d3d11-subsystem.hpp 20 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.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. struct shader_var;
  32. struct shader_sampler;
  33. struct gs_vertex_shader;
  34. using namespace std;
  35. /*
  36. * Just to clarify, all structs, and all public. These are exporting only
  37. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  38. * "public" and "private" does not matter at all for this subproject.
  39. */
  40. static inline uint32_t GetWinVer()
  41. {
  42. struct win_version_info ver;
  43. get_win_ver(&ver);
  44. return (ver.major << 8) | ver.minor;
  45. }
  46. static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
  47. {
  48. switch (format) {
  49. case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
  50. case GS_A8: return DXGI_FORMAT_A8_UNORM;
  51. case GS_R8: return DXGI_FORMAT_R8_UNORM;
  52. case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
  53. case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
  54. case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
  55. case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
  56. case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
  57. case GS_R16: return DXGI_FORMAT_R16_UNORM;
  58. case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
  59. case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
  60. case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
  61. case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
  62. case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
  63. case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
  64. case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
  65. case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
  66. case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
  67. }
  68. return DXGI_FORMAT_UNKNOWN;
  69. }
  70. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  71. {
  72. switch ((unsigned long)format) {
  73. case DXGI_FORMAT_A8_UNORM: return GS_A8;
  74. case DXGI_FORMAT_R8_UNORM: return GS_R8;
  75. case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
  76. case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
  77. case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
  78. case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
  79. case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
  80. case DXGI_FORMAT_R16_UNORM: return GS_R16;
  81. case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
  82. case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
  83. case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
  84. case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
  85. case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
  86. case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
  87. case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
  88. case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
  89. case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
  90. }
  91. return GS_UNKNOWN;
  92. }
  93. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  94. {
  95. switch (format) {
  96. case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
  97. case GS_Z16: return DXGI_FORMAT_D16_UNORM;
  98. case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
  99. case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
  100. case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  101. }
  102. return DXGI_FORMAT_UNKNOWN;
  103. }
  104. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  105. {
  106. switch (test) {
  107. case GS_NEVER: return D3D11_COMPARISON_NEVER;
  108. case GS_LESS: return D3D11_COMPARISON_LESS;
  109. case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
  110. case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
  111. case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
  112. case GS_GREATER: return D3D11_COMPARISON_GREATER;
  113. case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
  114. case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
  115. }
  116. return D3D11_COMPARISON_NEVER;
  117. }
  118. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  119. {
  120. switch (op) {
  121. case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
  122. case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
  123. case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
  124. case GS_INCR: return D3D11_STENCIL_OP_INCR;
  125. case GS_DECR: return D3D11_STENCIL_OP_DECR;
  126. case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
  127. }
  128. return D3D11_STENCIL_OP_KEEP;
  129. }
  130. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  131. {
  132. switch (type) {
  133. case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
  134. case GS_BLEND_ONE: return D3D11_BLEND_ONE;
  135. case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
  136. case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
  137. case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
  138. case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
  139. case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
  140. case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
  141. case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
  142. case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
  143. case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
  144. }
  145. return D3D11_BLEND_ONE;
  146. }
  147. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  148. {
  149. switch (mode) {
  150. case GS_BACK: return D3D11_CULL_BACK;
  151. case GS_FRONT: return D3D11_CULL_FRONT;
  152. case GS_NEITHER: return D3D11_CULL_NONE;
  153. }
  154. return D3D11_CULL_BACK;
  155. }
  156. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  157. {
  158. switch (mode) {
  159. case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  160. case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  161. case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  162. case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  163. case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  164. }
  165. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  166. }
  167. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  168. struct VBDataPtr {
  169. gs_vb_data *data;
  170. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  171. inline ~VBDataPtr() {gs_vbdata_destroy(data);}
  172. };
  173. enum class gs_type {
  174. gs_vertex_buffer,
  175. gs_index_buffer,
  176. gs_texture_2d,
  177. gs_zstencil_buffer,
  178. gs_stage_surface,
  179. gs_sampler_state,
  180. gs_vertex_shader,
  181. gs_pixel_shader,
  182. gs_duplicator,
  183. gs_swap_chain,
  184. };
  185. struct gs_obj {
  186. gs_device_t *device;
  187. gs_type obj_type;
  188. gs_obj *next;
  189. gs_obj **prev_next;
  190. inline gs_obj() :
  191. device(nullptr),
  192. next(nullptr),
  193. prev_next(nullptr)
  194. {}
  195. gs_obj(gs_device_t *device, gs_type type);
  196. virtual ~gs_obj();
  197. };
  198. struct gs_vertex_buffer : gs_obj {
  199. ComPtr<ID3D11Buffer> vertexBuffer;
  200. ComPtr<ID3D11Buffer> normalBuffer;
  201. ComPtr<ID3D11Buffer> colorBuffer;
  202. ComPtr<ID3D11Buffer> tangentBuffer;
  203. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  204. bool dynamic;
  205. VBDataPtr vbd;
  206. size_t numVerts;
  207. vector<size_t> uvSizes;
  208. void FlushBuffer(ID3D11Buffer *buffer, void *array,
  209. size_t elementSize);
  210. void MakeBufferList(gs_vertex_shader *shader,
  211. vector<ID3D11Buffer*> &buffers,
  212. vector<uint32_t> &strides);
  213. void InitBuffer(const size_t elementSize,
  214. const size_t numVerts, void *array,
  215. ID3D11Buffer **buffer);
  216. void BuildBuffers();
  217. inline void Release()
  218. {
  219. vertexBuffer.Release();
  220. normalBuffer.Release();
  221. colorBuffer.Release();
  222. tangentBuffer.Release();
  223. uvBuffers.clear();
  224. }
  225. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  226. uint32_t flags);
  227. };
  228. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  229. struct DataPtr {
  230. void *data;
  231. inline DataPtr(void *data) : data(data) {}
  232. inline ~DataPtr() {bfree(data);}
  233. };
  234. struct gs_index_buffer : gs_obj {
  235. ComPtr<ID3D11Buffer> indexBuffer;
  236. bool dynamic;
  237. gs_index_type type;
  238. size_t indexSize;
  239. size_t num;
  240. DataPtr indices;
  241. D3D11_BUFFER_DESC bd = {};
  242. D3D11_SUBRESOURCE_DATA srd = {};
  243. void InitBuffer();
  244. inline void Release() {indexBuffer.Release();}
  245. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  246. void *indices, size_t num, uint32_t flags);
  247. };
  248. struct gs_texture : gs_obj {
  249. gs_texture_type type;
  250. uint32_t levels;
  251. gs_color_format format;
  252. ComPtr<ID3D11ShaderResourceView> shaderRes;
  253. D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
  254. inline gs_texture(gs_texture_type type, uint32_t levels,
  255. gs_color_format format)
  256. : type (type),
  257. levels (levels),
  258. format (format)
  259. {
  260. }
  261. inline gs_texture(gs_device *device, gs_type obj_type,
  262. gs_texture_type type)
  263. : gs_obj (device, obj_type),
  264. type (type)
  265. {
  266. }
  267. inline gs_texture(gs_device *device, gs_type obj_type,
  268. gs_texture_type type,
  269. uint32_t levels, gs_color_format format)
  270. : gs_obj (device, obj_type),
  271. type (type),
  272. levels (levels),
  273. format (format)
  274. {
  275. }
  276. };
  277. struct gs_texture_2d : gs_texture {
  278. ComPtr<ID3D11Texture2D> texture;
  279. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  280. ComPtr<IDXGISurface1> gdiSurface;
  281. uint32_t width = 0, height = 0;
  282. DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
  283. bool isRenderTarget = false;
  284. bool isGDICompatible = false;
  285. bool isDynamic = false;
  286. bool isShared = false;
  287. bool genMipmaps = false;
  288. uint32_t sharedHandle = 0;
  289. vector<vector<uint8_t>> data;
  290. vector<D3D11_SUBRESOURCE_DATA> srd;
  291. D3D11_TEXTURE2D_DESC td = {};
  292. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  293. void InitTexture(const uint8_t **data);
  294. void InitResourceView();
  295. void InitRenderTargets();
  296. void BackupTexture(const uint8_t **data);
  297. inline void Release()
  298. {
  299. texture.Release();
  300. for (auto &rt : renderTarget)
  301. rt.Release();
  302. gdiSurface.Release();
  303. shaderRes.Release();
  304. }
  305. inline gs_texture_2d()
  306. : gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
  307. {
  308. }
  309. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  310. gs_color_format colorFormat, uint32_t levels,
  311. const uint8_t **data, uint32_t flags,
  312. gs_texture_type type, bool gdiCompatible, bool shared);
  313. gs_texture_2d(gs_device_t *device, uint32_t handle);
  314. };
  315. struct gs_zstencil_buffer : gs_obj {
  316. ComPtr<ID3D11Texture2D> texture;
  317. ComPtr<ID3D11DepthStencilView> view;
  318. uint32_t width, height;
  319. gs_zstencil_format format;
  320. DXGI_FORMAT dxgiFormat;
  321. D3D11_TEXTURE2D_DESC td = {};
  322. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  323. void InitBuffer();
  324. inline void Release()
  325. {
  326. texture.Release();
  327. view.Release();
  328. }
  329. inline gs_zstencil_buffer()
  330. : width (0),
  331. height (0),
  332. dxgiFormat (DXGI_FORMAT_UNKNOWN)
  333. {
  334. }
  335. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  336. gs_zstencil_format format);
  337. };
  338. struct gs_stage_surface : gs_obj {
  339. ComPtr<ID3D11Texture2D> texture;
  340. D3D11_TEXTURE2D_DESC td = {};
  341. uint32_t width, height;
  342. gs_color_format format;
  343. DXGI_FORMAT dxgiFormat;
  344. inline void Release()
  345. {
  346. texture.Release();
  347. }
  348. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  349. gs_color_format colorFormat);
  350. };
  351. struct gs_sampler_state : gs_obj {
  352. ComPtr<ID3D11SamplerState> state;
  353. D3D11_SAMPLER_DESC sd = {};
  354. gs_sampler_info info;
  355. inline void Release() {state.Release();}
  356. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  357. };
  358. struct gs_shader_param {
  359. string name;
  360. gs_shader_param_type type;
  361. uint32_t textureID;
  362. struct gs_sampler_state *nextSampler = nullptr;
  363. int arrayCount;
  364. size_t pos;
  365. vector<uint8_t> curValue;
  366. vector<uint8_t> defaultValue;
  367. bool changed;
  368. gs_shader_param(shader_var &var, uint32_t &texCounter);
  369. };
  370. struct ShaderError {
  371. ComPtr<ID3D10Blob> errors;
  372. HRESULT hr;
  373. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  374. : errors (errors),
  375. hr (hr)
  376. {
  377. }
  378. };
  379. struct gs_shader : gs_obj {
  380. gs_shader_type type;
  381. vector<gs_shader_param> params;
  382. ComPtr<ID3D11Buffer> constants;
  383. size_t constantSize;
  384. D3D11_BUFFER_DESC bd = {};
  385. vector<uint8_t> data;
  386. inline void UpdateParam(vector<uint8_t> &constData,
  387. gs_shader_param &param, bool &upload);
  388. void UploadParams();
  389. void BuildConstantBuffer();
  390. void Compile(const char *shaderStr, const char *file,
  391. const char *target, ID3D10Blob **shader);
  392. inline gs_shader(gs_device_t *device, gs_type obj_type,
  393. gs_shader_type type)
  394. : gs_obj (device, obj_type),
  395. type (type),
  396. constantSize (0)
  397. {
  398. }
  399. virtual ~gs_shader() {}
  400. };
  401. struct ShaderSampler {
  402. string name;
  403. gs_sampler_state sampler;
  404. inline ShaderSampler(const char *name, gs_device_t *device,
  405. gs_sampler_info *info)
  406. : name (name),
  407. sampler (device, info)
  408. {
  409. }
  410. };
  411. struct gs_vertex_shader : gs_shader {
  412. ComPtr<ID3D11VertexShader> shader;
  413. ComPtr<ID3D11InputLayout> layout;
  414. gs_shader_param *world, *viewProj;
  415. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  416. bool hasNormals;
  417. bool hasColors;
  418. bool hasTangents;
  419. uint32_t nTexUnits;
  420. inline void Release()
  421. {
  422. shader.Release();
  423. layout.Release();
  424. constants.Release();
  425. }
  426. inline uint32_t NumBuffersExpected() const
  427. {
  428. uint32_t count = nTexUnits+1;
  429. if (hasNormals) count++;
  430. if (hasColors) count++;
  431. if (hasTangents) count++;
  432. return count;
  433. }
  434. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  435. gs_vertex_shader(gs_device_t *device, const char *file,
  436. const char *shaderString);
  437. };
  438. struct gs_duplicator : gs_obj {
  439. ComPtr<IDXGIOutputDuplication> duplicator;
  440. gs_texture_2d *texture;
  441. int idx;
  442. void Start();
  443. inline void Release()
  444. {
  445. duplicator.Release();
  446. }
  447. gs_duplicator(gs_device_t *device, int monitor_idx);
  448. ~gs_duplicator();
  449. };
  450. struct gs_pixel_shader : gs_shader {
  451. ComPtr<ID3D11PixelShader> shader;
  452. vector<unique_ptr<ShaderSampler>> samplers;
  453. inline void Release()
  454. {
  455. shader.Release();
  456. constants.Release();
  457. }
  458. inline void GetSamplerStates(ID3D11SamplerState **states)
  459. {
  460. size_t i;
  461. for (i = 0; i < samplers.size(); i++)
  462. states[i] = samplers[i]->sampler.state;
  463. for (; i < GS_MAX_TEXTURES; i++)
  464. states[i] = NULL;
  465. }
  466. gs_pixel_shader(gs_device_t *device, const char *file,
  467. const char *shaderString);
  468. };
  469. struct gs_swap_chain : gs_obj {
  470. uint32_t numBuffers;
  471. HWND hwnd;
  472. gs_init_data initData;
  473. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  474. gs_texture_2d target;
  475. gs_zstencil_buffer zs;
  476. ComPtr<IDXGISwapChain> swap;
  477. void InitTarget(uint32_t cx, uint32_t cy);
  478. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  479. void Resize(uint32_t cx, uint32_t cy);
  480. void Init();
  481. inline void Release()
  482. {
  483. target.Release();
  484. zs.Release();
  485. swap.Release();
  486. }
  487. gs_swap_chain(gs_device *device, const gs_init_data *data);
  488. };
  489. struct BlendState {
  490. bool blendEnabled;
  491. gs_blend_type srcFactorC;
  492. gs_blend_type destFactorC;
  493. gs_blend_type srcFactorA;
  494. gs_blend_type destFactorA;
  495. bool redEnabled;
  496. bool greenEnabled;
  497. bool blueEnabled;
  498. bool alphaEnabled;
  499. inline BlendState()
  500. : blendEnabled (true),
  501. srcFactorC (GS_BLEND_SRCALPHA),
  502. destFactorC (GS_BLEND_INVSRCALPHA),
  503. srcFactorA (GS_BLEND_ONE),
  504. destFactorA (GS_BLEND_ONE),
  505. redEnabled (true),
  506. greenEnabled (true),
  507. blueEnabled (true),
  508. alphaEnabled (true)
  509. {
  510. }
  511. inline BlendState(const BlendState &state)
  512. {
  513. memcpy(this, &state, sizeof(BlendState));
  514. }
  515. };
  516. struct SavedBlendState : BlendState {
  517. ComPtr<ID3D11BlendState> state;
  518. D3D11_BLEND_DESC bd;
  519. inline void Release()
  520. {
  521. state.Release();
  522. }
  523. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  524. : BlendState(val), bd(desc)
  525. {
  526. }
  527. };
  528. struct StencilSide {
  529. gs_depth_test test;
  530. gs_stencil_op_type fail;
  531. gs_stencil_op_type zfail;
  532. gs_stencil_op_type zpass;
  533. inline StencilSide()
  534. : test (GS_ALWAYS),
  535. fail (GS_KEEP),
  536. zfail (GS_KEEP),
  537. zpass (GS_KEEP)
  538. {
  539. }
  540. };
  541. struct ZStencilState {
  542. bool depthEnabled;
  543. bool depthWriteEnabled;
  544. gs_depth_test depthFunc;
  545. bool stencilEnabled;
  546. bool stencilWriteEnabled;
  547. StencilSide stencilFront;
  548. StencilSide stencilBack;
  549. inline ZStencilState()
  550. : depthEnabled (true),
  551. depthWriteEnabled (true),
  552. depthFunc (GS_LESS),
  553. stencilEnabled (false),
  554. stencilWriteEnabled (true)
  555. {
  556. }
  557. inline ZStencilState(const ZStencilState &state)
  558. {
  559. memcpy(this, &state, sizeof(ZStencilState));
  560. }
  561. };
  562. struct SavedZStencilState : ZStencilState {
  563. ComPtr<ID3D11DepthStencilState> state;
  564. D3D11_DEPTH_STENCIL_DESC dsd;
  565. inline void Release()
  566. {
  567. state.Release();
  568. }
  569. inline SavedZStencilState(const ZStencilState &val,
  570. D3D11_DEPTH_STENCIL_DESC desc)
  571. : ZStencilState (val),
  572. dsd (desc)
  573. {
  574. }
  575. };
  576. struct RasterState {
  577. gs_cull_mode cullMode;
  578. bool scissorEnabled;
  579. inline RasterState()
  580. : cullMode (GS_BACK),
  581. scissorEnabled (false)
  582. {
  583. }
  584. inline RasterState(const RasterState &state)
  585. {
  586. memcpy(this, &state, sizeof(RasterState));
  587. }
  588. };
  589. struct SavedRasterState : RasterState {
  590. ComPtr<ID3D11RasterizerState> state;
  591. D3D11_RASTERIZER_DESC rd;
  592. inline void Release()
  593. {
  594. state.Release();
  595. }
  596. inline SavedRasterState(const RasterState &val,
  597. D3D11_RASTERIZER_DESC &desc)
  598. : RasterState (val),
  599. rd (desc)
  600. {
  601. }
  602. };
  603. struct mat4float {
  604. float mat[16];
  605. };
  606. struct gs_device {
  607. ComPtr<IDXGIFactory1> factory;
  608. ComPtr<IDXGIAdapter1> adapter;
  609. ComPtr<ID3D11Device> device;
  610. ComPtr<ID3D11DeviceContext> context;
  611. uint32_t adpIdx = 0;
  612. gs_texture_2d *curRenderTarget = nullptr;
  613. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  614. int curRenderSide = 0;
  615. gs_texture *curTextures[GS_MAX_TEXTURES];
  616. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  617. gs_vertex_buffer *curVertexBuffer = nullptr;
  618. gs_index_buffer *curIndexBuffer = nullptr;
  619. gs_vertex_shader *curVertexShader = nullptr;
  620. gs_pixel_shader *curPixelShader = nullptr;
  621. gs_swap_chain *curSwapChain = nullptr;
  622. bool zstencilStateChanged = true;
  623. bool rasterStateChanged = true;
  624. bool blendStateChanged = true;
  625. ZStencilState zstencilState;
  626. RasterState rasterState;
  627. BlendState blendState;
  628. vector<SavedZStencilState> zstencilStates;
  629. vector<SavedRasterState> rasterStates;
  630. vector<SavedBlendState> blendStates;
  631. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  632. ID3D11RasterizerState *curRasterState = nullptr;
  633. ID3D11BlendState *curBlendState = nullptr;
  634. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  635. pD3DCompile d3dCompile = nullptr;
  636. gs_rect viewport;
  637. vector<mat4float> projStack;
  638. matrix4 curProjMatrix;
  639. matrix4 curViewMatrix;
  640. matrix4 curViewProjMatrix;
  641. gs_obj *first_obj = nullptr;
  642. void InitCompiler();
  643. void InitFactory(uint32_t adapterIdx);
  644. void InitDevice(uint32_t adapterIdx);
  645. ID3D11DepthStencilState *AddZStencilState();
  646. ID3D11RasterizerState *AddRasterState();
  647. ID3D11BlendState *AddBlendState();
  648. void UpdateZStencilState();
  649. void UpdateRasterState();
  650. void UpdateBlendState();
  651. inline void CopyTex(ID3D11Texture2D *dst,
  652. uint32_t dst_x, uint32_t dst_y,
  653. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  654. uint32_t src_w, uint32_t src_h);
  655. void UpdateViewProjMatrix();
  656. gs_device(uint32_t adapterIdx);
  657. ~gs_device();
  658. };