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,
  31. _Out_ ID3DBlob **ppBlob);
  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 ConvertGSTextureFormatResource(gs_color_format format)
  48. {
  49. switch (format) {
  50. case GS_UNKNOWN:
  51. return DXGI_FORMAT_UNKNOWN;
  52. case GS_A8:
  53. return DXGI_FORMAT_A8_UNORM;
  54. case GS_R8:
  55. return DXGI_FORMAT_R8_UNORM;
  56. case GS_RGBA:
  57. return DXGI_FORMAT_R8G8B8A8_TYPELESS;
  58. case GS_BGRX:
  59. return DXGI_FORMAT_B8G8R8X8_TYPELESS;
  60. case GS_BGRA:
  61. return DXGI_FORMAT_B8G8R8A8_TYPELESS;
  62. case GS_R10G10B10A2:
  63. return DXGI_FORMAT_R10G10B10A2_UNORM;
  64. case GS_RGBA16:
  65. return DXGI_FORMAT_R16G16B16A16_UNORM;
  66. case GS_R16:
  67. return DXGI_FORMAT_R16_UNORM;
  68. case GS_RGBA16F:
  69. return DXGI_FORMAT_R16G16B16A16_FLOAT;
  70. case GS_RGBA32F:
  71. return DXGI_FORMAT_R32G32B32A32_FLOAT;
  72. case GS_RG16F:
  73. return DXGI_FORMAT_R16G16_FLOAT;
  74. case GS_RG32F:
  75. return DXGI_FORMAT_R32G32_FLOAT;
  76. case GS_R16F:
  77. return DXGI_FORMAT_R16_FLOAT;
  78. case GS_R32F:
  79. return DXGI_FORMAT_R32_FLOAT;
  80. case GS_DXT1:
  81. return DXGI_FORMAT_BC1_UNORM;
  82. case GS_DXT3:
  83. return DXGI_FORMAT_BC2_UNORM;
  84. case GS_DXT5:
  85. return DXGI_FORMAT_BC3_UNORM;
  86. case GS_R8G8:
  87. return DXGI_FORMAT_R8G8_UNORM;
  88. case GS_RGBA_UNORM:
  89. return DXGI_FORMAT_R8G8B8A8_UNORM;
  90. case GS_BGRX_UNORM:
  91. return DXGI_FORMAT_B8G8R8X8_UNORM;
  92. case GS_BGRA_UNORM:
  93. return DXGI_FORMAT_B8G8R8A8_UNORM;
  94. case GS_RG16:
  95. return DXGI_FORMAT_R16G16_UNORM;
  96. }
  97. return DXGI_FORMAT_UNKNOWN;
  98. }
  99. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  100. {
  101. switch (format) {
  102. case GS_RGBA:
  103. return DXGI_FORMAT_R8G8B8A8_UNORM;
  104. case GS_BGRX:
  105. return DXGI_FORMAT_B8G8R8X8_UNORM;
  106. case GS_BGRA:
  107. return DXGI_FORMAT_B8G8R8A8_UNORM;
  108. default:
  109. return ConvertGSTextureFormatResource(format);
  110. }
  111. }
  112. static inline DXGI_FORMAT
  113. ConvertGSTextureFormatViewLinear(gs_color_format format)
  114. {
  115. switch (format) {
  116. case GS_RGBA:
  117. return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
  118. case GS_BGRX:
  119. return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
  120. case GS_BGRA:
  121. return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
  122. default:
  123. return ConvertGSTextureFormatResource(format);
  124. }
  125. }
  126. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  127. {
  128. switch (format) {
  129. case DXGI_FORMAT_A8_UNORM:
  130. return GS_A8;
  131. case DXGI_FORMAT_R8_UNORM:
  132. return GS_R8;
  133. case DXGI_FORMAT_R8G8_UNORM:
  134. return GS_R8G8;
  135. case DXGI_FORMAT_R8G8B8A8_TYPELESS:
  136. return GS_RGBA;
  137. case DXGI_FORMAT_B8G8R8X8_TYPELESS:
  138. return GS_BGRX;
  139. case DXGI_FORMAT_B8G8R8A8_TYPELESS:
  140. return GS_BGRA;
  141. case DXGI_FORMAT_R10G10B10A2_UNORM:
  142. return GS_R10G10B10A2;
  143. case DXGI_FORMAT_R16G16B16A16_UNORM:
  144. return GS_RGBA16;
  145. case DXGI_FORMAT_R16_UNORM:
  146. return GS_R16;
  147. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  148. return GS_RGBA16F;
  149. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  150. return GS_RGBA32F;
  151. case DXGI_FORMAT_R16G16_FLOAT:
  152. return GS_RG16F;
  153. case DXGI_FORMAT_R32G32_FLOAT:
  154. return GS_RG32F;
  155. case DXGI_FORMAT_R16_FLOAT:
  156. return GS_R16F;
  157. case DXGI_FORMAT_R32_FLOAT:
  158. return GS_R32F;
  159. case DXGI_FORMAT_BC1_UNORM:
  160. return GS_DXT1;
  161. case DXGI_FORMAT_BC2_UNORM:
  162. return GS_DXT3;
  163. case DXGI_FORMAT_BC3_UNORM:
  164. return GS_DXT5;
  165. case DXGI_FORMAT_R8G8B8A8_UNORM:
  166. return GS_RGBA_UNORM;
  167. case DXGI_FORMAT_B8G8R8X8_UNORM:
  168. return GS_BGRX_UNORM;
  169. case DXGI_FORMAT_B8G8R8A8_UNORM:
  170. return GS_BGRA_UNORM;
  171. case DXGI_FORMAT_R16G16_UNORM:
  172. return GS_RG16;
  173. }
  174. return GS_UNKNOWN;
  175. }
  176. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  177. {
  178. switch (format) {
  179. case GS_ZS_NONE:
  180. return DXGI_FORMAT_UNKNOWN;
  181. case GS_Z16:
  182. return DXGI_FORMAT_D16_UNORM;
  183. case GS_Z24_S8:
  184. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  185. case GS_Z32F:
  186. return DXGI_FORMAT_D32_FLOAT;
  187. case GS_Z32F_S8X24:
  188. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  189. }
  190. return DXGI_FORMAT_UNKNOWN;
  191. }
  192. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  193. {
  194. switch (test) {
  195. case GS_NEVER:
  196. return D3D11_COMPARISON_NEVER;
  197. case GS_LESS:
  198. return D3D11_COMPARISON_LESS;
  199. case GS_LEQUAL:
  200. return D3D11_COMPARISON_LESS_EQUAL;
  201. case GS_EQUAL:
  202. return D3D11_COMPARISON_EQUAL;
  203. case GS_GEQUAL:
  204. return D3D11_COMPARISON_GREATER_EQUAL;
  205. case GS_GREATER:
  206. return D3D11_COMPARISON_GREATER;
  207. case GS_NOTEQUAL:
  208. return D3D11_COMPARISON_NOT_EQUAL;
  209. case GS_ALWAYS:
  210. return D3D11_COMPARISON_ALWAYS;
  211. }
  212. return D3D11_COMPARISON_NEVER;
  213. }
  214. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  215. {
  216. switch (op) {
  217. case GS_KEEP:
  218. return D3D11_STENCIL_OP_KEEP;
  219. case GS_ZERO:
  220. return D3D11_STENCIL_OP_ZERO;
  221. case GS_REPLACE:
  222. return D3D11_STENCIL_OP_REPLACE;
  223. case GS_INCR:
  224. return D3D11_STENCIL_OP_INCR;
  225. case GS_DECR:
  226. return D3D11_STENCIL_OP_DECR;
  227. case GS_INVERT:
  228. return D3D11_STENCIL_OP_INVERT;
  229. }
  230. return D3D11_STENCIL_OP_KEEP;
  231. }
  232. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  233. {
  234. switch (type) {
  235. case GS_BLEND_ZERO:
  236. return D3D11_BLEND_ZERO;
  237. case GS_BLEND_ONE:
  238. return D3D11_BLEND_ONE;
  239. case GS_BLEND_SRCCOLOR:
  240. return D3D11_BLEND_SRC_COLOR;
  241. case GS_BLEND_INVSRCCOLOR:
  242. return D3D11_BLEND_INV_SRC_COLOR;
  243. case GS_BLEND_SRCALPHA:
  244. return D3D11_BLEND_SRC_ALPHA;
  245. case GS_BLEND_INVSRCALPHA:
  246. return D3D11_BLEND_INV_SRC_ALPHA;
  247. case GS_BLEND_DSTCOLOR:
  248. return D3D11_BLEND_DEST_COLOR;
  249. case GS_BLEND_INVDSTCOLOR:
  250. return D3D11_BLEND_INV_DEST_COLOR;
  251. case GS_BLEND_DSTALPHA:
  252. return D3D11_BLEND_DEST_ALPHA;
  253. case GS_BLEND_INVDSTALPHA:
  254. return D3D11_BLEND_INV_DEST_ALPHA;
  255. case GS_BLEND_SRCALPHASAT:
  256. return D3D11_BLEND_SRC_ALPHA_SAT;
  257. }
  258. return D3D11_BLEND_ONE;
  259. }
  260. static inline D3D11_BLEND_OP ConvertGSBlendOpType(gs_blend_op_type type)
  261. {
  262. switch (type) {
  263. case GS_BLEND_OP_ADD:
  264. return D3D11_BLEND_OP_ADD;
  265. case GS_BLEND_OP_SUBTRACT:
  266. return D3D11_BLEND_OP_SUBTRACT;
  267. case GS_BLEND_OP_REVERSE_SUBTRACT:
  268. return D3D11_BLEND_OP_REV_SUBTRACT;
  269. case GS_BLEND_OP_MIN:
  270. return D3D11_BLEND_OP_MIN;
  271. case GS_BLEND_OP_MAX:
  272. return D3D11_BLEND_OP_MAX;
  273. }
  274. return D3D11_BLEND_OP_ADD;
  275. }
  276. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  277. {
  278. switch (mode) {
  279. case GS_BACK:
  280. return D3D11_CULL_BACK;
  281. case GS_FRONT:
  282. return D3D11_CULL_FRONT;
  283. case GS_NEITHER:
  284. return D3D11_CULL_NONE;
  285. }
  286. return D3D11_CULL_BACK;
  287. }
  288. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  289. {
  290. switch (mode) {
  291. case GS_POINTS:
  292. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  293. case GS_LINES:
  294. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  295. case GS_LINESTRIP:
  296. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  297. case GS_TRIS:
  298. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  299. case GS_TRISTRIP:
  300. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  301. }
  302. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  303. }
  304. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  305. struct VBDataPtr {
  306. gs_vb_data *data;
  307. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  308. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  309. };
  310. enum class gs_type {
  311. gs_vertex_buffer,
  312. gs_index_buffer,
  313. gs_texture_2d,
  314. gs_zstencil_buffer,
  315. gs_stage_surface,
  316. gs_sampler_state,
  317. gs_vertex_shader,
  318. gs_pixel_shader,
  319. gs_duplicator,
  320. gs_swap_chain,
  321. gs_timer,
  322. gs_timer_range,
  323. gs_texture_3d,
  324. };
  325. struct gs_obj {
  326. gs_device_t *device;
  327. gs_type obj_type;
  328. gs_obj *next;
  329. gs_obj **prev_next;
  330. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  331. gs_obj(gs_device_t *device, gs_type type);
  332. virtual ~gs_obj();
  333. };
  334. struct gs_vertex_buffer : gs_obj {
  335. ComPtr<ID3D11Buffer> vertexBuffer;
  336. ComPtr<ID3D11Buffer> normalBuffer;
  337. ComPtr<ID3D11Buffer> colorBuffer;
  338. ComPtr<ID3D11Buffer> tangentBuffer;
  339. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  340. bool dynamic;
  341. VBDataPtr vbd;
  342. size_t numVerts;
  343. vector<size_t> uvSizes;
  344. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  345. UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers,
  346. uint32_t *strides);
  347. void InitBuffer(const size_t elementSize, const size_t numVerts,
  348. void *array, ID3D11Buffer **buffer);
  349. void BuildBuffers();
  350. inline void Release()
  351. {
  352. vertexBuffer.Release();
  353. normalBuffer.Release();
  354. colorBuffer.Release();
  355. tangentBuffer.Release();
  356. uvBuffers.clear();
  357. }
  358. void Rebuild();
  359. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  360. uint32_t flags);
  361. };
  362. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  363. struct DataPtr {
  364. void *data;
  365. inline DataPtr(void *data) : data(data) {}
  366. inline ~DataPtr() { bfree(data); }
  367. };
  368. struct gs_index_buffer : gs_obj {
  369. ComPtr<ID3D11Buffer> indexBuffer;
  370. bool dynamic;
  371. gs_index_type type;
  372. size_t indexSize;
  373. size_t num;
  374. DataPtr indices;
  375. D3D11_BUFFER_DESC bd = {};
  376. D3D11_SUBRESOURCE_DATA srd = {};
  377. void InitBuffer();
  378. void Rebuild(ID3D11Device *dev);
  379. inline void Release() { indexBuffer.Release(); }
  380. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  381. void *indices, size_t num, uint32_t flags);
  382. };
  383. struct gs_timer : gs_obj {
  384. ComPtr<ID3D11Query> query_begin;
  385. ComPtr<ID3D11Query> query_end;
  386. void Rebuild(ID3D11Device *dev);
  387. inline void Release()
  388. {
  389. query_begin.Release();
  390. query_end.Release();
  391. }
  392. gs_timer(gs_device_t *device);
  393. };
  394. struct gs_timer_range : gs_obj {
  395. ComPtr<ID3D11Query> query_disjoint;
  396. void Rebuild(ID3D11Device *dev);
  397. inline void Release() { query_disjoint.Release(); }
  398. gs_timer_range(gs_device_t *device);
  399. };
  400. struct gs_texture : gs_obj {
  401. gs_texture_type type;
  402. uint32_t levels;
  403. gs_color_format format;
  404. ComPtr<ID3D11ShaderResourceView> shaderRes;
  405. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  406. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  407. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  408. void Rebuild(ID3D11Device *dev);
  409. inline gs_texture(gs_texture_type type, uint32_t levels,
  410. gs_color_format format)
  411. : type(type),
  412. levels(levels),
  413. format(format)
  414. {
  415. }
  416. inline gs_texture(gs_device *device, gs_type obj_type,
  417. gs_texture_type type)
  418. : gs_obj(device, obj_type),
  419. type(type)
  420. {
  421. }
  422. inline gs_texture(gs_device *device, gs_type obj_type,
  423. gs_texture_type type, uint32_t levels,
  424. gs_color_format format)
  425. : gs_obj(device, obj_type),
  426. type(type),
  427. levels(levels),
  428. format(format)
  429. {
  430. }
  431. };
  432. struct gs_texture_2d : gs_texture {
  433. ComPtr<ID3D11Texture2D> texture;
  434. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  435. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  436. ComPtr<IDXGISurface1> gdiSurface;
  437. uint32_t width = 0, height = 0;
  438. uint32_t flags = 0;
  439. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  440. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  441. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  442. bool isRenderTarget = false;
  443. bool isGDICompatible = false;
  444. bool isDynamic = false;
  445. bool isShared = false;
  446. bool genMipmaps = false;
  447. uint32_t sharedHandle = GS_INVALID_HANDLE;
  448. gs_texture_2d *pairedTexture = nullptr;
  449. bool twoPlane = false;
  450. bool chroma = false;
  451. bool acquired = false;
  452. vector<vector<uint8_t>> data;
  453. vector<D3D11_SUBRESOURCE_DATA> srd;
  454. D3D11_TEXTURE2D_DESC td = {};
  455. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  456. void InitTexture(const uint8_t *const *data);
  457. void InitResourceView();
  458. void InitRenderTargets();
  459. void BackupTexture(const uint8_t *const *data);
  460. void GetSharedHandle(IDXGIResource *dxgi_res);
  461. void RebuildSharedTextureFallback();
  462. void Rebuild(ID3D11Device *dev);
  463. void RebuildPaired_Y(ID3D11Device *dev);
  464. void RebuildPaired_UV(ID3D11Device *dev);
  465. inline void Release()
  466. {
  467. texture.Release();
  468. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  469. rt.Release();
  470. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  471. rt.Release();
  472. gdiSurface.Release();
  473. shaderRes.Release();
  474. shaderResLinear.Release();
  475. }
  476. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  477. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  478. gs_color_format colorFormat, uint32_t levels,
  479. const uint8_t *const *data, uint32_t flags,
  480. gs_texture_type type, bool gdiCompatible,
  481. bool twoPlane = false);
  482. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  483. uint32_t flags);
  484. gs_texture_2d(gs_device_t *device, uint32_t handle,
  485. bool ntHandle = false);
  486. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  487. };
  488. struct gs_texture_3d : gs_texture {
  489. ComPtr<ID3D11Texture3D> texture;
  490. uint32_t width = 0, height = 0, depth = 0;
  491. uint32_t flags = 0;
  492. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  493. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  494. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  495. bool isDynamic = false;
  496. bool isShared = false;
  497. bool genMipmaps = false;
  498. uint32_t sharedHandle = GS_INVALID_HANDLE;
  499. bool chroma = false;
  500. bool acquired = false;
  501. vector<vector<uint8_t>> data;
  502. vector<D3D11_SUBRESOURCE_DATA> srd;
  503. D3D11_TEXTURE3D_DESC td = {};
  504. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  505. void InitTexture(const uint8_t *const *data);
  506. void InitResourceView();
  507. void BackupTexture(const uint8_t *const *data);
  508. void GetSharedHandle(IDXGIResource *dxgi_res);
  509. void RebuildSharedTextureFallback();
  510. void Rebuild(ID3D11Device *dev);
  511. void RebuildNV12_Y(ID3D11Device *dev);
  512. void RebuildNV12_UV(ID3D11Device *dev);
  513. inline void Release()
  514. {
  515. texture.Release();
  516. shaderRes.Release();
  517. }
  518. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  519. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height,
  520. uint32_t depth, gs_color_format colorFormat,
  521. uint32_t levels, const uint8_t *const *data,
  522. uint32_t flags);
  523. gs_texture_3d(gs_device_t *device, uint32_t handle);
  524. };
  525. struct gs_zstencil_buffer : gs_obj {
  526. ComPtr<ID3D11Texture2D> texture;
  527. ComPtr<ID3D11DepthStencilView> view;
  528. uint32_t width, height;
  529. gs_zstencil_format format;
  530. DXGI_FORMAT dxgiFormat;
  531. D3D11_TEXTURE2D_DESC td = {};
  532. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  533. void InitBuffer();
  534. void Rebuild(ID3D11Device *dev);
  535. inline void Release()
  536. {
  537. texture.Release();
  538. view.Release();
  539. }
  540. inline gs_zstencil_buffer()
  541. : width(0),
  542. height(0),
  543. dxgiFormat(DXGI_FORMAT_UNKNOWN)
  544. {
  545. }
  546. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  547. gs_zstencil_format format);
  548. };
  549. struct gs_stage_surface : gs_obj {
  550. ComPtr<ID3D11Texture2D> texture;
  551. D3D11_TEXTURE2D_DESC td = {};
  552. uint32_t width, height;
  553. gs_color_format format;
  554. DXGI_FORMAT dxgiFormat;
  555. void Rebuild(ID3D11Device *dev);
  556. inline void Release() { texture.Release(); }
  557. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  558. gs_color_format colorFormat);
  559. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  560. bool p010);
  561. };
  562. struct gs_sampler_state : gs_obj {
  563. ComPtr<ID3D11SamplerState> state;
  564. D3D11_SAMPLER_DESC sd = {};
  565. gs_sampler_info info;
  566. void Rebuild(ID3D11Device *dev);
  567. inline void Release() { state.Release(); }
  568. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  569. };
  570. struct gs_shader_param {
  571. string name;
  572. gs_shader_param_type type;
  573. uint32_t textureID;
  574. struct gs_sampler_state *nextSampler = nullptr;
  575. int arrayCount;
  576. size_t pos;
  577. vector<uint8_t> curValue;
  578. vector<uint8_t> defaultValue;
  579. bool changed;
  580. gs_shader_param(shader_var &var, uint32_t &texCounter);
  581. };
  582. struct ShaderError {
  583. ComPtr<ID3D10Blob> errors;
  584. HRESULT hr;
  585. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  586. : errors(errors),
  587. hr(hr)
  588. {
  589. }
  590. };
  591. struct gs_shader : gs_obj {
  592. gs_shader_type type;
  593. vector<gs_shader_param> params;
  594. ComPtr<ID3D11Buffer> constants;
  595. size_t constantSize;
  596. D3D11_BUFFER_DESC bd = {};
  597. vector<uint8_t> data;
  598. inline void UpdateParam(vector<uint8_t> &constData,
  599. gs_shader_param &param, bool &upload);
  600. void UploadParams();
  601. void BuildConstantBuffer();
  602. void Compile(const char *shaderStr, const char *file,
  603. const char *target, ID3D10Blob **shader);
  604. inline gs_shader(gs_device_t *device, gs_type obj_type,
  605. gs_shader_type type)
  606. : gs_obj(device, obj_type),
  607. type(type),
  608. constantSize(0)
  609. {
  610. }
  611. virtual ~gs_shader() {}
  612. };
  613. struct ShaderSampler {
  614. string name;
  615. gs_sampler_state sampler;
  616. inline ShaderSampler(const char *name, gs_device_t *device,
  617. gs_sampler_info *info)
  618. : name(name),
  619. sampler(device, info)
  620. {
  621. }
  622. };
  623. struct gs_vertex_shader : gs_shader {
  624. ComPtr<ID3D11VertexShader> shader;
  625. ComPtr<ID3D11InputLayout> layout;
  626. gs_shader_param *world, *viewProj;
  627. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  628. bool hasNormals;
  629. bool hasColors;
  630. bool hasTangents;
  631. uint32_t nTexUnits;
  632. void Rebuild(ID3D11Device *dev);
  633. inline void Release()
  634. {
  635. shader.Release();
  636. layout.Release();
  637. constants.Release();
  638. }
  639. inline uint32_t NumBuffersExpected() const
  640. {
  641. uint32_t count = nTexUnits + 1;
  642. if (hasNormals)
  643. count++;
  644. if (hasColors)
  645. count++;
  646. if (hasTangents)
  647. count++;
  648. return count;
  649. }
  650. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  651. gs_vertex_shader(gs_device_t *device, const char *file,
  652. const char *shaderString);
  653. };
  654. struct gs_duplicator : gs_obj {
  655. ComPtr<IDXGIOutputDuplication> duplicator;
  656. gs_texture_2d *texture;
  657. bool hdr = false;
  658. enum gs_color_space color_space = GS_CS_SRGB;
  659. float sdr_white_nits = 80.f;
  660. int idx;
  661. long refs;
  662. bool updated;
  663. void Start();
  664. inline void Release() { duplicator.Release(); }
  665. gs_duplicator(gs_device_t *device, int monitor_idx);
  666. ~gs_duplicator();
  667. };
  668. struct gs_pixel_shader : gs_shader {
  669. ComPtr<ID3D11PixelShader> shader;
  670. vector<unique_ptr<ShaderSampler>> samplers;
  671. void Rebuild(ID3D11Device *dev);
  672. inline void Release()
  673. {
  674. shader.Release();
  675. constants.Release();
  676. }
  677. inline void GetSamplerStates(ID3D11SamplerState **states)
  678. {
  679. size_t i;
  680. for (i = 0; i < samplers.size(); i++)
  681. states[i] = samplers[i]->sampler.state;
  682. for (; i < GS_MAX_TEXTURES; i++)
  683. states[i] = NULL;
  684. }
  685. gs_pixel_shader(gs_device_t *device, const char *file,
  686. const char *shaderString);
  687. };
  688. struct gs_swap_chain : gs_obj {
  689. HWND hwnd;
  690. gs_init_data initData;
  691. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  692. gs_color_space space;
  693. gs_texture_2d target;
  694. gs_zstencil_buffer zs;
  695. ComPtr<IDXGISwapChain> swap;
  696. HANDLE hWaitable = NULL;
  697. void InitTarget(uint32_t cx, uint32_t cy);
  698. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  699. void Resize(uint32_t cx, uint32_t cy, gs_color_format format);
  700. void Init();
  701. void Rebuild(ID3D11Device *dev);
  702. inline void Release()
  703. {
  704. target.Release();
  705. zs.Release();
  706. if (hWaitable) {
  707. CloseHandle(hWaitable);
  708. hWaitable = NULL;
  709. }
  710. swap.Clear();
  711. }
  712. gs_swap_chain(gs_device *device, const gs_init_data *data);
  713. virtual ~gs_swap_chain();
  714. };
  715. struct BlendState {
  716. bool blendEnabled;
  717. gs_blend_type srcFactorC;
  718. gs_blend_type destFactorC;
  719. gs_blend_type srcFactorA;
  720. gs_blend_type destFactorA;
  721. gs_blend_op_type op;
  722. bool redEnabled;
  723. bool greenEnabled;
  724. bool blueEnabled;
  725. bool alphaEnabled;
  726. inline BlendState()
  727. : blendEnabled(true),
  728. srcFactorC(GS_BLEND_SRCALPHA),
  729. destFactorC(GS_BLEND_INVSRCALPHA),
  730. srcFactorA(GS_BLEND_ONE),
  731. destFactorA(GS_BLEND_INVSRCALPHA),
  732. op(GS_BLEND_OP_ADD),
  733. redEnabled(true),
  734. greenEnabled(true),
  735. blueEnabled(true),
  736. alphaEnabled(true)
  737. {
  738. }
  739. inline BlendState(const BlendState &state)
  740. {
  741. memcpy(this, &state, sizeof(BlendState));
  742. }
  743. };
  744. struct SavedBlendState : BlendState {
  745. ComPtr<ID3D11BlendState> state;
  746. D3D11_BLEND_DESC bd;
  747. void Rebuild(ID3D11Device *dev);
  748. inline void Release() { state.Release(); }
  749. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  750. : BlendState(val),
  751. bd(desc)
  752. {
  753. }
  754. };
  755. struct StencilSide {
  756. gs_depth_test test;
  757. gs_stencil_op_type fail;
  758. gs_stencil_op_type zfail;
  759. gs_stencil_op_type zpass;
  760. inline StencilSide()
  761. : test(GS_ALWAYS),
  762. fail(GS_KEEP),
  763. zfail(GS_KEEP),
  764. zpass(GS_KEEP)
  765. {
  766. }
  767. };
  768. struct ZStencilState {
  769. bool depthEnabled;
  770. bool depthWriteEnabled;
  771. gs_depth_test depthFunc;
  772. bool stencilEnabled;
  773. bool stencilWriteEnabled;
  774. StencilSide stencilFront;
  775. StencilSide stencilBack;
  776. inline ZStencilState()
  777. : depthEnabled(true),
  778. depthWriteEnabled(true),
  779. depthFunc(GS_LESS),
  780. stencilEnabled(false),
  781. stencilWriteEnabled(true)
  782. {
  783. }
  784. inline ZStencilState(const ZStencilState &state)
  785. {
  786. memcpy(this, &state, sizeof(ZStencilState));
  787. }
  788. };
  789. struct SavedZStencilState : ZStencilState {
  790. ComPtr<ID3D11DepthStencilState> state;
  791. D3D11_DEPTH_STENCIL_DESC dsd;
  792. void Rebuild(ID3D11Device *dev);
  793. inline void Release() { state.Release(); }
  794. inline SavedZStencilState(const ZStencilState &val,
  795. D3D11_DEPTH_STENCIL_DESC desc)
  796. : ZStencilState(val),
  797. dsd(desc)
  798. {
  799. }
  800. };
  801. struct RasterState {
  802. gs_cull_mode cullMode;
  803. bool scissorEnabled;
  804. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  805. inline RasterState(const RasterState &state)
  806. {
  807. memcpy(this, &state, sizeof(RasterState));
  808. }
  809. };
  810. struct SavedRasterState : RasterState {
  811. ComPtr<ID3D11RasterizerState> state;
  812. D3D11_RASTERIZER_DESC rd;
  813. void Rebuild(ID3D11Device *dev);
  814. inline void Release() { state.Release(); }
  815. inline SavedRasterState(const RasterState &val,
  816. D3D11_RASTERIZER_DESC &desc)
  817. : RasterState(val),
  818. rd(desc)
  819. {
  820. }
  821. };
  822. struct mat4float {
  823. float mat[16];
  824. };
  825. struct gs_monitor_color_info {
  826. bool hdr;
  827. UINT bits_per_color;
  828. ULONG sdr_white_nits;
  829. gs_monitor_color_info(bool hdr, int bits_per_color,
  830. ULONG sdr_white_nits)
  831. : hdr(hdr),
  832. bits_per_color(bits_per_color),
  833. sdr_white_nits(sdr_white_nits)
  834. {
  835. }
  836. };
  837. struct gs_device {
  838. ComPtr<IDXGIFactory1> factory;
  839. ComPtr<IDXGIAdapter1> adapter;
  840. ComPtr<ID3D11Device> device;
  841. ComPtr<ID3D11DeviceContext> context;
  842. uint32_t adpIdx = 0;
  843. bool nv12Supported = false;
  844. bool p010Supported = false;
  845. bool fastClearSupported = false;
  846. gs_texture_2d *curRenderTarget = nullptr;
  847. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  848. int curRenderSide = 0;
  849. enum gs_color_space curColorSpace = GS_CS_SRGB;
  850. bool curFramebufferSrgb = false;
  851. bool curFramebufferInvalidate = false;
  852. gs_texture *curTextures[GS_MAX_TEXTURES];
  853. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  854. gs_vertex_buffer *curVertexBuffer = nullptr;
  855. gs_index_buffer *curIndexBuffer = nullptr;
  856. gs_vertex_shader *curVertexShader = nullptr;
  857. gs_pixel_shader *curPixelShader = nullptr;
  858. gs_swap_chain *curSwapChain = nullptr;
  859. gs_vertex_buffer *lastVertexBuffer = nullptr;
  860. gs_vertex_shader *lastVertexShader = nullptr;
  861. bool zstencilStateChanged = true;
  862. bool rasterStateChanged = true;
  863. bool blendStateChanged = true;
  864. ZStencilState zstencilState;
  865. RasterState rasterState;
  866. BlendState blendState;
  867. vector<SavedZStencilState> zstencilStates;
  868. vector<SavedRasterState> rasterStates;
  869. vector<SavedBlendState> blendStates;
  870. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  871. ID3D11RasterizerState *curRasterState = nullptr;
  872. ID3D11BlendState *curBlendState = nullptr;
  873. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  874. gs_rect viewport;
  875. vector<mat4float> projStack;
  876. matrix4 curProjMatrix;
  877. matrix4 curViewMatrix;
  878. matrix4 curViewProjMatrix;
  879. vector<gs_device_loss> loss_callbacks;
  880. gs_obj *first_obj = nullptr;
  881. vector<std::pair<HMONITOR, gs_monitor_color_info>> monitor_to_hdr;
  882. void InitFactory();
  883. void InitAdapter(uint32_t adapterIdx);
  884. void InitDevice(uint32_t adapterIdx);
  885. ID3D11DepthStencilState *AddZStencilState();
  886. ID3D11RasterizerState *AddRasterState();
  887. ID3D11BlendState *AddBlendState();
  888. void UpdateZStencilState();
  889. void UpdateRasterState();
  890. void UpdateBlendState();
  891. void LoadVertexBufferData();
  892. void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x, uint32_t dst_y,
  893. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  894. uint32_t src_w, uint32_t src_h);
  895. void UpdateViewProjMatrix();
  896. void FlushOutputViews();
  897. void RebuildDevice();
  898. bool HasBadNV12Output();
  899. gs_monitor_color_info GetMonitorColorInfo(HMONITOR hMonitor);
  900. gs_device(uint32_t adapterIdx);
  901. ~gs_device();
  902. };
  903. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  904. uint64_t key, uint32_t ms);