d3d11-subsystem.cpp 43 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. #include <util/base.h>
  15. #include <util/platform.h>
  16. #include <graphics/matrix3.h>
  17. #include "d3d11-subsystem.hpp"
  18. #ifdef _MSC_VER
  19. /* alignment warning - despite the fact that alignment is already fixed */
  20. #pragma warning (disable : 4316)
  21. #endif
  22. static const IID dxgiFactory2 =
  23. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  24. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  25. gs_init_data *data)
  26. {
  27. memset(&desc, 0, sizeof(desc));
  28. desc.BufferCount = data->num_backbuffers;
  29. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  30. desc.BufferDesc.Width = data->cx;
  31. desc.BufferDesc.Height = data->cy;
  32. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  33. desc.OutputWindow = (HWND)data->window.hwnd;
  34. desc.SampleDesc.Count = 1;
  35. desc.Windowed = true;
  36. }
  37. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  38. {
  39. HRESULT hr;
  40. target.width = cx;
  41. target.height = cy;
  42. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  43. (void**)target.texture.Assign());
  44. if (FAILED(hr))
  45. throw HRError("Failed to get swap buffer texture", hr);
  46. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  47. target.renderTarget[0].Assign());
  48. if (FAILED(hr))
  49. throw HRError("Failed to create swap render target view", hr);
  50. }
  51. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  52. {
  53. zs.width = cx;
  54. zs.height = cy;
  55. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  56. zs.InitBuffer();
  57. } else {
  58. zs.texture.Clear();
  59. zs.view.Clear();
  60. }
  61. }
  62. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  63. {
  64. RECT clientRect;
  65. HRESULT hr;
  66. target.texture.Clear();
  67. target.renderTarget[0].Clear();
  68. zs.texture.Clear();
  69. zs.view.Clear();
  70. if (cx == 0 || cy == 0) {
  71. GetClientRect(hwnd, &clientRect);
  72. if (cx == 0) cx = clientRect.right;
  73. if (cy == 0) cy = clientRect.bottom;
  74. }
  75. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  76. if (FAILED(hr))
  77. throw HRError("Failed to resize swap buffers", hr);
  78. InitTarget(cx, cy);
  79. InitZStencilBuffer(cx, cy);
  80. }
  81. void gs_swap_chain::Init(gs_init_data *data)
  82. {
  83. target.device = device;
  84. target.isRenderTarget = true;
  85. target.format = data->format;
  86. target.dxgiFormat = ConvertGSTextureFormat(data->format);
  87. InitTarget(data->cx, data->cy);
  88. zs.device = device;
  89. zs.format = data->zsformat;
  90. zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
  91. InitZStencilBuffer(data->cx, data->cy);
  92. }
  93. gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
  94. : device (device),
  95. numBuffers (data->num_backbuffers),
  96. hwnd ((HWND)data->window.hwnd)
  97. {
  98. HRESULT hr;
  99. DXGI_SWAP_CHAIN_DESC swapDesc;
  100. make_swap_desc(swapDesc, data);
  101. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  102. swap.Assign());
  103. if (FAILED(hr))
  104. throw HRError("Failed to create swap chain", hr);
  105. Init(data);
  106. }
  107. void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
  108. {
  109. HRESULT hr;
  110. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  111. __uuidof(IDXGIFactory1);
  112. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  113. if (FAILED(hr))
  114. throw HRError("Failed to create DXGIFactory", hr);
  115. hr = factory->EnumAdapters1(adapterIdx, padapter);
  116. if (FAILED(hr))
  117. throw HRError("Failed to enumerate DXGIAdapter", hr);
  118. }
  119. const static D3D_FEATURE_LEVEL featureLevels[] =
  120. {
  121. D3D_FEATURE_LEVEL_11_0,
  122. D3D_FEATURE_LEVEL_10_1,
  123. D3D_FEATURE_LEVEL_10_0,
  124. D3D_FEATURE_LEVEL_9_3,
  125. };
  126. void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
  127. {
  128. wstring adapterName;
  129. DXGI_SWAP_CHAIN_DESC swapDesc;
  130. DXGI_ADAPTER_DESC desc;
  131. D3D_FEATURE_LEVEL levelUsed;
  132. HRESULT hr;
  133. make_swap_desc(swapDesc, data);
  134. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  135. #ifdef _DEBUG
  136. //createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  137. #endif
  138. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  139. L"<unknown>";
  140. char *adapterNameUTF8;
  141. os_wcs_to_utf8_ptr(adapterName.c_str(), 0, &adapterNameUTF8);
  142. blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
  143. bfree(adapterNameUTF8);
  144. hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  145. NULL, createFlags, featureLevels,
  146. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  147. D3D11_SDK_VERSION, &swapDesc,
  148. defaultSwap.swap.Assign(), device.Assign(),
  149. &levelUsed, context.Assign());
  150. if (FAILED(hr))
  151. throw HRError("Failed to create device and swap chain", hr);
  152. blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
  153. (uint32_t)levelUsed);
  154. defaultSwap.device = this;
  155. defaultSwap.hwnd = (HWND)data->window.hwnd;
  156. defaultSwap.numBuffers = data->num_backbuffers;
  157. defaultSwap.Init(data);
  158. }
  159. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  160. const StencilSide &side)
  161. {
  162. desc.StencilFunc = ConvertGSDepthTest(side.test);
  163. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  164. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  165. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  166. }
  167. ID3D11DepthStencilState *gs_device::AddZStencilState()
  168. {
  169. HRESULT hr;
  170. D3D11_DEPTH_STENCIL_DESC dsd;
  171. SavedZStencilState savedState(zstencilState);
  172. ID3D11DepthStencilState *state;
  173. dsd.DepthEnable = zstencilState.depthEnabled;
  174. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  175. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  176. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  177. dsd.StencilEnable = zstencilState.stencilEnabled;
  178. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  179. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  180. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  181. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  182. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  183. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  184. if (FAILED(hr))
  185. throw HRError("Failed to create depth stencil state", hr);
  186. state = savedState.state;
  187. zstencilStates.push_back(savedState);
  188. return state;
  189. }
  190. ID3D11RasterizerState *gs_device::AddRasterState()
  191. {
  192. HRESULT hr;
  193. D3D11_RASTERIZER_DESC rd;
  194. SavedRasterState savedState(rasterState);
  195. ID3D11RasterizerState *state;
  196. memset(&rd, 0, sizeof(rd));
  197. /* use CCW to convert to a right-handed coordinate system */
  198. rd.FrontCounterClockwise = true;
  199. rd.FillMode = D3D11_FILL_SOLID;
  200. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  201. rd.DepthClipEnable = true;
  202. rd.ScissorEnable = rasterState.scissorEnabled;
  203. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  204. if (FAILED(hr))
  205. throw HRError("Failed to create rasterizer state", hr);
  206. state = savedState.state;
  207. rasterStates.push_back(savedState);
  208. return state;
  209. }
  210. ID3D11BlendState *gs_device::AddBlendState()
  211. {
  212. HRESULT hr;
  213. D3D11_BLEND_DESC bd;
  214. SavedBlendState savedState(blendState);
  215. ID3D11BlendState *state;
  216. memset(&bd, 0, sizeof(bd));
  217. for (int i = 0; i < 8; i++) {
  218. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  219. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  220. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  221. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  222. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  223. bd.RenderTarget[i].SrcBlend =
  224. ConvertGSBlendType(blendState.srcFactor);
  225. bd.RenderTarget[i].DestBlend =
  226. ConvertGSBlendType(blendState.destFactor);
  227. bd.RenderTarget[i].RenderTargetWriteMask =
  228. D3D11_COLOR_WRITE_ENABLE_ALL;
  229. }
  230. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  231. if (FAILED(hr))
  232. throw HRError("Failed to create disabled blend state", hr);
  233. state = savedState.state;
  234. blendStates.push_back(savedState);
  235. return state;
  236. }
  237. void gs_device::UpdateZStencilState()
  238. {
  239. ID3D11DepthStencilState *state = NULL;
  240. if (!zstencilStateChanged)
  241. return;
  242. for (size_t i = 0; i < zstencilStates.size(); i++) {
  243. SavedZStencilState &s = zstencilStates[i];
  244. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  245. state = s.state;
  246. break;
  247. }
  248. }
  249. if (!state)
  250. state = AddZStencilState();
  251. if (state != curDepthStencilState) {
  252. context->OMSetDepthStencilState(state, 0);
  253. curDepthStencilState = state;
  254. }
  255. zstencilStateChanged = false;
  256. }
  257. void gs_device::UpdateRasterState()
  258. {
  259. ID3D11RasterizerState *state = NULL;
  260. if (!rasterStateChanged)
  261. return;
  262. for (size_t i = 0; i < rasterStates.size(); i++) {
  263. SavedRasterState &s = rasterStates[i];
  264. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  265. state = s.state;
  266. break;
  267. }
  268. }
  269. if (!state)
  270. state = AddRasterState();
  271. if (state != curRasterState) {
  272. context->RSSetState(state);
  273. curRasterState = state;
  274. }
  275. rasterStateChanged = false;
  276. }
  277. void gs_device::UpdateBlendState()
  278. {
  279. ID3D11BlendState *state = NULL;
  280. if (!blendStateChanged)
  281. return;
  282. for (size_t i = 0; i < blendStates.size(); i++) {
  283. SavedBlendState &s = blendStates[i];
  284. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  285. state = s.state;
  286. break;
  287. }
  288. }
  289. if (!state)
  290. state = AddBlendState();
  291. if (state != curBlendState) {
  292. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  293. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  294. curBlendState = state;
  295. }
  296. blendStateChanged = false;
  297. }
  298. void gs_device::UpdateViewProjMatrix()
  299. {
  300. matrix3 cur_matrix;
  301. gs_matrix_get(&cur_matrix);
  302. matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
  303. /* negate Z col of the view matrix for right-handed coordinate system */
  304. curViewMatrix.x.z = -curViewMatrix.x.z;
  305. curViewMatrix.y.z = -curViewMatrix.y.z;
  306. curViewMatrix.z.z = -curViewMatrix.z.z;
  307. curViewMatrix.t.z = -curViewMatrix.t.z;
  308. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  309. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  310. if (curVertexShader->viewProj)
  311. shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
  312. &curViewProjMatrix);
  313. }
  314. gs_device::gs_device(gs_init_data *data)
  315. : curRenderTarget (NULL),
  316. curZStencilBuffer (NULL),
  317. curRenderSide (0),
  318. curIndexBuffer (NULL),
  319. curVertexBuffer (NULL),
  320. curVertexShader (NULL),
  321. curPixelShader (NULL),
  322. curSwapChain (&defaultSwap),
  323. zstencilStateChanged (true),
  324. rasterStateChanged (true),
  325. blendStateChanged (true),
  326. curDepthStencilState (NULL),
  327. curRasterState (NULL),
  328. curBlendState (NULL),
  329. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  330. {
  331. ComPtr<IDXGIAdapter1> adapter;
  332. matrix4_identity(&curProjMatrix);
  333. matrix4_identity(&curViewMatrix);
  334. matrix4_identity(&curViewProjMatrix);
  335. memset(&viewport, 0, sizeof(viewport));
  336. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  337. curTextures[i] = NULL;
  338. curSamplers[i] = NULL;
  339. }
  340. InitFactory(data->adapter, adapter.Assign());
  341. InitDevice(data, adapter);
  342. device_setrendertarget(this, NULL, NULL);
  343. }
  344. const char *device_preprocessor_name(void)
  345. {
  346. return "_D3D11";
  347. }
  348. gs_device *device_create(gs_init_data *data)
  349. {
  350. gs_device *device = NULL;
  351. try {
  352. device = new gs_device(data);
  353. } catch (HRError error) {
  354. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  355. error.hr);
  356. }
  357. return device;
  358. }
  359. void device_destroy(device_t device)
  360. {
  361. delete device;
  362. }
  363. void device_entercontext(device_t device)
  364. {
  365. /* does nothing */
  366. }
  367. void device_leavecontext(device_t device)
  368. {
  369. /* does nothing */
  370. }
  371. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  372. {
  373. gs_swap_chain *swap = NULL;
  374. try {
  375. swap = new gs_swap_chain(device, data);
  376. } catch (HRError error) {
  377. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  378. error.str, error.hr);
  379. }
  380. return swap;
  381. }
  382. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  383. {
  384. try {
  385. ID3D11RenderTargetView *renderView = NULL;
  386. ID3D11DepthStencilView *depthView = NULL;
  387. int i = device->curRenderSide;
  388. device->context->OMSetRenderTargets(1, &renderView, depthView);
  389. device->curSwapChain->Resize(cx, cy);
  390. if (device->curRenderTarget)
  391. renderView = device->curRenderTarget->renderTarget[i];
  392. if (device->curZStencilBuffer)
  393. depthView = device->curZStencilBuffer->view;
  394. device->context->OMSetRenderTargets(1, &renderView, depthView);
  395. } catch (HRError error) {
  396. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  397. error.str, error.hr);
  398. }
  399. }
  400. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  401. {
  402. *cx = device->curSwapChain->target.width;
  403. *cy = device->curSwapChain->target.height;
  404. }
  405. uint32_t device_getwidth(device_t device)
  406. {
  407. return device->curSwapChain->target.width;
  408. }
  409. uint32_t device_getheight(device_t device)
  410. {
  411. return device->curSwapChain->target.height;
  412. }
  413. texture_t device_create_texture(device_t device, uint32_t width,
  414. uint32_t height, enum gs_color_format color_format,
  415. uint32_t levels, const void **data, uint32_t flags)
  416. {
  417. gs_texture *texture = NULL;
  418. try {
  419. texture = new gs_texture_2d(device, width, height, color_format,
  420. levels, data, flags, GS_TEXTURE_2D, false,
  421. false);
  422. } catch (HRError error) {
  423. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  424. error.str, error.hr);
  425. } catch (const char *error) {
  426. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  427. }
  428. return texture;
  429. }
  430. texture_t device_create_cubetexture(device_t device, uint32_t size,
  431. enum gs_color_format color_format, uint32_t levels,
  432. const void **data, uint32_t flags)
  433. {
  434. gs_texture *texture = NULL;
  435. try {
  436. texture = new gs_texture_2d(device, size, size, color_format,
  437. levels, data, flags, GS_TEXTURE_CUBE, false,
  438. false);
  439. } catch (HRError error) {
  440. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  441. "(%08lX)",
  442. error.str, error.hr);
  443. } catch (const char *error) {
  444. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  445. error);
  446. }
  447. return texture;
  448. }
  449. texture_t device_create_volumetexture(device_t device, uint32_t width,
  450. uint32_t height, uint32_t depth,
  451. enum gs_color_format color_format, uint32_t levels,
  452. const void **data, uint32_t flags)
  453. {
  454. /* TODO */
  455. return NULL;
  456. }
  457. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  458. uint32_t height, enum gs_zstencil_format format)
  459. {
  460. gs_zstencil_buffer *zstencil = NULL;
  461. try {
  462. zstencil = new gs_zstencil_buffer(device, width, height,
  463. format);
  464. } catch (HRError error) {
  465. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  466. error.str, error.hr);
  467. }
  468. return zstencil;
  469. }
  470. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  471. uint32_t height, enum gs_color_format color_format)
  472. {
  473. gs_stage_surface *surf = NULL;
  474. try {
  475. surf = new gs_stage_surface(device, width, height,
  476. color_format);
  477. } catch (HRError error) {
  478. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  479. "(%08lX)",
  480. error.str, error.hr);
  481. }
  482. return surf;
  483. }
  484. samplerstate_t device_create_samplerstate(device_t device,
  485. struct gs_sampler_info *info)
  486. {
  487. gs_sampler_state *ss = NULL;
  488. try {
  489. ss = new gs_sampler_state(device, info);
  490. } catch (HRError error) {
  491. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  492. "(%08lX)",
  493. error.str, error.hr);
  494. }
  495. return ss;
  496. }
  497. shader_t device_create_vertexshader(device_t device,
  498. const char *shader_string, const char *file,
  499. char **error_string)
  500. {
  501. gs_vertex_shader *shader = NULL;
  502. try {
  503. shader = new gs_vertex_shader(device, file, shader_string);
  504. } catch (HRError error) {
  505. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  506. "(%08lX)",
  507. error.str, error.hr);
  508. } catch (ShaderError error) {
  509. const char *buf = (const char*)error.errors->GetBufferPointer();
  510. if (error_string)
  511. *error_string = bstrdup(buf);
  512. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  513. "Compile warnings/errors for %s:\n%s",
  514. file, buf);
  515. } catch (const char *error) {
  516. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  517. error);
  518. }
  519. return shader;
  520. }
  521. shader_t device_create_pixelshader(device_t device,
  522. const char *shader_string, const char *file,
  523. char **error_string)
  524. {
  525. gs_pixel_shader *shader = NULL;
  526. try {
  527. shader = new gs_pixel_shader(device, file, shader_string);
  528. } catch (HRError error) {
  529. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  530. "(%08lX)",
  531. error.str, error.hr);
  532. } catch (ShaderError error) {
  533. const char *buf = (const char*)error.errors->GetBufferPointer();
  534. if (error_string)
  535. *error_string = bstrdup(buf);
  536. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  537. "Compiler warnings/errors for %s:\n%s",
  538. file, buf);
  539. } catch (const char *error) {
  540. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  541. error);
  542. }
  543. return shader;
  544. }
  545. vertbuffer_t device_create_vertexbuffer(device_t device,
  546. struct vb_data *data, uint32_t flags)
  547. {
  548. gs_vertex_buffer *buffer = NULL;
  549. try {
  550. buffer = new gs_vertex_buffer(device, data, flags);
  551. } catch (HRError error) {
  552. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  553. "(%08lX)",
  554. error.str, error.hr);
  555. } catch (const char *error) {
  556. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  557. error);
  558. }
  559. return buffer;
  560. }
  561. indexbuffer_t device_create_indexbuffer(device_t device,
  562. enum gs_index_type type, void *indices, size_t num,
  563. uint32_t flags)
  564. {
  565. gs_index_buffer *buffer = NULL;
  566. try {
  567. buffer = new gs_index_buffer(device, type, indices, num, flags);
  568. } catch (HRError error) {
  569. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  570. error.str, error.hr);
  571. }
  572. return buffer;
  573. }
  574. enum gs_texture_type device_gettexturetype(texture_t texture)
  575. {
  576. return texture->type;
  577. }
  578. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  579. {
  580. if (device->curVertexBuffer == vertbuffer)
  581. return;
  582. device->curVertexBuffer = vertbuffer;
  583. if (!device->curVertexShader)
  584. return;
  585. vector<ID3D11Buffer*> buffers;
  586. vector<uint32_t> strides;
  587. vector<uint32_t> offsets;
  588. if (vertbuffer) {
  589. vertbuffer->MakeBufferList(device->curVertexShader,
  590. buffers, strides);
  591. } else {
  592. size_t buffersToClear =
  593. device->curVertexShader->NumBuffersExpected();
  594. buffers.resize(buffersToClear);
  595. strides.resize(buffersToClear);
  596. }
  597. offsets.resize(buffers.size());
  598. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  599. buffers.data(), strides.data(), offsets.data());
  600. }
  601. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  602. {
  603. DXGI_FORMAT format;
  604. ID3D11Buffer *buffer;
  605. if (device->curIndexBuffer == indexbuffer)
  606. return;
  607. if (indexbuffer) {
  608. switch (indexbuffer->indexSize) {
  609. case 2: format = DXGI_FORMAT_R16_UINT; break;
  610. case 4: format = DXGI_FORMAT_R32_UINT; break;
  611. }
  612. buffer = indexbuffer->indexBuffer;
  613. } else {
  614. buffer = NULL;
  615. format = DXGI_FORMAT_R32_UINT;
  616. }
  617. device->curIndexBuffer = indexbuffer;
  618. device->context->IASetIndexBuffer(buffer, format, 0);
  619. }
  620. void device_load_texture(device_t device, texture_t tex, int unit)
  621. {
  622. ID3D11ShaderResourceView *view = NULL;
  623. if (device->curTextures[unit] == tex)
  624. return;
  625. if (tex)
  626. view = tex->shaderRes;
  627. device->curTextures[unit] = tex;
  628. device->context->PSSetShaderResources(unit, 1, &view);
  629. }
  630. void device_load_samplerstate(device_t device,
  631. samplerstate_t samplerstate, int unit)
  632. {
  633. ID3D11SamplerState *state = NULL;
  634. if (device->curSamplers[unit] == samplerstate)
  635. return;
  636. if (samplerstate)
  637. state = samplerstate->state;
  638. device->curSamplers[unit] = samplerstate;
  639. device->context->PSSetSamplers(unit, 1, &state);
  640. }
  641. void device_load_vertexshader(device_t device, shader_t vertshader)
  642. {
  643. ID3D11VertexShader *shader = NULL;
  644. ID3D11InputLayout *layout = NULL;
  645. ID3D11Buffer *constants = NULL;
  646. if (device->curVertexShader == vertshader)
  647. return;
  648. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  649. gs_vertex_buffer *curVB = device->curVertexBuffer;
  650. if (vertshader) {
  651. if (vertshader->type != SHADER_VERTEX) {
  652. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  653. "Specified shader is not a vertex "
  654. "shader");
  655. return;
  656. }
  657. if (curVB)
  658. device_load_vertexbuffer(device, NULL);
  659. shader = vs->shader;
  660. layout = vs->layout;
  661. constants = vs->constants;
  662. }
  663. device->curVertexShader = vs;
  664. device->context->VSSetShader(shader, NULL, 0);
  665. device->context->IASetInputLayout(layout);
  666. device->context->VSSetConstantBuffers(0, 1, &constants);
  667. if (vertshader && curVB)
  668. device_load_vertexbuffer(device, curVB);
  669. }
  670. static inline void clear_textures(device_t device)
  671. {
  672. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  673. memset(views, 0, sizeof(views));
  674. memset(device->curTextures, 0, sizeof(device->curTextures));
  675. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  676. }
  677. void device_load_pixelshader(device_t device, shader_t pixelshader)
  678. {
  679. ID3D11PixelShader *shader = NULL;
  680. ID3D11Buffer *constants = NULL;
  681. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  682. if (device->curPixelShader == pixelshader)
  683. return;
  684. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  685. if (pixelshader) {
  686. if (pixelshader->type != SHADER_PIXEL) {
  687. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  688. "Specified shader is not a pixel "
  689. "shader");
  690. return;
  691. }
  692. shader = ps->shader;
  693. constants = ps->constants;
  694. ps->GetSamplerStates(states);
  695. } else {
  696. memset(states, 0, sizeof(states));
  697. }
  698. clear_textures(device);
  699. device->curPixelShader = ps;
  700. device->context->PSSetShader(shader, NULL, 0);
  701. device->context->PSSetConstantBuffers(0, 1, &constants);
  702. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  703. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  704. if (device->curSamplers[i] &&
  705. device->curSamplers[i]->state != states[i])
  706. device->curSamplers[i] = nullptr;
  707. }
  708. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  709. {
  710. /* TODO */
  711. }
  712. shader_t device_getvertexshader(device_t device)
  713. {
  714. return device->curVertexShader;
  715. }
  716. shader_t device_getpixelshader(device_t device)
  717. {
  718. return device->curPixelShader;
  719. }
  720. texture_t device_getrendertarget(device_t device)
  721. {
  722. if (device->curRenderTarget == &device->curSwapChain->target)
  723. return NULL;
  724. return device->curRenderTarget;
  725. }
  726. zstencil_t device_getzstenciltarget(device_t device)
  727. {
  728. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  729. return NULL;
  730. return device->curZStencilBuffer;
  731. }
  732. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  733. {
  734. if (!tex)
  735. tex = &device->curSwapChain->target;
  736. if (!zstencil)
  737. zstencil = &device->curSwapChain->zs;
  738. if (device->curRenderTarget == tex &&
  739. device->curZStencilBuffer == zstencil)
  740. return;
  741. if (tex->type != GS_TEXTURE_2D) {
  742. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  743. "texture is not a 2D texture");
  744. return;
  745. }
  746. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  747. if (!tex2d->renderTarget[0]) {
  748. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  749. "texture is not a render target");
  750. return;
  751. }
  752. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  753. device->curRenderTarget = tex2d;
  754. device->curRenderSide = 0;
  755. device->curZStencilBuffer = zstencil;
  756. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  757. }
  758. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  759. zstencil_t zstencil)
  760. {
  761. if (!tex) {
  762. tex = &device->curSwapChain->target;
  763. side = 0;
  764. }
  765. if (!zstencil)
  766. zstencil = &device->curSwapChain->zs;
  767. if (device->curRenderTarget == tex &&
  768. device->curRenderSide == side &&
  769. device->curZStencilBuffer == zstencil)
  770. return;
  771. if (tex->type != GS_TEXTURE_CUBE) {
  772. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  773. "texture is not a cube texture");
  774. return;
  775. }
  776. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  777. if (!tex2d->renderTarget[side]) {
  778. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  779. "texture is not a render target");
  780. return;
  781. }
  782. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  783. device->curRenderTarget = tex2d;
  784. device->curRenderSide = side;
  785. device->curZStencilBuffer = zstencil;
  786. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  787. }
  788. inline void gs_device::CopyTex(ID3D11Texture2D *dst,
  789. uint32_t dst_x, uint32_t dst_y,
  790. texture_t src, uint32_t src_x, uint32_t src_y,
  791. uint32_t src_w, uint32_t src_h)
  792. {
  793. if (src->type != GS_TEXTURE_2D)
  794. throw "Source texture must be a 2D texture";
  795. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  796. if (dst_x == 0 && dst_y == 0 &&
  797. src_x == 0 && src_y == 0 &&
  798. src_w == 0 && src_h == 0) {
  799. context->CopyResource(dst, tex2d->texture);
  800. } else {
  801. D3D11_BOX sbox;
  802. sbox.left = src_x;
  803. if (src_w > 0)
  804. sbox.right = src_x + src_w;
  805. else
  806. sbox.right = tex2d->width - 1;
  807. sbox.top = src_y;
  808. if (src_h > 0)
  809. sbox.bottom = src_y + src_h;
  810. else
  811. sbox.bottom = tex2d->height - 1;
  812. sbox.front = 0;
  813. sbox.back = 1;
  814. context->CopySubresourceRegion(dst, 0, dst_x, dst_y, 0,
  815. tex2d->texture, 0, &sbox);
  816. }
  817. }
  818. void device_copy_texture_region(device_t device,
  819. texture_t dst, uint32_t dst_x, uint32_t dst_y,
  820. texture_t src, uint32_t src_x, uint32_t src_y,
  821. uint32_t src_w, uint32_t src_h)
  822. {
  823. try {
  824. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  825. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  826. if (!src)
  827. throw "Source texture is NULL";
  828. if (!dst)
  829. throw "Destination texture is NULL";
  830. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  831. throw "Source and destination textures must be a 2D "
  832. "textures";
  833. if (dst->format != src->format)
  834. throw "Source and destination formats do not match";
  835. /* apparently casting to the same type that the variable
  836. * already exists as is supposed to prevent some warning
  837. * when used with the conditional operator? */
  838. uint32_t copyWidth = (uint32_t)src_w ?
  839. (uint32_t)src_w : (src2d->width - src_x);
  840. uint32_t copyHeight = (uint32_t)src_h ?
  841. (uint32_t)src_h : (src2d->height - src_y);
  842. uint32_t dstWidth = dst2d->width - dst_x;
  843. uint32_t dstHeight = dst2d->height - dst_y;
  844. if (dstWidth < copyWidth || dstHeight < copyHeight)
  845. throw "Destination texture region is not big "
  846. "enough to hold the source region";
  847. if (dst_x == 0 && dst_y == 0 &&
  848. src_x == 0 && src_y == 0 &&
  849. src_w == 0 && src_h == 0) {
  850. copyWidth = 0;
  851. copyHeight = 0;
  852. }
  853. device->CopyTex(dst2d->texture, dst_x, dst_y,
  854. src, src_x, src_y, copyWidth, copyHeight);
  855. } catch(const char *error) {
  856. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  857. }
  858. }
  859. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  860. {
  861. device_copy_texture_region(device, dst, 0, 0, src, 0, 0, 0, 0);
  862. }
  863. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  864. {
  865. try {
  866. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  867. if (!src)
  868. throw "Source texture is NULL";
  869. if (src->type != GS_TEXTURE_2D)
  870. throw "Source texture must be a 2D texture";
  871. if (!dst)
  872. throw "Destination surface is NULL";
  873. if (dst->format != src->format)
  874. throw "Source and destination formats do not match";
  875. if (dst->width != src2d->width ||
  876. dst->height != src2d->height)
  877. throw "Source and destination must have the same "
  878. "dimensions";
  879. device->CopyTex(dst->texture, 0, 0, src, 0, 0, 0, 0);
  880. } catch (const char *error) {
  881. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  882. }
  883. }
  884. void device_beginscene(device_t device)
  885. {
  886. clear_textures(device);
  887. }
  888. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  889. uint32_t start_vert, uint32_t num_verts)
  890. {
  891. try {
  892. if (!device->curVertexShader)
  893. throw "No vertex shader specified";
  894. if (!device->curPixelShader)
  895. throw "No pixel shader specified";
  896. if (!device->curVertexBuffer)
  897. throw "No vertex buffer specified";
  898. effect_t effect = gs_geteffect();
  899. if (effect)
  900. effect_updateparams(effect);
  901. device->UpdateBlendState();
  902. device->UpdateRasterState();
  903. device->UpdateZStencilState();
  904. device->UpdateViewProjMatrix();
  905. device->curVertexShader->UploadParams();
  906. device->curPixelShader->UploadParams();
  907. } catch (const char *error) {
  908. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  909. return;
  910. } catch (HRError error) {
  911. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  912. error.hr);
  913. return;
  914. }
  915. D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  916. if (device->curToplogy != newTopology) {
  917. device->context->IASetPrimitiveTopology(newTopology);
  918. device->curToplogy = newTopology;
  919. }
  920. if (device->curIndexBuffer) {
  921. if (num_verts == 0)
  922. num_verts = (uint32_t)device->curIndexBuffer->num;
  923. device->context->DrawIndexed(num_verts, start_vert, 0);
  924. } else {
  925. if (num_verts == 0)
  926. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  927. device->context->Draw(num_verts, start_vert);
  928. }
  929. }
  930. void device_endscene(device_t device)
  931. {
  932. /* does nothing in D3D11 */
  933. }
  934. void device_load_swapchain(device_t device, swapchain_t swapchain)
  935. {
  936. texture_t target = device->curRenderTarget;
  937. zstencil_t zs = device->curZStencilBuffer;
  938. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  939. if (target == &device->curSwapChain->target)
  940. target = NULL;
  941. if (zs == &device->curSwapChain->zs)
  942. zs = NULL;
  943. if (swapchain == NULL)
  944. swapchain = &device->defaultSwap;
  945. device->curSwapChain = swapchain;
  946. if (is_cube)
  947. device_setcuberendertarget(device, target,
  948. device->curRenderSide, zs);
  949. else
  950. device_setrendertarget(device, target, zs);
  951. }
  952. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  953. float depth, uint8_t stencil)
  954. {
  955. int side = device->curRenderSide;
  956. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  957. device->context->ClearRenderTargetView(
  958. device->curRenderTarget->renderTarget[side],
  959. color->ptr);
  960. if (device->curZStencilBuffer) {
  961. uint32_t flags = 0;
  962. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  963. flags |= D3D11_CLEAR_DEPTH;
  964. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  965. flags |= D3D11_CLEAR_STENCIL;
  966. if (flags && device->curZStencilBuffer->view)
  967. device->context->ClearDepthStencilView(
  968. device->curZStencilBuffer->view,
  969. flags, depth, stencil);
  970. }
  971. }
  972. void device_present(device_t device)
  973. {
  974. device->curSwapChain->swap->Present(0, 0);
  975. }
  976. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  977. {
  978. if (mode == device->rasterState.cullMode)
  979. return;
  980. device->rasterState.cullMode = mode;
  981. device->rasterStateChanged = true;
  982. }
  983. enum gs_cull_mode device_getcullmode(device_t device)
  984. {
  985. return device->rasterState.cullMode;
  986. }
  987. void device_enable_blending(device_t device, bool enable)
  988. {
  989. if (enable == device->blendState.blendEnabled)
  990. return;
  991. device->blendState.blendEnabled = enable;
  992. device->blendStateChanged = true;
  993. }
  994. void device_enable_depthtest(device_t device, bool enable)
  995. {
  996. if (enable == device->zstencilState.depthEnabled)
  997. return;
  998. device->zstencilState.depthEnabled = enable;
  999. device->zstencilStateChanged = true;
  1000. }
  1001. void device_enable_stenciltest(device_t device, bool enable)
  1002. {
  1003. if (enable == device->zstencilState.stencilEnabled)
  1004. return;
  1005. device->zstencilState.stencilEnabled = enable;
  1006. device->zstencilStateChanged = true;
  1007. }
  1008. void device_enable_stencilwrite(device_t device, bool enable)
  1009. {
  1010. if (enable == device->zstencilState.stencilWriteEnabled)
  1011. return;
  1012. device->zstencilState.stencilWriteEnabled = enable;
  1013. device->zstencilStateChanged = true;
  1014. }
  1015. void device_enable_color(device_t device, bool red, bool green,
  1016. bool blue, bool alpha)
  1017. {
  1018. if (device->blendState.redEnabled == red &&
  1019. device->blendState.greenEnabled == green &&
  1020. device->blendState.blueEnabled == blue &&
  1021. device->blendState.alphaEnabled == alpha)
  1022. return;
  1023. device->blendState.redEnabled = red;
  1024. device->blendState.greenEnabled = green;
  1025. device->blendState.blueEnabled = blue;
  1026. device->blendState.alphaEnabled = alpha;
  1027. device->blendStateChanged = true;
  1028. }
  1029. void device_blendfunction(device_t device, enum gs_blend_type src,
  1030. enum gs_blend_type dest)
  1031. {
  1032. if (device->blendState.srcFactor == src &&
  1033. device->blendState.destFactor == dest)
  1034. return;
  1035. device->blendState.srcFactor = src;
  1036. device->blendState.destFactor = dest;
  1037. device->blendStateChanged = true;
  1038. }
  1039. void device_depthfunction(device_t device, enum gs_depth_test test)
  1040. {
  1041. if (device->zstencilState.depthFunc == test)
  1042. return;
  1043. device->zstencilState.depthFunc = test;
  1044. device->zstencilStateChanged = true;
  1045. }
  1046. static inline void update_stencilside_test(device_t device, StencilSide &side,
  1047. gs_depth_test test)
  1048. {
  1049. if (side.test == test)
  1050. return;
  1051. side.test = test;
  1052. device->zstencilStateChanged = true;
  1053. }
  1054. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  1055. enum gs_depth_test test)
  1056. {
  1057. int sideVal = (int)side;
  1058. if (sideVal & GS_STENCIL_FRONT)
  1059. update_stencilside_test(device,
  1060. device->zstencilState.stencilFront, test);
  1061. if (sideVal & GS_STENCIL_BACK)
  1062. update_stencilside_test(device,
  1063. device->zstencilState.stencilBack, test);
  1064. }
  1065. static inline void update_stencilside_op(device_t device, StencilSide &side,
  1066. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1067. enum gs_stencil_op zpass)
  1068. {
  1069. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1070. return;
  1071. side.fail = fail;
  1072. side.zfail = zfail;
  1073. side.zpass = zpass;
  1074. device->zstencilStateChanged = true;
  1075. }
  1076. void device_stencilop(device_t device, enum gs_stencil_side side,
  1077. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1078. enum gs_stencil_op zpass)
  1079. {
  1080. int sideVal = (int)side;
  1081. if (sideVal & GS_STENCIL_FRONT)
  1082. update_stencilside_op(device,
  1083. device->zstencilState.stencilFront,
  1084. fail, zfail, zpass);
  1085. if (sideVal & GS_STENCIL_BACK)
  1086. update_stencilside_op(device,
  1087. device->zstencilState.stencilBack,
  1088. fail, zfail, zpass);
  1089. }
  1090. void device_enable_fullscreen(device_t device, bool enable)
  1091. {
  1092. /* TODO */
  1093. }
  1094. int device_fullscreen_enabled(device_t device)
  1095. {
  1096. /* TODO */
  1097. return 0;
  1098. }
  1099. void device_setdisplaymode(device_t device,
  1100. const struct gs_display_mode *mode)
  1101. {
  1102. /* TODO */
  1103. }
  1104. void device_getdisplaymode(device_t device,
  1105. struct gs_display_mode *mode)
  1106. {
  1107. /* TODO */
  1108. }
  1109. void device_setcolorramp(device_t device, float gamma, float brightness,
  1110. float contrast)
  1111. {
  1112. /* TODO */
  1113. }
  1114. void device_setviewport(device_t device, int x, int y, int width,
  1115. int height)
  1116. {
  1117. D3D11_VIEWPORT vp;
  1118. memset(&vp, 0, sizeof(vp));
  1119. vp.MaxDepth = 1.0f;
  1120. vp.TopLeftX = (float)x;
  1121. vp.TopLeftY = (float)y;
  1122. vp.Width = (float)width;
  1123. vp.Height = (float)height;
  1124. device->context->RSSetViewports(1, &vp);
  1125. device->viewport.x = x;
  1126. device->viewport.y = y;
  1127. device->viewport.cx = width;
  1128. device->viewport.cy = height;
  1129. }
  1130. void device_getviewport(device_t device, struct gs_rect *rect)
  1131. {
  1132. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1133. }
  1134. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1135. {
  1136. D3D11_RECT d3drect;
  1137. d3drect.left = rect->x;
  1138. d3drect.top = rect->y;
  1139. d3drect.right = rect->x + rect->cx;
  1140. d3drect.bottom = rect->y + rect->cy;
  1141. device->context->RSSetScissorRects(1, &d3drect);
  1142. }
  1143. void device_ortho(device_t device, float left, float right, float top,
  1144. float bottom, float zNear, float zFar)
  1145. {
  1146. matrix4 *dst = &device->curProjMatrix;
  1147. float rml = right-left;
  1148. float bmt = bottom-top;
  1149. float fmn = zFar-zNear;
  1150. vec4_zero(&dst->x);
  1151. vec4_zero(&dst->y);
  1152. vec4_zero(&dst->z);
  1153. vec4_zero(&dst->t);
  1154. dst->x.x = 2.0f / rml;
  1155. dst->t.x = (left+right) / -rml;
  1156. dst->y.y = 2.0f / -bmt;
  1157. dst->t.y = (bottom+top) / bmt;
  1158. dst->z.z = 1.0f / fmn;
  1159. dst->t.z = zNear / -fmn;
  1160. dst->t.w = 1.0f;
  1161. }
  1162. void device_frustum(device_t device, float left, float right, float top,
  1163. float bottom, float zNear, float zFar)
  1164. {
  1165. matrix4 *dst = &device->curProjMatrix;
  1166. float rml = right-left;
  1167. float bmt = bottom-top;
  1168. float fmn = zFar-zNear;
  1169. float nearx2 = 2.0f*zNear;
  1170. vec4_zero(&dst->x);
  1171. vec4_zero(&dst->y);
  1172. vec4_zero(&dst->z);
  1173. vec4_zero(&dst->t);
  1174. dst->x.x = nearx2 / rml;
  1175. dst->z.x = (left+right) / -rml;
  1176. dst->y.y = nearx2 / -bmt;
  1177. dst->z.y = (bottom+top) / bmt;
  1178. dst->z.z = zFar / fmn;
  1179. dst->t.z = (zNear*zFar) / -fmn;
  1180. dst->z.w = 1.0f;
  1181. }
  1182. void device_projection_push(device_t device)
  1183. {
  1184. mat4float mat;
  1185. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1186. device->projStack.push_back(mat);
  1187. }
  1188. void device_projection_pop(device_t device)
  1189. {
  1190. if (!device->projStack.size())
  1191. return;
  1192. mat4float *mat = device->projStack.data();
  1193. size_t end = device->projStack.size()-1;
  1194. /* XXX - does anyone know a better way of doing this? */
  1195. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1196. device->projStack.pop_back();
  1197. }
  1198. void swapchain_destroy(swapchain_t swapchain)
  1199. {
  1200. if (!swapchain)
  1201. return;
  1202. gs_device *device = swapchain->device;
  1203. if (device->curSwapChain == swapchain)
  1204. device->curSwapChain = &device->defaultSwap;
  1205. delete swapchain;
  1206. }
  1207. void texture_destroy(texture_t tex)
  1208. {
  1209. delete tex;
  1210. }
  1211. uint32_t texture_getwidth(texture_t tex)
  1212. {
  1213. if (tex->type != GS_TEXTURE_2D)
  1214. return 0;
  1215. return static_cast<gs_texture_2d*>(tex)->width;
  1216. }
  1217. uint32_t texture_getheight(texture_t tex)
  1218. {
  1219. if (tex->type != GS_TEXTURE_2D)
  1220. return 0;
  1221. return static_cast<gs_texture_2d*>(tex)->height;
  1222. }
  1223. enum gs_color_format texture_getcolorformat(texture_t tex)
  1224. {
  1225. if (tex->type != GS_TEXTURE_2D)
  1226. return GS_UNKNOWN;
  1227. return static_cast<gs_texture_2d*>(tex)->format;
  1228. }
  1229. bool texture_map(texture_t tex, void **ptr, uint32_t *linesize)
  1230. {
  1231. HRESULT hr;
  1232. if (tex->type != GS_TEXTURE_2D)
  1233. return false;
  1234. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1235. D3D11_MAPPED_SUBRESOURCE map;
  1236. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1237. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1238. if (FAILED(hr))
  1239. return false;
  1240. *ptr = map.pData;
  1241. *linesize = map.RowPitch;
  1242. return true;
  1243. }
  1244. void texture_unmap(texture_t tex)
  1245. {
  1246. if (tex->type != GS_TEXTURE_2D)
  1247. return;
  1248. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1249. tex2d->device->context->Unmap(tex2d->texture, 0);
  1250. }
  1251. void *texture_getobj(texture_t tex)
  1252. {
  1253. if (tex->type != GS_TEXTURE_2D)
  1254. return nullptr;
  1255. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1256. return tex2d->texture.Get();
  1257. }
  1258. void cubetexture_destroy(texture_t cubetex)
  1259. {
  1260. delete cubetex;
  1261. }
  1262. uint32_t cubetexture_getsize(texture_t cubetex)
  1263. {
  1264. if (cubetex->type != GS_TEXTURE_CUBE)
  1265. return 0;
  1266. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1267. return tex->width;
  1268. }
  1269. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1270. {
  1271. if (cubetex->type != GS_TEXTURE_CUBE)
  1272. return GS_UNKNOWN;
  1273. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1274. return tex->format;
  1275. }
  1276. void volumetexture_destroy(texture_t voltex)
  1277. {
  1278. delete voltex;
  1279. }
  1280. uint32_t volumetexture_getwidth(texture_t voltex)
  1281. {
  1282. /* TODO */
  1283. return 0;
  1284. }
  1285. uint32_t volumetexture_getheight(texture_t voltex)
  1286. {
  1287. /* TODO */
  1288. return 0;
  1289. }
  1290. uint32_t volumetexture_getdepth(texture_t voltex)
  1291. {
  1292. /* TODO */
  1293. return 0;
  1294. }
  1295. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1296. {
  1297. /* TODO */
  1298. return GS_UNKNOWN;
  1299. }
  1300. void stagesurface_destroy(stagesurf_t stagesurf)
  1301. {
  1302. delete stagesurf;
  1303. }
  1304. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1305. {
  1306. return stagesurf->width;
  1307. }
  1308. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1309. {
  1310. return stagesurf->height;
  1311. }
  1312. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1313. {
  1314. return stagesurf->format;
  1315. }
  1316. bool stagesurface_map(stagesurf_t stagesurf, uint8_t **data, uint32_t *linesize)
  1317. {
  1318. D3D11_MAPPED_SUBRESOURCE map;
  1319. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1320. D3D11_MAP_READ, 0, &map)))
  1321. return false;
  1322. *data = (uint8_t*)map.pData;
  1323. *linesize = map.RowPitch;
  1324. return true;
  1325. }
  1326. void stagesurface_unmap(stagesurf_t stagesurf)
  1327. {
  1328. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1329. }
  1330. void zstencil_destroy(zstencil_t zstencil)
  1331. {
  1332. delete zstencil;
  1333. }
  1334. void samplerstate_destroy(samplerstate_t samplerstate)
  1335. {
  1336. if (!samplerstate)
  1337. return;
  1338. if (samplerstate->device)
  1339. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  1340. if (samplerstate->device->curSamplers[i] ==
  1341. samplerstate)
  1342. samplerstate->device->curSamplers[i] = nullptr;
  1343. delete samplerstate;
  1344. }
  1345. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1346. {
  1347. delete vertbuffer;
  1348. }
  1349. void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
  1350. {
  1351. if (!vertbuffer->dynamic) {
  1352. blog(LOG_ERROR, "vertexbuffer_flush: vertex buffer is "
  1353. "not dynamic");
  1354. return;
  1355. }
  1356. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1357. vertbuffer->vbd.data->points, sizeof(vec3));
  1358. if (vertbuffer->normalBuffer)
  1359. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1360. vertbuffer->vbd.data->normals, sizeof(vec3));
  1361. if (vertbuffer->tangentBuffer)
  1362. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1363. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1364. if (vertbuffer->colorBuffer)
  1365. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1366. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1367. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1368. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1369. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1370. tv.array, tv.width*sizeof(float));
  1371. }
  1372. }
  1373. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1374. {
  1375. return vertbuffer->vbd.data;
  1376. }
  1377. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1378. {
  1379. delete indexbuffer;
  1380. }
  1381. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1382. {
  1383. HRESULT hr;
  1384. if (!indexbuffer->dynamic)
  1385. return;
  1386. D3D11_MAPPED_SUBRESOURCE map;
  1387. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1388. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1389. if (FAILED(hr))
  1390. return;
  1391. memcpy(map.pData, indexbuffer->indices.data,
  1392. indexbuffer->num * indexbuffer->indexSize);
  1393. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1394. }
  1395. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1396. {
  1397. return indexbuffer->indices.data;
  1398. }
  1399. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1400. {
  1401. return indexbuffer->num;
  1402. }
  1403. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1404. {
  1405. return indexbuffer->type;
  1406. }
  1407. extern "C" EXPORT bool gdi_texture_available(void)
  1408. {
  1409. return true;
  1410. }
  1411. extern "C" EXPORT texture_t device_create_gdi_texture(device_t device,
  1412. uint32_t width, uint32_t height)
  1413. {
  1414. gs_texture *texture = nullptr;
  1415. try {
  1416. texture = new gs_texture_2d(device, width, height, GS_BGRA,
  1417. 1, nullptr, GS_RENDERTARGET, GS_TEXTURE_2D,
  1418. true, false);
  1419. } catch (HRError error) {
  1420. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s (%08lX)",
  1421. error.str, error.hr);
  1422. } catch (const char *error) {
  1423. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s", error);
  1424. }
  1425. return texture;
  1426. }
  1427. static inline bool TextureGDICompatible(gs_texture_2d *tex2d, const char *func)
  1428. {
  1429. if (!tex2d->isGDICompatible) {
  1430. blog(LOG_ERROR, "%s (D3D11): Texture is not GDI compatible",
  1431. func);
  1432. return false;
  1433. }
  1434. return true;
  1435. }
  1436. extern "C" EXPORT void *texture_get_dc(texture_t tex)
  1437. {
  1438. HDC hDC = nullptr;
  1439. if (tex->type != GS_TEXTURE_2D)
  1440. return nullptr;
  1441. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1442. if (!TextureGDICompatible(tex2d, "texture_get_dc"))
  1443. return nullptr;
  1444. tex2d->gdiSurface->GetDC(true, &hDC);
  1445. return hDC;
  1446. }
  1447. extern "C" EXPORT void texture_release_dc(texture_t tex)
  1448. {
  1449. if (tex->type != GS_TEXTURE_2D)
  1450. return;
  1451. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1452. if (!TextureGDICompatible(tex2d, "texture_release_dc"))
  1453. return;
  1454. tex2d->gdiSurface->ReleaseDC(nullptr);
  1455. }