d3d11-subsystem.hpp 22 KB

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