d3d11-subsystem.cpp 38 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 3 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. static const IID dxgiFactory2 =
  19. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  20. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  21. gs_init_data *data)
  22. {
  23. memset(&desc, 0, sizeof(desc));
  24. desc.BufferCount = data->num_backbuffers;
  25. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  26. desc.BufferDesc.Width = data->cx;
  27. desc.BufferDesc.Height = data->cy;
  28. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  29. desc.OutputWindow = (HWND)data->hwnd;
  30. desc.SampleDesc.Count = 1;
  31. desc.Windowed = true;
  32. }
  33. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  34. {
  35. HRESULT hr;
  36. target.width = cx;
  37. target.height = cy;
  38. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  39. (void**)target.texture.Assign());
  40. if (FAILED(hr))
  41. throw HRError("Failed to get swap buffer texture", hr);
  42. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  43. target.renderTarget[0].Assign());
  44. if (FAILED(hr))
  45. throw HRError("Failed to create swap render target view", hr);
  46. }
  47. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  48. {
  49. zs.width = cx;
  50. zs.height = cy;
  51. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  52. zs.InitBuffer();
  53. } else {
  54. zs.texture.Clear();
  55. zs.view.Clear();
  56. }
  57. }
  58. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  59. {
  60. RECT clientRect;
  61. HRESULT hr;
  62. target.texture.Clear();
  63. target.renderTarget[0].Clear();
  64. zs.texture.Clear();
  65. zs.view.Clear();
  66. if (cx == 0 || cy == 0) {
  67. GetClientRect(hwnd, &clientRect);
  68. if (cx == 0) cx = clientRect.right;
  69. if (cy == 0) cy = clientRect.bottom;
  70. }
  71. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  72. if (FAILED(hr))
  73. throw HRError("Failed to resize swap buffers", hr);
  74. InitTarget(cx, cy);
  75. InitZStencilBuffer(cx, cy);
  76. }
  77. void gs_swap_chain::Init(gs_init_data *data)
  78. {
  79. target.device = device;
  80. target.isRenderTarget = true;
  81. target.format = data->format;
  82. target.dxgiFormat = ConvertGSTextureFormat(data->format);
  83. InitTarget(data->cx, data->cy);
  84. zs.device = device;
  85. zs.format = data->zsformat;
  86. zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
  87. InitZStencilBuffer(data->cx, data->cy);
  88. }
  89. gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
  90. : device (device),
  91. numBuffers (data->num_backbuffers),
  92. hwnd ((HWND)data->hwnd)
  93. {
  94. HRESULT hr;
  95. DXGI_SWAP_CHAIN_DESC swapDesc;
  96. make_swap_desc(swapDesc, data);
  97. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  98. swap.Assign());
  99. if (FAILED(hr))
  100. throw HRError("Failed to create swap chain", hr);
  101. Init(data);
  102. }
  103. void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
  104. {
  105. HRESULT hr;
  106. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  107. __uuidof(IDXGIFactory1);
  108. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  109. if (FAILED(hr))
  110. throw HRError("Failed to create DXGIFactory", hr);
  111. hr = factory->EnumAdapters1(adapterIdx, padapter);
  112. if (FAILED(hr))
  113. throw HRError("Failed to enumerate DXGIAdapter", hr);
  114. }
  115. const static D3D_FEATURE_LEVEL featureLevels[] =
  116. {
  117. D3D_FEATURE_LEVEL_11_0,
  118. D3D_FEATURE_LEVEL_10_1,
  119. D3D_FEATURE_LEVEL_10_0,
  120. D3D_FEATURE_LEVEL_9_3,
  121. };
  122. void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
  123. {
  124. wstring adapterName;
  125. DXGI_SWAP_CHAIN_DESC swapDesc;
  126. DXGI_ADAPTER_DESC desc;
  127. D3D_FEATURE_LEVEL levelUsed;
  128. HRESULT hr;
  129. make_swap_desc(swapDesc, data);
  130. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  131. #ifdef _DEBUG
  132. createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  133. #endif
  134. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  135. L"<unknown>";
  136. char *adapterNameUTF8;
  137. os_wcs_to_utf8(adapterName.c_str(), 0, &adapterNameUTF8);
  138. blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
  139. bfree(adapterNameUTF8);
  140. hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  141. NULL, createFlags, featureLevels,
  142. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  143. D3D11_SDK_VERSION, &swapDesc,
  144. defaultSwap.swap.Assign(), device.Assign(),
  145. &levelUsed, context.Assign());
  146. if (FAILED(hr))
  147. throw HRError("Failed to create device and swap chain", hr);
  148. blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
  149. (uint32_t)levelUsed);
  150. defaultSwap.device = this;
  151. defaultSwap.hwnd = (HWND)data->hwnd;
  152. defaultSwap.numBuffers = data->num_backbuffers;
  153. defaultSwap.Init(data);
  154. }
  155. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  156. const StencilSide &side)
  157. {
  158. desc.StencilFunc = ConvertGSDepthTest(side.test);
  159. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  160. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  161. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  162. }
  163. ID3D11DepthStencilState *gs_device::AddZStencilState()
  164. {
  165. HRESULT hr;
  166. D3D11_DEPTH_STENCIL_DESC dsd;
  167. SavedZStencilState savedState(zstencilState);
  168. ID3D11DepthStencilState *state;
  169. dsd.DepthEnable = zstencilState.depthEnabled;
  170. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  171. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  172. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  173. dsd.StencilEnable = zstencilState.stencilEnabled;
  174. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  175. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  176. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  177. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  178. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  179. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  180. if (FAILED(hr))
  181. throw HRError("Failed to create depth stencil state", hr);
  182. state = savedState.state;
  183. zstencilStates.push_back(savedState);
  184. return state;
  185. }
  186. ID3D11RasterizerState *gs_device::AddRasterState()
  187. {
  188. HRESULT hr;
  189. D3D11_RASTERIZER_DESC rd;
  190. SavedRasterState savedState(rasterState);
  191. ID3D11RasterizerState *state;
  192. memset(&rd, 0, sizeof(rd));
  193. rd.FillMode = D3D11_FILL_SOLID;
  194. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  195. rd.DepthClipEnable = true;
  196. rd.ScissorEnable = rasterState.scissorEnabled;
  197. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  198. if (FAILED(hr))
  199. throw HRError("Failed to create rasterizer state", hr);
  200. state = savedState.state;
  201. rasterStates.push_back(savedState);
  202. return state;
  203. }
  204. ID3D11BlendState *gs_device::AddBlendState()
  205. {
  206. HRESULT hr;
  207. D3D11_BLEND_DESC bd;
  208. SavedBlendState savedState(blendState);
  209. ID3D11BlendState *state;
  210. memset(&bd, 0, sizeof(bd));
  211. for (int i = 0; i < 8; i++) {
  212. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  213. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  214. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  215. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  216. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  217. bd.RenderTarget[i].SrcBlend =
  218. ConvertGSBlendType(blendState.srcFactor);
  219. bd.RenderTarget[i].DestBlend =
  220. ConvertGSBlendType(blendState.destFactor);
  221. bd.RenderTarget[i].RenderTargetWriteMask =
  222. D3D11_COLOR_WRITE_ENABLE_ALL;
  223. }
  224. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  225. if (FAILED(hr))
  226. throw HRError("Failed to create disabled blend state", hr);
  227. state = savedState.state;
  228. blendStates.push_back(savedState);
  229. return state;
  230. }
  231. void gs_device::UpdateZStencilState()
  232. {
  233. ID3D11DepthStencilState *state = NULL;
  234. if (!zstencilStateChanged)
  235. return;
  236. for (size_t i = 0; i < zstencilStates.size(); i++) {
  237. SavedZStencilState &s = zstencilStates[i];
  238. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  239. state = s.state;
  240. break;
  241. }
  242. }
  243. if (!state)
  244. state = AddZStencilState();
  245. if (state != curDepthStencilState) {
  246. context->OMSetDepthStencilState(state, 0);
  247. curDepthStencilState = state;
  248. }
  249. zstencilStateChanged = false;
  250. }
  251. void gs_device::UpdateRasterState()
  252. {
  253. ID3D11RasterizerState *state = NULL;
  254. if (!rasterStateChanged)
  255. return;
  256. for (size_t i = 0; i < rasterStates.size(); i++) {
  257. SavedRasterState &s = rasterStates[i];
  258. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  259. state = s.state;
  260. break;
  261. }
  262. }
  263. if (!state)
  264. state = AddRasterState();
  265. if (state != curRasterState) {
  266. context->RSSetState(state);
  267. curRasterState = state;
  268. }
  269. rasterStateChanged = false;
  270. }
  271. void gs_device::UpdateBlendState()
  272. {
  273. ID3D11BlendState *state = NULL;
  274. if (!blendStateChanged)
  275. return;
  276. for (size_t i = 0; i < blendStates.size(); i++) {
  277. SavedBlendState &s = blendStates[i];
  278. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  279. state = s.state;
  280. break;
  281. }
  282. }
  283. if (!state)
  284. state = AddBlendState();
  285. if (state != curBlendState) {
  286. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  287. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  288. curBlendState = state;
  289. }
  290. blendStateChanged = false;
  291. }
  292. void gs_device::UpdateViewProjMatrix()
  293. {
  294. matrix3 cur_matrix;
  295. gs_matrix_get(&cur_matrix);
  296. matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
  297. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  298. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  299. if (curVertexShader->viewProj)
  300. shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
  301. &curViewProjMatrix);
  302. }
  303. gs_device::gs_device(gs_init_data *data)
  304. : curRenderTarget (NULL),
  305. curZStencilBuffer (NULL),
  306. curRenderSide (0),
  307. curIndexBuffer (NULL),
  308. curVertexBuffer (NULL),
  309. curVertexShader (NULL),
  310. curPixelShader (NULL),
  311. curSwapChain (&defaultSwap),
  312. zstencilStateChanged (true),
  313. rasterStateChanged (true),
  314. blendStateChanged (true),
  315. curDepthStencilState (NULL),
  316. curRasterState (NULL),
  317. curBlendState (NULL),
  318. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  319. {
  320. ComPtr<IDXGIAdapter1> adapter;
  321. matrix4_identity(&curProjMatrix);
  322. matrix4_identity(&curViewMatrix);
  323. matrix4_identity(&curViewProjMatrix);
  324. memset(&viewport, 0, sizeof(viewport));
  325. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  326. curTextures[i] = NULL;
  327. curSamplers[i] = NULL;
  328. }
  329. InitFactory(data->adapter, adapter.Assign());
  330. InitDevice(data, adapter);
  331. device_setrendertarget(this, NULL, NULL);
  332. }
  333. gs_device *device_create(gs_init_data *data)
  334. {
  335. gs_device *device = NULL;
  336. try {
  337. device = new gs_device(data);
  338. } catch (HRError error) {
  339. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  340. error.hr);
  341. }
  342. return device;
  343. }
  344. void device_destroy(device_t device)
  345. {
  346. delete device;
  347. }
  348. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  349. {
  350. gs_swap_chain *swap = NULL;
  351. try {
  352. swap = new gs_swap_chain(device, data);
  353. } catch (HRError error) {
  354. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  355. error.str, error.hr);
  356. }
  357. return swap;
  358. }
  359. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  360. {
  361. try {
  362. ID3D11RenderTargetView *renderView = NULL;
  363. ID3D11DepthStencilView *depthView = NULL;
  364. int i = device->curRenderSide;
  365. device->context->OMSetRenderTargets(1, &renderView, depthView);
  366. device->curSwapChain->Resize(cx, cy);
  367. if (device->curRenderTarget)
  368. renderView = device->curRenderTarget->renderTarget[i];
  369. if (device->curZStencilBuffer)
  370. depthView = device->curZStencilBuffer->view;
  371. device->context->OMSetRenderTargets(1, &renderView, depthView);
  372. } catch (HRError error) {
  373. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  374. error.str, error.hr);
  375. }
  376. }
  377. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  378. {
  379. *cx = device->curSwapChain->target.width;
  380. *cy = device->curSwapChain->target.height;
  381. }
  382. uint32_t device_getwidth(device_t device)
  383. {
  384. return device->curSwapChain->target.width;
  385. }
  386. uint32_t device_getheight(device_t device)
  387. {
  388. return device->curSwapChain->target.height;
  389. }
  390. texture_t device_create_texture(device_t device, uint32_t width,
  391. uint32_t height, enum gs_color_format color_format,
  392. uint32_t levels, void **data, uint32_t flags)
  393. {
  394. gs_texture *texture = NULL;
  395. try {
  396. texture = new gs_texture_2d(device, width, height, color_format,
  397. levels, data, flags, GS_TEXTURE_2D, false,
  398. false);
  399. } catch (HRError error) {
  400. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  401. error.str, error.hr);
  402. } catch (const char *error) {
  403. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  404. }
  405. return texture;
  406. }
  407. texture_t device_create_cubetexture(device_t device, uint32_t size,
  408. enum gs_color_format color_format, uint32_t levels, void **data,
  409. uint32_t flags)
  410. {
  411. gs_texture *texture = NULL;
  412. try {
  413. texture = new gs_texture_2d(device, size, size, color_format,
  414. levels, data, flags, GS_TEXTURE_CUBE, false,
  415. false);
  416. } catch (HRError error) {
  417. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  418. "(%08lX)",
  419. error.str, error.hr);
  420. } catch (const char *error) {
  421. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  422. error);
  423. }
  424. return texture;
  425. }
  426. texture_t device_create_volumetexture(device_t device, uint32_t width,
  427. uint32_t height, uint32_t depth,
  428. enum gs_color_format color_format, uint32_t levels,
  429. void **data, uint32_t flags)
  430. {
  431. /* TODO */
  432. return NULL;
  433. }
  434. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  435. uint32_t height, enum gs_zstencil_format format)
  436. {
  437. gs_zstencil_buffer *zstencil = NULL;
  438. try {
  439. zstencil = new gs_zstencil_buffer(device, width, height,
  440. format);
  441. } catch (HRError error) {
  442. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  443. error.str, error.hr);
  444. }
  445. return zstencil;
  446. }
  447. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  448. uint32_t height, enum gs_color_format color_format)
  449. {
  450. gs_stage_surface *surf = NULL;
  451. try {
  452. surf = new gs_stage_surface(device, width, height,
  453. color_format);
  454. } catch (HRError error) {
  455. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  456. "(%08lX)",
  457. error.str, error.hr);
  458. }
  459. return surf;
  460. }
  461. samplerstate_t device_create_samplerstate(device_t device,
  462. struct gs_sampler_info *info)
  463. {
  464. gs_sampler_state *ss = NULL;
  465. try {
  466. ss = new gs_sampler_state(device, info);
  467. } catch (HRError error) {
  468. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  469. "(%08lX)",
  470. error.str, error.hr);
  471. }
  472. return ss;
  473. }
  474. shader_t device_create_vertexshader(device_t device,
  475. const char *shader_string, const char *file,
  476. char **error_string)
  477. {
  478. gs_vertex_shader *shader = NULL;
  479. try {
  480. shader = new gs_vertex_shader(device, file, shader_string);
  481. } catch (HRError error) {
  482. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  483. "(%08lX)",
  484. error.str, error.hr);
  485. } catch (ShaderError error) {
  486. const char *buf = (const char*)error.errors->GetBufferPointer();
  487. if (error_string)
  488. *error_string = bstrdup(buf);
  489. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  490. "Compile errors for %s:\n%s",
  491. file, buf);
  492. } catch (const char *error) {
  493. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  494. error);
  495. }
  496. return shader;
  497. }
  498. shader_t device_create_pixelshader(device_t device,
  499. const char *shader_string, const char *file,
  500. char **error_string)
  501. {
  502. gs_pixel_shader *shader = NULL;
  503. try {
  504. shader = new gs_pixel_shader(device, file, shader_string);
  505. } catch (HRError error) {
  506. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  507. "(%08lX)",
  508. error.str, error.hr);
  509. } catch (ShaderError error) {
  510. const char *buf = (const char*)error.errors->GetBufferPointer();
  511. if (error_string)
  512. *error_string = bstrdup(buf);
  513. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  514. "Compiler errors for %s:\n%s",
  515. file, buf);
  516. } catch (const char *error) {
  517. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  518. error);
  519. }
  520. return shader;
  521. }
  522. vertbuffer_t device_create_vertexbuffer(device_t device,
  523. struct vb_data *data, uint32_t flags)
  524. {
  525. gs_vertex_buffer *buffer = NULL;
  526. try {
  527. buffer = new gs_vertex_buffer(device, data, flags);
  528. } catch (HRError error) {
  529. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  530. "(%08lX)",
  531. error.str, error.hr);
  532. } catch (const char *error) {
  533. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  534. error);
  535. }
  536. return buffer;
  537. }
  538. indexbuffer_t device_create_indexbuffer(device_t device,
  539. enum gs_index_type type, void *indices, size_t num,
  540. uint32_t flags)
  541. {
  542. gs_index_buffer *buffer = NULL;
  543. try {
  544. buffer = new gs_index_buffer(device, type, indices, num, flags);
  545. } catch (HRError error) {
  546. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  547. error.str, error.hr);
  548. }
  549. return buffer;
  550. }
  551. enum gs_texture_type device_gettexturetype(device_t device, texture_t texture)
  552. {
  553. return texture->type;
  554. }
  555. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  556. {
  557. if (device->curVertexBuffer == vertbuffer)
  558. return;
  559. device->curVertexBuffer = vertbuffer;
  560. if (!device->curVertexShader)
  561. return;
  562. vector<ID3D11Buffer*> buffers;
  563. vector<uint32_t> strides;
  564. vector<uint32_t> offsets;
  565. if (vertbuffer) {
  566. vertbuffer->MakeBufferList(device->curVertexShader,
  567. buffers, strides);
  568. } else {
  569. size_t buffersToClear =
  570. device->curVertexShader->NumBuffersExpected();
  571. buffers.resize(buffersToClear);
  572. strides.resize(buffersToClear);
  573. }
  574. offsets.resize(buffers.size());
  575. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  576. buffers.data(), strides.data(), offsets.data());
  577. }
  578. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  579. {
  580. DXGI_FORMAT format;
  581. ID3D11Buffer *buffer;
  582. if (device->curIndexBuffer == indexbuffer)
  583. return;
  584. if (indexbuffer) {
  585. switch (indexbuffer->indexSize) {
  586. case 2: format = DXGI_FORMAT_R16_UINT; break;
  587. case 4: format = DXGI_FORMAT_R32_UINT; break;
  588. }
  589. buffer = indexbuffer->indexBuffer;
  590. } else {
  591. buffer = NULL;
  592. format = DXGI_FORMAT_R32_UINT;
  593. }
  594. device->curIndexBuffer = indexbuffer;
  595. device->context->IASetIndexBuffer(buffer, format, 0);
  596. }
  597. void device_load_texture(device_t device, texture_t tex, int unit)
  598. {
  599. ID3D11ShaderResourceView *view = NULL;
  600. if (device->curTextures[unit] == tex)
  601. return;
  602. if (tex)
  603. view = tex->shaderRes;
  604. device->curTextures[unit] = tex;
  605. device->context->PSSetShaderResources(unit, 1, &view);
  606. }
  607. void device_load_samplerstate(device_t device,
  608. samplerstate_t samplerstate, int unit)
  609. {
  610. ID3D11SamplerState *state = NULL;
  611. if (device->curSamplers[unit] == samplerstate)
  612. return;
  613. if (samplerstate)
  614. state = samplerstate->state;
  615. device->curSamplers[unit] = samplerstate;
  616. device->context->PSSetSamplers(unit, 1, &state);
  617. }
  618. void device_load_vertexshader(device_t device, shader_t vertshader)
  619. {
  620. ID3D11VertexShader *shader = NULL;
  621. ID3D11InputLayout *layout = NULL;
  622. ID3D11Buffer *constants = NULL;
  623. if (device->curVertexShader == vertshader)
  624. return;
  625. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  626. gs_vertex_buffer *curVB = device->curVertexBuffer;
  627. if (vertshader) {
  628. if (vertshader->type != SHADER_VERTEX) {
  629. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  630. "Specified shader is not a vertex "
  631. "shader");
  632. return;
  633. }
  634. if (curVB)
  635. device_load_vertexbuffer(device, NULL);
  636. shader = vs->shader;
  637. layout = vs->layout;
  638. constants = vs->constants;
  639. }
  640. device->curVertexShader = vs;
  641. device->context->VSSetShader(shader, NULL, 0);
  642. device->context->IASetInputLayout(layout);
  643. device->context->VSSetConstantBuffers(0, 1, &constants);
  644. if (vertshader && curVB)
  645. device_load_vertexbuffer(device, curVB);
  646. }
  647. static inline void clear_textures(device_t device)
  648. {
  649. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  650. memset(views, 0, sizeof(views));
  651. memset(device->curTextures, 0, sizeof(device->curTextures));
  652. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  653. }
  654. void device_load_pixelshader(device_t device, shader_t pixelshader)
  655. {
  656. ID3D11PixelShader *shader = NULL;
  657. ID3D11Buffer *constants = NULL;
  658. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  659. if (device->curPixelShader == pixelshader)
  660. return;
  661. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  662. if (pixelshader) {
  663. if (pixelshader->type != SHADER_PIXEL) {
  664. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  665. "Specified shader is not a pixel "
  666. "shader");
  667. return;
  668. }
  669. shader = ps->shader;
  670. constants = ps->constants;
  671. ps->GetSamplerStates(states);
  672. } else {
  673. memset(states, 0, sizeof(states));
  674. }
  675. clear_textures(device);
  676. device->curPixelShader = ps;
  677. device->context->PSSetShader(shader, NULL, 0);
  678. device->context->PSSetConstantBuffers(0, 1, &constants);
  679. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  680. }
  681. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  682. {
  683. /* TODO */
  684. }
  685. shader_t device_getvertexshader(device_t device)
  686. {
  687. return device->curVertexShader;
  688. }
  689. shader_t device_getpixelshader(device_t device)
  690. {
  691. return device->curPixelShader;
  692. }
  693. texture_t device_getrendertarget(device_t device)
  694. {
  695. if (device->curRenderTarget == &device->curSwapChain->target)
  696. return NULL;
  697. return device->curRenderTarget;
  698. }
  699. zstencil_t device_getzstenciltarget(device_t device)
  700. {
  701. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  702. return NULL;
  703. return device->curZStencilBuffer;
  704. }
  705. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  706. {
  707. if (!tex)
  708. tex = &device->curSwapChain->target;
  709. if (!zstencil)
  710. zstencil = &device->curSwapChain->zs;
  711. if (device->curRenderTarget == tex &&
  712. device->curZStencilBuffer == zstencil)
  713. return;
  714. if (tex->type != GS_TEXTURE_2D) {
  715. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  716. "texture is not a 2D texture");
  717. return;
  718. }
  719. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  720. if (!tex2d->renderTarget[0]) {
  721. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  722. "texture is not a render target");
  723. return;
  724. }
  725. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  726. device->curRenderTarget = tex2d;
  727. device->curRenderSide = 0;
  728. device->curZStencilBuffer = zstencil;
  729. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  730. }
  731. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  732. zstencil_t zstencil)
  733. {
  734. if (!tex) {
  735. tex = &device->curSwapChain->target;
  736. side = 0;
  737. }
  738. if (!zstencil)
  739. zstencil = &device->curSwapChain->zs;
  740. if (device->curRenderTarget == tex &&
  741. device->curRenderSide == side &&
  742. device->curZStencilBuffer == zstencil)
  743. return;
  744. if (tex->type != GS_TEXTURE_CUBE) {
  745. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  746. "texture is not a cube texture");
  747. return;
  748. }
  749. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  750. if (!tex2d->renderTarget[side]) {
  751. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  752. "texture is not a render target");
  753. return;
  754. }
  755. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  756. device->curRenderTarget = tex2d;
  757. device->curRenderSide = side;
  758. device->curZStencilBuffer = zstencil;
  759. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  760. }
  761. inline void gs_device::CopyTex(ID3D11Texture2D *dst, texture_t src)
  762. {
  763. if (!src)
  764. src = curRenderTarget;
  765. if (src->type != GS_TEXTURE_2D)
  766. throw "Source texture must be a 2D texture";
  767. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  768. context->CopyResource(dst, tex2d->texture);
  769. }
  770. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  771. {
  772. try {
  773. if (!dst)
  774. throw "Failed because destination texture is NULL";
  775. if (dst->type != GS_TEXTURE_2D)
  776. throw "Destination texture must be a 2D texture";
  777. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(dst);
  778. device->CopyTex(tex2d->texture, src);
  779. } catch (const char *error) {
  780. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  781. }
  782. }
  783. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  784. {
  785. try {
  786. if (!dst)
  787. throw "Failed because destination texture is NULL";
  788. device->CopyTex(dst->texture, src);
  789. } catch (const char *error) {
  790. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  791. }
  792. }
  793. void device_beginscene(device_t device)
  794. {
  795. clear_textures(device);
  796. }
  797. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  798. uint32_t start_vert, uint32_t num_verts)
  799. {
  800. try {
  801. if (!device->curVertexShader)
  802. throw "No vertex shader specified";
  803. if (!device->curPixelShader)
  804. throw "No pixel shader specified";
  805. if (!device->curVertexBuffer)
  806. throw "No vertex buffer specified";
  807. effect_t effect = gs_geteffect();
  808. if (effect)
  809. effect_updateparams(effect);
  810. device->UpdateBlendState();
  811. device->UpdateRasterState();
  812. device->UpdateZStencilState();
  813. device->UpdateViewProjMatrix();
  814. device->curVertexShader->UploadParams();
  815. device->curPixelShader->UploadParams();
  816. } catch (const char *error) {
  817. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  818. return;
  819. } catch (HRError error) {
  820. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  821. error.hr);
  822. return;
  823. }
  824. D3D10_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  825. if (device->curToplogy != newTopology) {
  826. device->context->IASetPrimitiveTopology(newTopology);
  827. device->curToplogy = newTopology;
  828. }
  829. if (num_verts == 0)
  830. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  831. if (device->curIndexBuffer)
  832. device->context->DrawIndexed(num_verts, start_vert, 0);
  833. else
  834. device->context->Draw(num_verts, start_vert);
  835. }
  836. void device_endscene(device_t device)
  837. {
  838. /* does nothing in D3D11 */
  839. }
  840. void device_load_swapchain(device_t device, swapchain_t swapchain)
  841. {
  842. texture_t target = device->curRenderTarget;
  843. zstencil_t zs = device->curZStencilBuffer;
  844. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  845. if (target == &device->curSwapChain->target)
  846. target = NULL;
  847. if (zs == &device->curSwapChain->zs)
  848. zs = NULL;
  849. if (swapchain == NULL)
  850. swapchain = &device->defaultSwap;
  851. device->curSwapChain = swapchain;
  852. if (is_cube)
  853. device_setcuberendertarget(device, target,
  854. device->curRenderSide, zs);
  855. else
  856. device_setrendertarget(device, target, zs);
  857. }
  858. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  859. float depth, uint8_t stencil)
  860. {
  861. int side = device->curRenderSide;
  862. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  863. device->context->ClearRenderTargetView(
  864. device->curRenderTarget->renderTarget[side],
  865. color->ptr);
  866. if (device->curZStencilBuffer) {
  867. uint32_t flags = 0;
  868. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  869. flags |= D3D11_CLEAR_DEPTH;
  870. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  871. flags |= D3D11_CLEAR_STENCIL;
  872. if (flags && device->curZStencilBuffer->view)
  873. device->context->ClearDepthStencilView(
  874. device->curZStencilBuffer->view,
  875. flags, depth, stencil);
  876. }
  877. }
  878. void device_present(device_t device)
  879. {
  880. device->curSwapChain->swap->Present(0, 0);
  881. }
  882. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  883. {
  884. if (mode == device->rasterState.cullMode)
  885. return;
  886. device->rasterState.cullMode = mode;
  887. device->rasterStateChanged = true;
  888. }
  889. enum gs_cull_mode device_getcullmode(device_t device)
  890. {
  891. return device->rasterState.cullMode;
  892. }
  893. void device_enable_blending(device_t device, bool enable)
  894. {
  895. if (enable == device->blendState.blendEnabled)
  896. return;
  897. device->blendState.blendEnabled = enable;
  898. device->blendStateChanged = true;
  899. }
  900. void device_enable_depthtest(device_t device, bool enable)
  901. {
  902. if (enable == device->zstencilState.depthEnabled)
  903. return;
  904. device->zstencilState.depthEnabled = enable;
  905. device->zstencilStateChanged = true;
  906. }
  907. void device_enable_stenciltest(device_t device, bool enable)
  908. {
  909. if (enable == device->zstencilState.stencilEnabled)
  910. return;
  911. device->zstencilState.stencilEnabled = enable;
  912. device->zstencilStateChanged = true;
  913. }
  914. void device_enable_stencilwrite(device_t device, bool enable)
  915. {
  916. if (enable == device->zstencilState.stencilWriteEnabled)
  917. return;
  918. device->zstencilState.stencilWriteEnabled = enable;
  919. device->zstencilStateChanged = true;
  920. }
  921. void device_enable_color(device_t device, bool red, bool green,
  922. bool blue, bool alpha)
  923. {
  924. if (device->blendState.redEnabled == red &&
  925. device->blendState.greenEnabled == green &&
  926. device->blendState.blueEnabled == blue &&
  927. device->blendState.alphaEnabled == alpha)
  928. return;
  929. device->blendState.redEnabled = red;
  930. device->blendState.greenEnabled = green;
  931. device->blendState.blueEnabled = blue;
  932. device->blendState.alphaEnabled = alpha;
  933. device->blendStateChanged = true;
  934. }
  935. void device_blendfunction(device_t device, enum gs_blend_type src,
  936. enum gs_blend_type dest)
  937. {
  938. if (device->blendState.srcFactor == src &&
  939. device->blendState.destFactor == dest)
  940. return;
  941. device->blendState.srcFactor = src;
  942. device->blendState.destFactor = dest;
  943. device->blendStateChanged = true;
  944. }
  945. void device_depthfunction(device_t device, enum gs_depth_test test)
  946. {
  947. if (device->zstencilState.depthFunc == test)
  948. return;
  949. device->zstencilState.depthFunc = test;
  950. device->zstencilStateChanged = true;
  951. }
  952. static inline void update_stencilside_test(device_t device, StencilSide &side,
  953. gs_depth_test test)
  954. {
  955. if (side.test == test)
  956. return;
  957. side.test = test;
  958. device->zstencilStateChanged = true;
  959. }
  960. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  961. enum gs_depth_test test)
  962. {
  963. int sideVal = (int)side;
  964. if (sideVal & GS_STENCIL_FRONT)
  965. update_stencilside_test(device,
  966. device->zstencilState.stencilFront, test);
  967. if (sideVal & GS_STENCIL_BACK)
  968. update_stencilside_test(device,
  969. device->zstencilState.stencilBack, test);
  970. }
  971. static inline void update_stencilside_op(device_t device, StencilSide &side,
  972. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  973. enum gs_stencil_op zpass)
  974. {
  975. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  976. return;
  977. side.fail = fail;
  978. side.zfail = zfail;
  979. side.zpass = zpass;
  980. device->zstencilStateChanged = true;
  981. }
  982. void device_stencilop(device_t device, enum gs_stencil_side side,
  983. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  984. enum gs_stencil_op zpass)
  985. {
  986. int sideVal = (int)side;
  987. if (sideVal & GS_STENCIL_FRONT)
  988. update_stencilside_op(device,
  989. device->zstencilState.stencilFront,
  990. fail, zfail, zpass);
  991. if (sideVal & GS_STENCIL_BACK)
  992. update_stencilside_op(device,
  993. device->zstencilState.stencilBack,
  994. fail, zfail, zpass);
  995. }
  996. void device_enable_fullscreen(device_t device, bool enable)
  997. {
  998. /* TODO */
  999. }
  1000. int device_fullscreen_enabled(device_t device)
  1001. {
  1002. /* TODO */
  1003. return 0;
  1004. }
  1005. void device_setdisplaymode(device_t device,
  1006. const struct gs_display_mode *mode)
  1007. {
  1008. /* TODO */
  1009. }
  1010. void device_getdisplaymode(device_t device,
  1011. struct gs_display_mode *mode)
  1012. {
  1013. /* TODO */
  1014. }
  1015. void device_setcolorramp(device_t device, float gamma, float brightness,
  1016. float contrast)
  1017. {
  1018. /* TODO */
  1019. }
  1020. void device_setviewport(device_t device, int x, int y, int width,
  1021. int height)
  1022. {
  1023. D3D11_VIEWPORT vp;
  1024. memset(&vp, 0, sizeof(vp));
  1025. vp.MaxDepth = 1.0f;
  1026. vp.TopLeftX = (float)x;
  1027. vp.TopLeftY = (float)y;
  1028. vp.Width = (float)width;
  1029. vp.Height = (float)height;
  1030. device->context->RSSetViewports(1, &vp);
  1031. device->viewport.x = x;
  1032. device->viewport.y = y;
  1033. device->viewport.cx = width;
  1034. device->viewport.cy = height;
  1035. }
  1036. void device_getviewport(device_t device, struct gs_rect *rect)
  1037. {
  1038. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1039. }
  1040. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1041. {
  1042. D3D11_RECT d3drect;
  1043. d3drect.left = rect->x;
  1044. d3drect.top = rect->y;
  1045. d3drect.right = rect->x + rect->cx;
  1046. d3drect.bottom = rect->y + rect->cy;
  1047. device->context->RSSetScissorRects(1, &d3drect);
  1048. }
  1049. void device_ortho(device_t device, float left, float right, float top,
  1050. float bottom, float znear, float zfar)
  1051. {
  1052. matrix4_ortho(&device->curProjMatrix, left, right, top, bottom, znear,
  1053. zfar);
  1054. }
  1055. void device_frustum(device_t device, float left, float right, float top,
  1056. float bottom, float znear, float zfar)
  1057. {
  1058. matrix4_frustum(&device->curProjMatrix, left, right, top, bottom,
  1059. znear, zfar);
  1060. }
  1061. void device_perspective(device_t device, float fovy, float aspect,
  1062. float znear, float zfar)
  1063. {
  1064. matrix4_perspective(&device->curProjMatrix, fovy, aspect, znear, zfar);
  1065. }
  1066. void device_projection_push(device_t device)
  1067. {
  1068. mat4float mat;
  1069. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1070. device->projStack.push_back(mat);
  1071. }
  1072. void device_projection_pop(device_t device)
  1073. {
  1074. if (!device->projStack.size())
  1075. return;
  1076. mat4float *mat = device->projStack.data();
  1077. size_t end = device->projStack.size()-1;
  1078. /* XXX - does anyone know a better way of doing this? */
  1079. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1080. device->projStack.pop_back();
  1081. }
  1082. void swapchain_destroy(swapchain_t swapchain)
  1083. {
  1084. if (!swapchain)
  1085. return;
  1086. gs_device *device = swapchain->device;
  1087. if (device->curSwapChain == swapchain)
  1088. device->curSwapChain = &device->defaultSwap;
  1089. delete swapchain;
  1090. }
  1091. void texture_destroy(texture_t tex)
  1092. {
  1093. delete tex;
  1094. }
  1095. uint32_t texture_getwidth(texture_t tex)
  1096. {
  1097. if (tex->type != GS_TEXTURE_2D)
  1098. return 0;
  1099. return static_cast<gs_texture_2d*>(tex)->width;
  1100. }
  1101. uint32_t texture_getheight(texture_t tex)
  1102. {
  1103. if (tex->type != GS_TEXTURE_2D)
  1104. return 0;
  1105. return static_cast<gs_texture_2d*>(tex)->height;
  1106. }
  1107. enum gs_color_format texture_getcolorformat(texture_t tex)
  1108. {
  1109. if (tex->type != GS_TEXTURE_2D)
  1110. return GS_UNKNOWN;
  1111. return static_cast<gs_texture_2d*>(tex)->format;
  1112. }
  1113. bool texture_map(texture_t tex, void **ptr, uint32_t *byte_width)
  1114. {
  1115. HRESULT hr;
  1116. if (tex->type != GS_TEXTURE_2D)
  1117. return false;
  1118. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1119. D3D11_MAPPED_SUBRESOURCE map;
  1120. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1121. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1122. if (FAILED(hr))
  1123. return false;
  1124. *ptr = map.pData;
  1125. *byte_width = map.RowPitch;
  1126. return true;
  1127. }
  1128. void texture_unmap(texture_t tex)
  1129. {
  1130. if (tex->type != GS_TEXTURE_2D)
  1131. return;
  1132. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1133. tex2d->device->context->Unmap(tex2d->texture, 0);
  1134. }
  1135. void cubetexture_destroy(texture_t cubetex)
  1136. {
  1137. delete cubetex;
  1138. }
  1139. uint32_t cubetexture_getsize(texture_t cubetex)
  1140. {
  1141. if (cubetex->type != GS_TEXTURE_CUBE)
  1142. return 0;
  1143. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1144. return tex->width;
  1145. }
  1146. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1147. {
  1148. if (cubetex->type != GS_TEXTURE_CUBE)
  1149. return GS_UNKNOWN;
  1150. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1151. return tex->format;
  1152. }
  1153. void volumetexture_destroy(texture_t voltex)
  1154. {
  1155. delete voltex;
  1156. }
  1157. uint32_t volumetexture_getwidth(texture_t voltex)
  1158. {
  1159. /* TODO */
  1160. return 0;
  1161. }
  1162. uint32_t volumetexture_getheight(texture_t voltex)
  1163. {
  1164. /* TODO */
  1165. return 0;
  1166. }
  1167. uint32_t volumetexture_getdepth(texture_t voltex)
  1168. {
  1169. /* TODO */
  1170. return 0;
  1171. }
  1172. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1173. {
  1174. /* TODO */
  1175. return GS_UNKNOWN;
  1176. }
  1177. void stagesurface_destroy(stagesurf_t stagesurf)
  1178. {
  1179. delete stagesurf;
  1180. }
  1181. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1182. {
  1183. return stagesurf->width;
  1184. }
  1185. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1186. {
  1187. return stagesurf->height;
  1188. }
  1189. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1190. {
  1191. return stagesurf->format;
  1192. }
  1193. bool stagesurface_map(stagesurf_t stagesurf, const void **data,
  1194. uint32_t *byte_width)
  1195. {
  1196. D3D11_MAPPED_SUBRESOURCE map;
  1197. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1198. D3D11_MAP_READ, 0, &map)))
  1199. return false;
  1200. *data = map.pData;
  1201. *byte_width = map.RowPitch;
  1202. return true;
  1203. }
  1204. void stagesurface_unmap(stagesurf_t stagesurf)
  1205. {
  1206. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1207. }
  1208. void zstencil_destroy(zstencil_t zstencil)
  1209. {
  1210. delete zstencil;
  1211. }
  1212. void samplerstate_destroy(samplerstate_t samplerstate)
  1213. {
  1214. delete samplerstate;
  1215. }
  1216. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1217. {
  1218. delete vertbuffer;
  1219. }
  1220. void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
  1221. {
  1222. if (!vertbuffer->dynamic) {
  1223. blog(LOG_WARNING, "vertexbuffer_flush: vertex buffer is "
  1224. "not dynamic");
  1225. return;
  1226. }
  1227. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1228. vertbuffer->vbd.data->points, sizeof(vec3));
  1229. if (vertbuffer->normalBuffer)
  1230. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1231. vertbuffer->vbd.data->normals, sizeof(vec3));
  1232. if (vertbuffer->tangentBuffer)
  1233. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1234. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1235. if (vertbuffer->colorBuffer)
  1236. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1237. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1238. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1239. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1240. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1241. tv.array, tv.width*sizeof(float));
  1242. }
  1243. }
  1244. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1245. {
  1246. return vertbuffer->vbd.data;
  1247. }
  1248. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1249. {
  1250. delete indexbuffer;
  1251. }
  1252. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1253. {
  1254. HRESULT hr;
  1255. if (!indexbuffer->dynamic)
  1256. return;
  1257. D3D11_MAPPED_SUBRESOURCE map;
  1258. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1259. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1260. if (FAILED(hr))
  1261. return;
  1262. memcpy(map.pData, indexbuffer->indices.data,
  1263. indexbuffer->num * indexbuffer->indexSize);
  1264. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1265. }
  1266. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1267. {
  1268. return indexbuffer->indices.data;
  1269. }
  1270. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1271. {
  1272. return indexbuffer->num;
  1273. }
  1274. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1275. {
  1276. return indexbuffer->type;
  1277. }