: return D3D11_CULL_NONE;
  156. }
  157. return D3D11_CULL_BACK;
  158. }
  159. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  160. {
  161. switch (mode) {
  162. case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  163. case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  164. case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  165. case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  166. case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  167. }
  168. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  169. }
  170. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  171. struct VBDataPtr {
  172. gs_vb_data *data;
  173. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  174. inline ~VBDataPtr() {gs_vbdata_destroy(data);}
  175. };
  176. enum class gs_type {
  177. gs_vertex_buffer,
  178. gs_index_buffer,
  179. gs_texture_2d,
  180. gs_zstencil_buffer,
  181. gs_stage_surface,
  182. gs_sampler_state,
  183. gs_vertex_shader,
  184. gs_pixel_shader,
  185. gs_duplicator,
  186. gs_swap_chain,
  187. };
  188. struct gs_obj {
  189. gs_device_t *device;
  190. gs_type obj_type;
  191. gs_obj *next;
  192. gs_obj **prev_next;
  193. inline gs_obj() :
  194. device(nullptr),
  195. next(nullptr),
  196. prev_next(nullptr)
  197. {}
  198. gs_obj(gs_device_t *device, gs_type type);
  199. virtual ~gs_obj();
  200. };
  201. struct gs_vertex_buffer : gs_obj {
  202. ComPtr<ID3D11Buffer> vertexBuffer;
  203. ComPtr<ID3D11Buffer> normalBuffer;
  204. ComPtr<ID3D11Buffer> colorBuffer;
  205. ComPtr<ID3D11Buffer> tangentBuffer;
  206. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  207. bool dynamic;
  208. VBDataPtr vbd;
  209. size_t numVerts;
  210. vector<size_t> uvSizes;
  211. void FlushBuffer(ID3D11Buffer *buffer, void *array,
  212. size_t elementSize);
  213. void MakeBufferList(gs_vertex_shader *shader,
  214. vector<ID3D11Buffer*> &buffers,
  215. vector<uint32_t> &strides);
  216. void InitBuffer(const size_t elementSize,
  217. const size_t numVerts, void *array,
  218. ID3D11Buffer **buffer);
  219. void BuildBuffers();
  220. inline void Release()
  221. {
  222. vertexBuffer.Release();
  223. normalBuffer.Release();
  224. colorBuffer.Release();
  225. tangentBuffer.Release();
  226. uvBuffers.clear();
  227. }
  228. void Rebuild();
  229. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  230. uint32_t flags);
  231. };
  232. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  233. struct DataPtr {
  234. void *data;
  235. inline DataPtr(void *data) : data(data) {}
  236. inline ~DataPtr() {bfree(data);}
  237. };
  238. struct gs_index_buffer : gs_obj {
  239. ComPtr<ID3D11Buffer> indexBuffer;
  240. bool dynamic;
  241. gs_index_type type;
  242. size_t indexSize;
  243. size_t num;
  244. DataPtr indices;
  245. D3D11_BUFFER_DESC bd = {};
  246. D3D11_SUBRESOURCE_DATA srd = {};
  247. void InitBuffer();
  248. void Rebuild(ID3D11Device *dev);
  249. inline void Release() {indexBuffer.Release();}
  250. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  251. void *indices, size_t num, uint32_t flags);
  252. };
  253. struct gs_texture : gs_obj {
  254. gs_texture_type type;
  255. uint32_t levels;
  256. gs_color_format format;
  257. ComPtr<ID3D11ShaderResourceView> shaderRes;
  258. D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
  259. void Rebuild(ID3D11Device *dev);
  260. inline gs_texture(gs_texture_type type, uint32_t levels,
  261. gs_color_format format)
  262. : type (type),
  263. levels (levels),
  264. format (format)
  265. {
  266. }
  267. inline gs_texture(gs_device *device, gs_type obj_type,
  268. gs_texture_type type)
  269. : gs_obj (device, obj_type),
  270. type (type)
  271. {
  272. }
  273. inline gs_texture(gs_device *device, gs_type obj_type,
  274. gs_texture_type type,
  275. uint32_t levels, gs_color_format format)
  276. : gs_obj (device, obj_type),
  277. type (type),
  278. levels (levels),
  279. format (format)
  280. {
  281. }
  282. };
  283. struct gs_texture_2d : gs_texture {
  284. ComPtr<ID3D11Texture2D> texture;
  285. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  286. ComPtr<IDXGISurface1> gdiSurface;
  287. uint32_t width = 0, height = 0;
  288. uint32_t flags = 0;
  289. DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
  290. bool isRenderTarget = false;
  291. bool isGDICompatible = false;
  292. bool isDynamic = false;
  293. bool isShared = false;
  294. bool genMipmaps = false;
  295. uint32_t sharedHandle = GS_INVALID_HANDLE;
  296. gs_texture_2d *pairedNV12texture = nullptr;
  297. bool nv12 = false;
  298. bool chroma = false;
  299. bool acquired = false;
  300. vector<vector<uint8_t>> data;
  301. vector<D3D11_SUBRESOURCE_DATA> srd;
  302. D3D11_TEXTURE2D_DESC td = {};
  303. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  304. void InitTexture(const uint8_t **data);
  305. void InitResourceView();
  306. void InitRenderTargets();
  307. void BackupTexture(const uint8_t **data);
  308. void RebuildSharedTextureFallback();
  309. void Rebuild(ID3D11Device *dev);
  310. void RebuildNV12_Y(ID3D11Device *dev);
  311. void RebuildNV12_UV(ID3D11Device *dev);
  312. inline void Release()
  313. {
  314. texture.Release();
  315. for (auto &rt : renderTarget)
  316. rt.Release();
  317. gdiSurface.Release();
  318. shaderRes.Release();
  319. }
  320. inline gs_texture_2d()
  321. : gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
  322. {
  323. }
  324. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  325. gs_color_format colorFormat, uint32_t levels,
  326. const uint8_t **data, uint32_t flags,
  327. gs_texture_type type, bool gdiCompatible,
  328. bool nv12 = false);
  329. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  330. uint32_t flags);
  331. gs_texture_2d(gs_device_t *device, uint32_t handle);
  332. };
  333. struct gs_zstencil_buffer : gs_obj {
  334. ComPtr<ID3D11Texture2D> texture;
  335. ComPtr<ID3D11DepthStencilView> view;
  336. uint32_t width, height;
  337. gs_zstencil_format format;
  338. DXGI_FORMAT dxgiFormat;
  339. D3D11_TEXTURE2D_DESC td = {};
  340. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  341. void InitBuffer();
  342. void Rebuild(ID3D11Device *dev);
  343. inline void Release()
  344. {
  345. texture.Release();
  346. view.Release();
  347. }
  348. inline gs_zstencil_buffer()
  349. : width (0),
  350. height (0),
  351. dxgiFormat (DXGI_FORMAT_UNKNOWN)
  352. {
  353. }
  354. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  355. gs_zstencil_format format);
  356. };
  357. struct gs_stage_surface : gs_obj {
  358. ComPtr<ID3D11Texture2D> texture;
  359. D3D11_TEXTURE2D_DESC td = {};
  360. uint32_t width, height;
  361. gs_color_format format;
  362. DXGI_FORMAT dxgiFormat;
  363. void Rebuild(ID3D11Device *dev);
  364. inline void Release()
  365. {
  366. texture.Release();
  367. }
  368. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  369. gs_color_format colorFormat);
  370. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  371. };
  372. struct gs_sampler_state : gs_obj {
  373. ComPtr<ID3D11SamplerState> state;
  374. D3D11_SAMPLER_DESC sd = {};
  375. gs_sampler_info info;
  376. void Rebuild(ID3D11Device *dev);
  377. inline void Release() {state.Release();}
  378. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  379. };
  380. struct gs_shader_param {
  381. string name;
  382. gs_shader_param_type type;
  383. uint32_t textureID;
  384. struct gs_sampler_state *nextSampler = nullptr;
  385. int arrayCount;
  386. size_t pos;
  387. vector<uint8_t> curValue;
  388. vector<uint8_t> defaultValue;
  389. bool changed;
  390. gs_shader_param(shader_var &var, uint32_t &texCounter);
  391. };
  392. struct ShaderError {
  393. ComPtr<ID3D10Blob> errors;
  394. HRESULT hr;
  395. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  396. : errors (errors),
  397. hr (hr)
  398. {
  399. }
  400. };
  401. struct gs_shader : gs_obj {
  402. gs_shader_type type;
  403. vector<gs_shader_param> params;
  404. ComPtr<ID3D11Buffer> constants;
  405. size_t constantSize;
  406. D3D11_BUFFER_DESC bd = {};
  407. vector<uint8_t> data;
  408. inline void UpdateParam(vector<uint8_t> &constData,
  409. gs_shader_param &param, bool &upload);
  410. void UploadParams();
  411. void BuildConstantBuffer();
  412. void Compile(const char *shaderStr, const char *file,
  413. const char *target, ID3D10Blob **shader);
  414. inline gs_shader(gs_device_t *device, gs_type obj_type,
  415. gs_shader_type type)
  416. : gs_obj (device, obj_type),
  417. type (type),
  418. constantSize (0)
  419. {
  420. }
  421. virtual ~gs_shader() {}
  422. };
  423. struct ShaderSampler {
  424. string name;
  425. gs_sampler_state sampler;
  426. inline ShaderSampler(const char *name, gs_device_t *device,
  427. gs_sampler_info *info)
  428. : name (name),
  429. sampler (device, info)
  430. {
  431. }
  432. };
  433. struct gs_vertex_shader : gs_shader {
  434. ComPtr<ID3D11VertexShader> shader;
  435. ComPtr<ID3D11InputLayout> layout;
  436. gs_shader_param *world, *viewProj;
  437. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  438. bool hasNormals;
  439. bool hasColors;
  440. bool hasTangents;
  441. uint32_t nTexUnits;
  442. void Rebuild(ID3D11Device *dev);
  443. inline void Release()
  444. {
  445. shader.Release();
  446. layout.Release();
  447. constants.Release();
  448. }
  449. inline uint32_t NumBuffersExpected() const
  450. {
  451. uint32_t count = nTexUnits+1;
  452. if (hasNormals) count++;
  453. if (hasColors) count++;
  454. if (hasTangents) count++;
  455. return count;
  456. }
  457. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  458. gs_vertex_shader(gs_device_t *device, const char *file,
  459. const char *shaderString);
  460. };
  461. struct gs_duplicator : gs_obj {
  462. ComPtr<IDXGIOutputDuplication> duplicator;
  463. gs_texture_2d *texture;
  464. int idx;
  465. long refs;
  466. bool updated;
  467. void Start();
  468. inline void Release()
  469. {
  470. duplicator.Release();
  471. }
  472. gs_duplicator(gs_device_t *device, int monitor_idx);
  473. ~gs_duplicator();
  474. };
  475. struct gs_pixel_shader : gs_shader {
  476. ComPtr<ID3D11PixelShader> shader;
  477. vector<unique_ptr<ShaderSampler>> samplers;
  478. void Rebuild(ID3D11Device *dev);
  479. inline void Release()
  480. {
  481. shader.Release();
  482. constants.Release();
  483. }
  484. inline void GetSamplerStates(ID3D11SamplerState **states)
  485. {
  486. size_t i;
  487. for (i = 0; i < samplers.size(); i++)
  488. states[i] = samplers[i]->sampler.state;
  489. for (; i < GS_MAX_TEXTURES; i++)
  490. states[i] = NULL;
  491. }
  492. gs_pixel_shader(gs_device_t *device, const char *file,
  493. const char *shaderString);
  494. };
  495. struct gs_swap_chain : gs_obj {
  496. uint32_t numBuffers;
  497. HWND hwnd;
  498. gs_init_data initData;
  499. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  500. gs_texture_2d target;
  501. gs_zstencil_buffer zs;
  502. ComPtr<IDXGISwapChain> swap;
  503. void InitTarget(uint32_t cx, uint32_t cy);
  504. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  505. void Resize(uint32_t cx, uint32_t cy);
  506. void Init();
  507. void Rebuild(ID3D11Device *dev);
  508. inline void Release()
  509. {
  510. target.Release();
  511. zs.Release();
  512. swap.Release();
  513. }
  514. gs_swap_chain(gs_device *device, const gs_init_data *data);
  515. };
  516. struct BlendState {
  517. bool blendEnabled;
  518. gs_blend_type srcFactorC;
  519. gs_blend_type destFactorC;
  520. gs_blend_type srcFactorA;
  521. gs_blend_type destFactorA;
  522. bool redEnabled;
  523. bool greenEnabled;
  524. bool blueEnabled;
  525. bool alphaEnabled;
  526. inline BlendState()
  527. : blendEnabled (true),
  528. srcFactorC (GS_BLEND_SRCALPHA),
  529. destFactorC (GS_BLEND_INVSRCALPHA),
  530. srcFactorA (GS_BLEND_ONE),
  531. destFactorA (GS_BLEND_ONE),
  532. redEnabled (true),
  533. greenEnabled (true),
  534. blueEnabled (true),
  535. alphaEnabled (true)
  536. {
  537. }
  538. inline BlendState(const BlendState &state)
  539. {
  540. memcpy(this, &state, sizeof(BlendState));
  541. }
  542. };
  543. struct SavedBlendState : BlendState {
  544. ComPtr<ID3D11BlendState> state;
  545. D3D11_BLEND_DESC bd;
  546. void Rebuild(ID3D11Device *dev);
  547. inline void Release()
  548. {
  549. state.Release();
  550. }
  551. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  552. : BlendState(val), bd(desc)
  553. {
  554. }
  555. };
  556. struct StencilSide {
  557. gs_depth_test test;
  558. gs_stencil_op_type fail;
  559. gs_stencil_op_type zfail;
  560. gs_stencil_op_type zpass;
  561. inline StencilSide()
  562. : test (GS_ALWAYS),
  563. fail (GS_KEEP),
  564. zfail (GS_KEEP),
  565. zpass (GS_KEEP)
  566. {
  567. }
  568. };
  569. struct ZStencilState {
  570. bool depthEnabled;
  571. bool depthWriteEnabled;
  572. gs_depth_test depthFunc;
  573. bool stencilEnabled;
  574. bool stencilWriteEnabled;
  575. StencilSide stencilFront;
  576. StencilSide stencilBack;
  577. inline ZStencilState()
  578. : depthEnabled (true),
  579. depthWriteEnabled (true),
  580. depthFunc (GS_LESS),
  581. stencilEnabled (false),
  582. stencilWriteEnabled (true)
  583. {
  584. }
  585. inline ZStencilState(const ZStencilState &state)
  586. {
  587. memcpy(this, &state, sizeof(ZStencilState));
  588. }
  589. };
  590. struct SavedZStencilState : ZStencilState {
  591. ComPtr<ID3D11DepthStencilState> state;
  592. D3D11_DEPTH_STENCIL_DESC dsd;
  593. void Rebuild(ID3D11Device *dev);
  594. inline void Release()
  595. {
  596. state.Release();
  597. }
  598. inline SavedZStencilState(const ZStencilState &val,
  599. D3D11_DEPTH_STENCIL_DESC desc)
  600. : ZStencilState (val),
  601. dsd (desc)
  602. {
  603. }
  604. };
  605. struct RasterState {
  606. gs_cull_mode cullMode;
  607. bool scissorEnabled;
  608. inline RasterState()
  609. : cullMode (GS_BACK),
  610. scissorEnabled (false)
  611. {
  612. }
  613. inline RasterState(const RasterState &state)
  614. {
  615. memcpy(this, &state, sizeof(RasterState));
  616. }
  617. };
  618. struct SavedRasterState : RasterState {
  619. ComPtr<ID3D11RasterizerState> state;
  620. D3D11_RASTERIZER_DESC rd;
  621. void Rebuild(ID3D11Device *dev);
  622. inline void Release()
  623. {
  624. state.Release();
  625. }
  626. inline SavedRasterState(const RasterState &val,
  627. D3D11_RASTERIZER_DESC &desc)
  628. : RasterState (val),
  629. rd (desc)
  630. {
  631. }
  632. };
  633. struct mat4float {
  634. float mat[16];
  635. };
  636. struct gs_device {
  637. ComPtr<IDXGIFactory1> factory;
  638. ComPtr<IDXGIAdapter1> adapter;
  639. ComPtr<ID3D11Device> device;
  640. ComPtr<ID3D11DeviceContext> context;
  641. uint32_t adpIdx = 0;
  642. bool nv12Supported = false;
  643. gs_texture_2d *curRenderTarget = nullptr;
  644. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  645. int curRenderSide = 0;
  646. gs_texture *curTextures[GS_MAX_TEXTURES];
  647. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  648. gs_vertex_buffer *curVertexBuffer = nullptr;
  649. gs_index_buffer *curIndexBuffer = nullptr;
  650. gs_vertex_shader *curVertexShader = nullptr;
  651. gs_pixel_shader *curPixelShader = nullptr;
  652. gs_swap_chain *curSwapChain = nullptr;
  653. gs_vertex_buffer *lastVertexBuffer = nullptr;
  654. gs_vertex_shader *lastVertexShader = nullptr;
  655. bool zstencilStateChanged = true;
  656. bool rasterStateChanged = true;
  657. bool blendStateChanged = true;
  658. ZStencilState zstencilState;
  659. RasterState rasterState;
  660. BlendState blendState;
  661. vector<SavedZStencilState> zstencilStates;
  662. vector<SavedRasterState> rasterStates;
  663. vector<SavedBlendState> blendStates;
  664. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  665. ID3D11RasterizerState *curRasterState = nullptr;
  666. ID3D11BlendState *curBlendState = nullptr;
  667. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  668. pD3DCompile d3dCompile = nullptr;
  669. #ifdef DISASSEMBLE_SHADERS
  670. pD3DDisassemble d3dDisassemble = nullptr;
  671. #endif
  672. gs_rect viewport;
  673. vector<mat4float> projStack;
  674. matrix4 curProjMatrix;
  675. matrix4 curViewMatrix;
  676. matrix4 curViewProjMatrix;
  677. gs_obj *first_obj = nullptr;
  678. void InitCompiler();
  679. void InitFactory(uint32_t adapterIdx);
  680. void InitDevice(uint32_t adapterIdx);
  681. ID3D11DepthStencilState *AddZStencilState();
  682. ID3D11RasterizerState *AddRasterState();
  683. ID3D11BlendState *AddBlendState();
  684. void UpdateZStencilState();
  685. void UpdateRasterState();
  686. void UpdateBlendState();
  687. void LoadVertexBufferData();
  688. inline void CopyTex(ID3D11Texture2D *dst,
  689. uint32_t dst_x, uint32_t dst_y,
  690. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  691. uint32_t src_w, uint32_t src_h);
  692. void UpdateViewProjMatrix();
  693. void RebuildDevice();
  694. gs_device(uint32_t adapterIdx);
  695. ~gs_device();
  696. };
  697. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  698. uint64_t key, uint32_t ms);