d3d11-subsystem.cpp 40 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include <util/base.h>
  15. #include <util/platform.h>
  16. #include <graphics/matrix3.h>
  17. #include "d3d11-subsystem.hpp"
  18. #ifdef _MSC_VER
  19. /* alignment warning - despite the fact that alignment is already fixed */
  20. #pragma warning (disable : 4316)
  21. #endif
  22. static const IID dxgiFactory2 =
  23. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  24. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  25. gs_init_data *data)
  26. {
  27. memset(&desc, 0, sizeof(desc));
  28. desc.BufferCount = data->num_backbuffers;
  29. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  30. desc.BufferDesc.Width = data->cx;
  31. desc.BufferDesc.Height = data->cy;
  32. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  33. desc.OutputWindow = (HWND)data->window.hwnd;
  34. desc.SampleDesc.Count = 1;
  35. desc.Windowed = true;
  36. }
  37. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  38. {
  39. HRESULT hr;
  40. target.width = cx;
  41. target.height = cy;
  42. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  43. (void**)target.texture.Assign());
  44. if (FAILED(hr))
  45. throw HRError("Failed to get swap buffer texture", hr);
  46. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  47. target.renderTarget[0].Assign());
  48. if (FAILED(hr))
  49. throw HRError("Failed to create swap render target view", hr);
  50. }
  51. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  52. {
  53. zs.width = cx;
  54. zs.height = cy;
  55. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  56. zs.InitBuffer();
  57. } else {
  58. zs.texture.Clear();
  59. zs.view.Clear();
  60. }
  61. }
  62. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  63. {
  64. RECT clientRect;
  65. HRESULT hr;
  66. target.texture.Clear();
  67. target.renderTarget[0].Clear();
  68. zs.texture.Clear();
  69. zs.view.Clear();
  70. if (cx == 0 || cy == 0) {
  71. GetClientRect(hwnd, &clientRect);
  72. if (cx == 0) cx = clientRect.right;
  73. if (cy == 0) cy = clientRect.bottom;
  74. }
  75. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  76. if (FAILED(hr))
  77. throw HRError("Failed to resize swap buffers", hr);
  78. InitTarget(cx, cy);
  79. InitZStencilBuffer(cx, cy);
  80. }
  81. void gs_swap_chain::Init(gs_init_data *data)
  82. {
  83. target.device = device;
  84. target.isRenderTarget = true;
  85. target.format = data->format;
  86. target.dxgiFormat = ConvertGSTextureFormat(data->format);
  87. InitTarget(data->cx, data->cy);
  88. zs.device = device;
  89. zs.format = data->zsformat;
  90. zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
  91. InitZStencilBuffer(data->cx, data->cy);
  92. }
  93. gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
  94. : device (device),
  95. numBuffers (data->num_backbuffers),
  96. hwnd ((HWND)data->window.hwnd)
  97. {
  98. HRESULT hr;
  99. DXGI_SWAP_CHAIN_DESC swapDesc;
  100. make_swap_desc(swapDesc, data);
  101. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  102. swap.Assign());
  103. if (FAILED(hr))
  104. throw HRError("Failed to create swap chain", hr);
  105. Init(data);
  106. }
  107. void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
  108. {
  109. HRESULT hr;
  110. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  111. __uuidof(IDXGIFactory1);
  112. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  113. if (FAILED(hr))
  114. throw HRError("Failed to create DXGIFactory", hr);
  115. hr = factory->EnumAdapters1(adapterIdx, padapter);
  116. if (FAILED(hr))
  117. throw HRError("Failed to enumerate DXGIAdapter", hr);
  118. }
  119. const static D3D_FEATURE_LEVEL featureLevels[] =
  120. {
  121. D3D_FEATURE_LEVEL_11_0,
  122. D3D_FEATURE_LEVEL_10_1,
  123. D3D_FEATURE_LEVEL_10_0,
  124. D3D_FEATURE_LEVEL_9_3,
  125. };
  126. void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
  127. {
  128. wstring adapterName;
  129. DXGI_SWAP_CHAIN_DESC swapDesc;
  130. DXGI_ADAPTER_DESC desc;
  131. D3D_FEATURE_LEVEL levelUsed;
  132. HRESULT hr;
  133. make_swap_desc(swapDesc, data);
  134. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  135. #ifdef _DEBUG
  136. //createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  137. #endif
  138. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  139. L"<unknown>";
  140. char *adapterNameUTF8;
  141. os_wcs_to_utf8(adapterName.c_str(), 0, &adapterNameUTF8);
  142. blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
  143. bfree(adapterNameUTF8);
  144. hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  145. NULL, createFlags, featureLevels,
  146. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  147. D3D11_SDK_VERSION, &swapDesc,
  148. defaultSwap.swap.Assign(), device.Assign(),
  149. &levelUsed, context.Assign());
  150. if (FAILED(hr))
  151. throw HRError("Failed to create device and swap chain", hr);
  152. blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
  153. (uint32_t)levelUsed);
  154. defaultSwap.device = this;
  155. defaultSwap.hwnd = (HWND)data->window.hwnd;
  156. defaultSwap.numBuffers = data->num_backbuffers;
  157. defaultSwap.Init(data);
  158. }
  159. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  160. const StencilSide &side)
  161. {
  162. desc.StencilFunc = ConvertGSDepthTest(side.test);
  163. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  164. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  165. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  166. }
  167. ID3D11DepthStencilState *gs_device::AddZStencilState()
  168. {
  169. HRESULT hr;
  170. D3D11_DEPTH_STENCIL_DESC dsd;
  171. SavedZStencilState savedState(zstencilState);
  172. ID3D11DepthStencilState *state;
  173. dsd.DepthEnable = zstencilState.depthEnabled;
  174. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  175. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  176. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  177. dsd.StencilEnable = zstencilState.stencilEnabled;
  178. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  179. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  180. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  181. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  182. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  183. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  184. if (FAILED(hr))
  185. throw HRError("Failed to create depth stencil state", hr);
  186. state = savedState.state;
  187. zstencilStates.push_back(savedState);
  188. return state;
  189. }
  190. ID3D11RasterizerState *gs_device::AddRasterState()
  191. {
  192. HRESULT hr;
  193. D3D11_RASTERIZER_DESC rd;
  194. SavedRasterState savedState(rasterState);
  195. ID3D11RasterizerState *state;
  196. memset(&rd, 0, sizeof(rd));
  197. /* use CCW to convert to a right-handed coordinate system */
  198. rd.FrontCounterClockwise = true;
  199. rd.FillMode = D3D11_FILL_SOLID;
  200. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  201. rd.DepthClipEnable = true;
  202. rd.ScissorEnable = rasterState.scissorEnabled;
  203. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  204. if (FAILED(hr))
  205. throw HRError("Failed to create rasterizer state", hr);
  206. state = savedState.state;
  207. rasterStates.push_back(savedState);
  208. return state;
  209. }
  210. ID3D11BlendState *gs_device::AddBlendState()
  211. {
  212. HRESULT hr;
  213. D3D11_BLEND_DESC bd;
  214. SavedBlendState savedState(blendState);
  215. ID3D11BlendState *state;
  216. memset(&bd, 0, sizeof(bd));
  217. for (int i = 0; i < 8; i++) {
  218. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  219. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  220. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  221. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  222. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  223. bd.RenderTarget[i].SrcBlend =
  224. ConvertGSBlendType(blendState.srcFactor);
  225. bd.RenderTarget[i].DestBlend =
  226. ConvertGSBlendType(blendState.destFactor);
  227. bd.RenderTarget[i].RenderTargetWriteMask =
  228. D3D11_COLOR_WRITE_ENABLE_ALL;
  229. }
  230. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  231. if (FAILED(hr))
  232. throw HRError("Failed to create disabled blend state", hr);
  233. state = savedState.state;
  234. blendStates.push_back(savedState);
  235. return state;
  236. }
  237. void gs_device::UpdateZStencilState()
  238. {
  239. ID3D11DepthStencilState *state = NULL;
  240. if (!zstencilStateChanged)
  241. return;
  242. for (size_t i = 0; i < zstencilStates.size(); i++) {
  243. SavedZStencilState &s = zstencilStates[i];
  244. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  245. state = s.state;
  246. break;
  247. }
  248. }
  249. if (!state)
  250. state = AddZStencilState();
  251. if (state != curDepthStencilState) {
  252. context->OMSetDepthStencilState(state, 0);
  253. curDepthStencilState = state;
  254. }
  255. zstencilStateChanged = false;
  256. }
  257. void gs_device::UpdateRasterState()
  258. {
  259. ID3D11RasterizerState *state = NULL;
  260. if (!rasterStateChanged)
  261. return;
  262. for (size_t i = 0; i < rasterStates.size(); i++) {
  263. SavedRasterState &s = rasterStates[i];
  264. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  265. state = s.state;
  266. break;
  267. }
  268. }
  269. if (!state)
  270. state = AddRasterState();
  271. if (state != curRasterState) {
  272. context->RSSetState(state);
  273. curRasterState = state;
  274. }
  275. rasterStateChanged = false;
  276. }
  277. void gs_device::UpdateBlendState()
  278. {
  279. ID3D11BlendState *state = NULL;
  280. if (!blendStateChanged)
  281. return;
  282. for (size_t i = 0; i < blendStates.size(); i++) {
  283. SavedBlendState &s = blendStates[i];
  284. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  285. state = s.state;
  286. break;
  287. }
  288. }
  289. if (!state)
  290. state = AddBlendState();
  291. if (state != curBlendState) {
  292. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  293. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  294. curBlendState = state;
  295. }
  296. blendStateChanged = false;
  297. }
  298. void gs_device::UpdateViewProjMatrix()
  299. {
  300. matrix3 cur_matrix;
  301. gs_matrix_get(&cur_matrix);
  302. matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
  303. /* negate Z col of the view matrix for right-handed coordinate system */
  304. curViewMatrix.x.z = -curViewMatrix.x.z;
  305. curViewMatrix.y.z = -curViewMatrix.y.z;
  306. curViewMatrix.z.z = -curViewMatrix.z.z;
  307. curViewMatrix.t.z = -curViewMatrix.t.z;
  308. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  309. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  310. if (curVertexShader->viewProj)
  311. shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
  312. &curViewProjMatrix);
  313. }
  314. gs_device::gs_device(gs_init_data *data)
  315. : curRenderTarget (NULL),
  316. curZStencilBuffer (NULL),
  317. curRenderSide (0),
  318. curIndexBuffer (NULL),
  319. curVertexBuffer (NULL),
  320. curVertexShader (NULL),
  321. curPixelShader (NULL),
  322. curSwapChain (&defaultSwap),
  323. zstencilStateChanged (true),
  324. rasterStateChanged (true),
  325. blendStateChanged (true),
  326. curDepthStencilState (NULL),
  327. curRasterState (NULL),
  328. curBlendState (NULL),
  329. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  330. {
  331. ComPtr<IDXGIAdapter1> adapter;
  332. matrix4_identity(&curProjMatrix);
  333. matrix4_identity(&curViewMatrix);
  334. matrix4_identity(&curViewProjMatrix);
  335. memset(&viewport, 0, sizeof(viewport));
  336. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  337. curTextures[i] = NULL;
  338. curSamplers[i] = NULL;
  339. }
  340. InitFactory(data->adapter, adapter.Assign());
  341. InitDevice(data, adapter);
  342. device_setrendertarget(this, NULL, NULL);
  343. }
  344. gs_device *device_create(gs_init_data *data)
  345. {
  346. gs_device *device = NULL;
  347. try {
  348. device = new gs_device(data);
  349. } catch (HRError error) {
  350. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  351. error.hr);
  352. }
  353. return device;
  354. }
  355. void device_destroy(device_t device)
  356. {
  357. delete device;
  358. }
  359. void device_entercontext(device_t device)
  360. {
  361. /* does nothing */
  362. }
  363. void device_leavecontext(device_t device)
  364. {
  365. /* does nothing */
  366. }
  367. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  368. {
  369. gs_swap_chain *swap = NULL;
  370. try {
  371. swap = new gs_swap_chain(device, data);
  372. } catch (HRError error) {
  373. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  374. error.str, error.hr);
  375. }
  376. return swap;
  377. }
  378. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  379. {
  380. try {
  381. ID3D11RenderTargetView *renderView = NULL;
  382. ID3D11DepthStencilView *depthView = NULL;
  383. int i = device->curRenderSide;
  384. device->context->OMSetRenderTargets(1, &renderView, depthView);
  385. device->curSwapChain->Resize(cx, cy);
  386. if (device->curRenderTarget)
  387. renderView = device->curRenderTarget->renderTarget[i];
  388. if (device->curZStencilBuffer)
  389. depthView = device->curZStencilBuffer->view;
  390. device->context->OMSetRenderTargets(1, &renderView, depthView);
  391. } catch (HRError error) {
  392. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  393. error.str, error.hr);
  394. }
  395. }
  396. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  397. {
  398. *cx = device->curSwapChain->target.width;
  399. *cy = device->curSwapChain->target.height;
  400. }
  401. uint32_t device_getwidth(device_t device)
  402. {
  403. return device->curSwapChain->target.width;
  404. }
  405. uint32_t device_getheight(device_t device)
  406. {
  407. return device->curSwapChain->target.height;
  408. }
  409. texture_t device_create_texture(device_t device, uint32_t width,
  410. uint32_t height, enum gs_color_format color_format,
  411. uint32_t levels, const void **data, uint32_t flags)
  412. {
  413. gs_texture *texture = NULL;
  414. try {
  415. texture = new gs_texture_2d(device, width, height, color_format,
  416. levels, data, flags, GS_TEXTURE_2D, false,
  417. false);
  418. } catch (HRError error) {
  419. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  420. error.str, error.hr);
  421. } catch (const char *error) {
  422. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  423. }
  424. return texture;
  425. }
  426. texture_t device_create_cubetexture(device_t device, uint32_t size,
  427. enum gs_color_format color_format, uint32_t levels,
  428. const void **data, uint32_t flags)
  429. {
  430. gs_texture *texture = NULL;
  431. try {
  432. texture = new gs_texture_2d(device, size, size, color_format,
  433. levels, data, flags, GS_TEXTURE_CUBE, false,
  434. false);
  435. } catch (HRError error) {
  436. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  437. "(%08lX)",
  438. error.str, error.hr);
  439. } catch (const char *error) {
  440. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  441. error);
  442. }
  443. return texture;
  444. }
  445. texture_t device_create_volumetexture(device_t device, uint32_t width,
  446. uint32_t height, uint32_t depth,
  447. enum gs_color_format color_format, uint32_t levels,
  448. const void **data, uint32_t flags)
  449. {
  450. /* TODO */
  451. return NULL;
  452. }
  453. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  454. uint32_t height, enum gs_zstencil_format format)
  455. {
  456. gs_zstencil_buffer *zstencil = NULL;
  457. try {
  458. zstencil = new gs_zstencil_buffer(device, width, height,
  459. format);
  460. } catch (HRError error) {
  461. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  462. error.str, error.hr);
  463. }
  464. return zstencil;
  465. }
  466. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  467. uint32_t height, enum gs_color_format color_format)
  468. {
  469. gs_stage_surface *surf = NULL;
  470. try {
  471. surf = new gs_stage_surface(device, width, height,
  472. color_format);
  473. } catch (HRError error) {
  474. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  475. "(%08lX)",
  476. error.str, error.hr);
  477. }
  478. return surf;
  479. }
  480. samplerstate_t device_create_samplerstate(device_t device,
  481. struct gs_sampler_info *info)
  482. {
  483. gs_sampler_state *ss = NULL;
  484. try {
  485. ss = new gs_sampler_state(device, info);
  486. } catch (HRError error) {
  487. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  488. "(%08lX)",
  489. error.str, error.hr);
  490. }
  491. return ss;
  492. }
  493. shader_t device_create_vertexshader(device_t device,
  494. const char *shader_string, const char *file,
  495. char **error_string)
  496. {
  497. gs_vertex_shader *shader = NULL;
  498. try {
  499. shader = new gs_vertex_shader(device, file, shader_string);
  500. } catch (HRError error) {
  501. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  502. "(%08lX)",
  503. error.str, error.hr);
  504. } catch (ShaderError error) {
  505. const char *buf = (const char*)error.errors->GetBufferPointer();
  506. if (error_string)
  507. *error_string = bstrdup(buf);
  508. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  509. "Compile warnings/errors for %s:\n%s",
  510. file, buf);
  511. } catch (const char *error) {
  512. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  513. error);
  514. }
  515. return shader;
  516. }
  517. shader_t device_create_pixelshader(device_t device,
  518. const char *shader_string, const char *file,
  519. char **error_string)
  520. {
  521. gs_pixel_shader *shader = NULL;
  522. try {
  523. shader = new gs_pixel_shader(device, file, shader_string);
  524. } catch (HRError error) {
  525. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  526. "(%08lX)",
  527. error.str, error.hr);
  528. } catch (ShaderError error) {
  529. const char *buf = (const char*)error.errors->GetBufferPointer();
  530. if (error_string)
  531. *error_string = bstrdup(buf);
  532. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  533. "Compiler warnings/errors for %s:\n%s",
  534. file, buf);
  535. } catch (const char *error) {
  536. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  537. error);
  538. }
  539. return shader;
  540. }
  541. vertbuffer_t device_create_vertexbuffer(device_t device,
  542. struct vb_data *data, uint32_t flags)
  543. {
  544. gs_vertex_buffer *buffer = NULL;
  545. try {
  546. buffer = new gs_vertex_buffer(device, data, flags);
  547. } catch (HRError error) {
  548. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  549. "(%08lX)",
  550. error.str, error.hr);
  551. } catch (const char *error) {
  552. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  553. error);
  554. }
  555. return buffer;
  556. }
  557. indexbuffer_t device_create_indexbuffer(device_t device,
  558. enum gs_index_type type, void *indices, size_t num,
  559. uint32_t flags)
  560. {
  561. gs_index_buffer *buffer = NULL;
  562. try {
  563. buffer = new gs_index_buffer(device, type, indices, num, flags);
  564. } catch (HRError error) {
  565. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  566. error.str, error.hr);
  567. }
  568. return buffer;
  569. }
  570. enum gs_texture_type device_gettexturetype(texture_t texture)
  571. {
  572. return texture->type;
  573. }
  574. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  575. {
  576. if (device->curVertexBuffer == vertbuffer)
  577. return;
  578. device->curVertexBuffer = vertbuffer;
  579. if (!device->curVertexShader)
  580. return;
  581. vector<ID3D11Buffer*> buffers;
  582. vector<uint32_t> strides;
  583. vector<uint32_t> offsets;
  584. if (vertbuffer) {
  585. vertbuffer->MakeBufferList(device->curVertexShader,
  586. buffers, strides);
  587. } else {
  588. size_t buffersToClear =
  589. device->curVertexShader->NumBuffersExpected();
  590. buffers.resize(buffersToClear);
  591. strides.resize(buffersToClear);
  592. }
  593. offsets.resize(buffers.size());
  594. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  595. buffers.data(), strides.data(), offsets.data());
  596. }
  597. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  598. {
  599. DXGI_FORMAT format;
  600. ID3D11Buffer *buffer;
  601. if (device->curIndexBuffer == indexbuffer)
  602. return;
  603. if (indexbuffer) {
  604. switch (indexbuffer->indexSize) {
  605. case 2: format = DXGI_FORMAT_R16_UINT; break;
  606. case 4: format = DXGI_FORMAT_R32_UINT; break;
  607. }
  608. buffer = indexbuffer->indexBuffer;
  609. } else {
  610. buffer = NULL;
  611. format = DXGI_FORMAT_R32_UINT;
  612. }
  613. device->curIndexBuffer = indexbuffer;
  614. device->context->IASetIndexBuffer(buffer, format, 0);
  615. }
  616. void device_load_texture(device_t device, texture_t tex, int unit)
  617. {
  618. ID3D11ShaderResourceView *view = NULL;
  619. if (device->curTextures[unit] == tex)
  620. return;
  621. if (tex)
  622. view = tex->shaderRes;
  623. device->curTextures[unit] = tex;
  624. device->context->PSSetShaderResources(unit, 1, &view);
  625. }
  626. void device_load_samplerstate(device_t device,
  627. samplerstate_t samplerstate, int unit)
  628. {
  629. ID3D11SamplerState *state = NULL;
  630. if (device->curSamplers[unit] == samplerstate)
  631. return;
  632. if (samplerstate)
  633. state = samplerstate->state;
  634. device->curSamplers[unit] = samplerstate;
  635. device->context->PSSetSamplers(unit, 1, &state);
  636. }
  637. void device_load_vertexshader(device_t device, shader_t vertshader)
  638. {
  639. ID3D11VertexShader *shader = NULL;
  640. ID3D11InputLayout *layout = NULL;
  641. ID3D11Buffer *constants = NULL;
  642. if (device->curVertexShader == vertshader)
  643. return;
  644. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  645. gs_vertex_buffer *curVB = device->curVertexBuffer;
  646. if (vertshader) {
  647. if (vertshader->type != SHADER_VERTEX) {
  648. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  649. "Specified shader is not a vertex "
  650. "shader");
  651. return;
  652. }
  653. if (curVB)
  654. device_load_vertexbuffer(device, NULL);
  655. shader = vs->shader;
  656. layout = vs->layout;
  657. constants = vs->constants;
  658. }
  659. device->curVertexShader = vs;
  660. device->context->VSSetShader(shader, NULL, 0);
  661. device->context->IASetInputLayout(layout);
  662. device->context->VSSetConstantBuffers(0, 1, &constants);
  663. if (vertshader && curVB)
  664. device_load_vertexbuffer(device, curVB);
  665. }
  666. static inline void clear_textures(device_t device)
  667. {
  668. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  669. memset(views, 0, sizeof(views));
  670. memset(device->curTextures, 0, sizeof(device->curTextures));
  671. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  672. }
  673. void device_load_pixelshader(device_t device, shader_t pixelshader)
  674. {
  675. ID3D11PixelShader *shader = NULL;
  676. ID3D11Buffer *constants = NULL;
  677. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  678. if (device->curPixelShader == pixelshader)
  679. return;
  680. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  681. if (pixelshader) {
  682. if (pixelshader->type != SHADER_PIXEL) {
  683. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  684. "Specified shader is not a pixel "
  685. "shader");
  686. return;
  687. }
  688. shader = ps->shader;
  689. constants = ps->constants;
  690. ps->GetSamplerStates(states);
  691. } else {
  692. memset(states, 0, sizeof(states));
  693. }
  694. clear_textures(device);
  695. device->curPixelShader = ps;
  696. device->context->PSSetShader(shader, NULL, 0);
  697. device->context->PSSetConstantBuffers(0, 1, &constants);
  698. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  699. }
  700. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  701. {
  702. /* TODO */
  703. }
  704. shader_t device_getvertexshader(device_t device)
  705. {
  706. return device->curVertexShader;
  707. }
  708. shader_t device_getpixelshader(device_t device)
  709. {
  710. return device->curPixelShader;
  711. }
  712. texture_t device_getrendertarget(device_t device)
  713. {
  714. if (device->curRenderTarget == &device->curSwapChain->target)
  715. return NULL;
  716. return device->curRenderTarget;
  717. }
  718. zstencil_t device_getzstenciltarget(device_t device)
  719. {
  720. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  721. return NULL;
  722. return device->curZStencilBuffer;
  723. }
  724. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  725. {
  726. if (!tex)
  727. tex = &device->curSwapChain->target;
  728. if (!zstencil)
  729. zstencil = &device->curSwapChain->zs;
  730. if (device->curRenderTarget == tex &&
  731. device->curZStencilBuffer == zstencil)
  732. return;
  733. if (tex->type != GS_TEXTURE_2D) {
  734. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  735. "texture is not a 2D texture");
  736. return;
  737. }
  738. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  739. if (!tex2d->renderTarget[0]) {
  740. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  741. "texture is not a render target");
  742. return;
  743. }
  744. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  745. device->curRenderTarget = tex2d;
  746. device->curRenderSide = 0;
  747. device->curZStencilBuffer = zstencil;
  748. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  749. }
  750. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  751. zstencil_t zstencil)
  752. {
  753. if (!tex) {
  754. tex = &device->curSwapChain->target;
  755. side = 0;
  756. }
  757. if (!zstencil)
  758. zstencil = &device->curSwapChain->zs;
  759. if (device->curRenderTarget == tex &&
  760. device->curRenderSide == side &&
  761. device->curZStencilBuffer == zstencil)
  762. return;
  763. if (tex->type != GS_TEXTURE_CUBE) {
  764. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  765. "texture is not a cube texture");
  766. return;
  767. }
  768. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  769. if (!tex2d->renderTarget[side]) {
  770. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  771. "texture is not a render target");
  772. return;
  773. }
  774. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  775. device->curRenderTarget = tex2d;
  776. device->curRenderSide = side;
  777. device->curZStencilBuffer = zstencil;
  778. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  779. }
  780. inline void gs_device::CopyTex(ID3D11Texture2D *dst, texture_t src)
  781. {
  782. if (src->type != GS_TEXTURE_2D)
  783. throw "Source texture must be a 2D texture";
  784. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  785. context->CopyResource(dst, tex2d->texture);
  786. }
  787. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  788. {
  789. try {
  790. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  791. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  792. if (!src)
  793. throw "Source texture is NULL";
  794. if (!dst)
  795. throw "Destination texture is NULL";
  796. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  797. throw "Source and destination textures must be a 2D "
  798. "textures";
  799. if (dst->format != src->format)
  800. throw "Source and destination formats do not match";
  801. if (dst2d->width != src2d->width ||
  802. dst2d->height != src2d->height)
  803. throw "Source and destination must have the same "
  804. "dimensions";
  805. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(dst);
  806. device->CopyTex(tex2d->texture, src);
  807. } catch (const char *error) {
  808. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  809. }
  810. }
  811. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  812. {
  813. try {
  814. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  815. if (!src)
  816. throw "Source texture is NULL";
  817. if (src->type != GS_TEXTURE_2D)
  818. throw "Source texture must be a 2D texture";
  819. if (!dst)
  820. throw "Destination surface is NULL";
  821. if (dst->format != src->format)
  822. throw "Source and destination formats do not match";
  823. if (dst->width != src2d->width ||
  824. dst->height != src2d->height)
  825. throw "Source and destination must have the same "
  826. "dimensions";
  827. device->CopyTex(dst->texture, src);
  828. } catch (const char *error) {
  829. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  830. }
  831. }
  832. void device_beginscene(device_t device)
  833. {
  834. clear_textures(device);
  835. }
  836. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  837. uint32_t start_vert, uint32_t num_verts)
  838. {
  839. try {
  840. if (!device->curVertexShader)
  841. throw "No vertex shader specified";
  842. if (!device->curPixelShader)
  843. throw "No pixel shader specified";
  844. if (!device->curVertexBuffer)
  845. throw "No vertex buffer specified";
  846. effect_t effect = gs_geteffect();
  847. if (effect)
  848. effect_updateparams(effect);
  849. device->UpdateBlendState();
  850. device->UpdateRasterState();
  851. device->UpdateZStencilState();
  852. device->UpdateViewProjMatrix();
  853. device->curVertexShader->UploadParams();
  854. device->curPixelShader->UploadParams();
  855. } catch (const char *error) {
  856. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  857. return;
  858. } catch (HRError error) {
  859. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  860. error.hr);
  861. return;
  862. }
  863. D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  864. if (device->curToplogy != newTopology) {
  865. device->context->IASetPrimitiveTopology(newTopology);
  866. device->curToplogy = newTopology;
  867. }
  868. if (device->curIndexBuffer) {
  869. if (num_verts == 0)
  870. num_verts = (uint32_t)device->curIndexBuffer->num;
  871. device->context->DrawIndexed(num_verts, start_vert, 0);
  872. } else {
  873. if (num_verts == 0)
  874. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  875. device->context->Draw(num_verts, start_vert);
  876. }
  877. }
  878. void device_endscene(device_t device)
  879. {
  880. /* does nothing in D3D11 */
  881. }
  882. void device_load_swapchain(device_t device, swapchain_t swapchain)
  883. {
  884. texture_t target = device->curRenderTarget;
  885. zstencil_t zs = device->curZStencilBuffer;
  886. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  887. if (target == &device->curSwapChain->target)
  888. target = NULL;
  889. if (zs == &device->curSwapChain->zs)
  890. zs = NULL;
  891. if (swapchain == NULL)
  892. swapchain = &device->defaultSwap;
  893. device->curSwapChain = swapchain;
  894. if (is_cube)
  895. device_setcuberendertarget(device, target,
  896. device->curRenderSide, zs);
  897. else
  898. device_setrendertarget(device, target, zs);
  899. }
  900. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  901. float depth, uint8_t stencil)
  902. {
  903. int side = device->curRenderSide;
  904. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  905. device->context->ClearRenderTargetView(
  906. device->curRenderTarget->renderTarget[side],
  907. color->ptr);
  908. if (device->curZStencilBuffer) {
  909. uint32_t flags = 0;
  910. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  911. flags |= D3D11_CLEAR_DEPTH;
  912. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  913. flags |= D3D11_CLEAR_STENCIL;
  914. if (flags && device->curZStencilBuffer->view)
  915. device->context->ClearDepthStencilView(
  916. device->curZStencilBuffer->view,
  917. flags, depth, stencil);
  918. }
  919. }
  920. void device_present(device_t device)
  921. {
  922. device->curSwapChain->swap->Present(0, 0);
  923. }
  924. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  925. {
  926. if (mode == device->rasterState.cullMode)
  927. return;
  928. device->rasterState.cullMode = mode;
  929. device->rasterStateChanged = true;
  930. }
  931. enum gs_cull_mode device_getcullmode(device_t device)
  932. {
  933. return device->rasterState.cullMode;
  934. }
  935. void device_enable_blending(device_t device, bool enable)
  936. {
  937. if (enable == device->blendState.blendEnabled)
  938. return;
  939. device->blendState.blendEnabled = enable;
  940. device->blendStateChanged = true;
  941. }
  942. void device_enable_depthtest(device_t device, bool enable)
  943. {
  944. if (enable == device->zstencilState.depthEnabled)
  945. return;
  946. device->zstencilState.depthEnabled = enable;
  947. device->zstencilStateChanged = true;
  948. }
  949. void device_enable_stenciltest(device_t device, bool enable)
  950. {
  951. if (enable == device->zstencilState.stencilEnabled)
  952. return;
  953. device->zstencilState.stencilEnabled = enable;
  954. device->zstencilStateChanged = true;
  955. }
  956. void device_enable_stencilwrite(device_t device, bool enable)
  957. {
  958. if (enable == device->zstencilState.stencilWriteEnabled)
  959. return;
  960. device->zstencilState.stencilWriteEnabled = enable;
  961. device->zstencilStateChanged = true;
  962. }
  963. void device_enable_color(device_t device, bool red, bool green,
  964. bool blue, bool alpha)
  965. {
  966. if (device->blendState.redEnabled == red &&
  967. device->blendState.greenEnabled == green &&
  968. device->blendState.blueEnabled == blue &&
  969. device->blendState.alphaEnabled == alpha)
  970. return;
  971. device->blendState.redEnabled = red;
  972. device->blendState.greenEnabled = green;
  973. device->blendState.blueEnabled = blue;
  974. device->blendState.alphaEnabled = alpha;
  975. device->blendStateChanged = true;
  976. }
  977. void device_blendfunction(device_t device, enum gs_blend_type src,
  978. enum gs_blend_type dest)
  979. {
  980. if (device->blendState.srcFactor == src &&
  981. device->blendState.destFactor == dest)
  982. return;
  983. device->blendState.srcFactor = src;
  984. device->blendState.destFactor = dest;
  985. device->blendStateChanged = true;
  986. }
  987. void device_depthfunction(device_t device, enum gs_depth_test test)
  988. {
  989. if (device->zstencilState.depthFunc == test)
  990. return;
  991. device->zstencilState.depthFunc = test;
  992. device->zstencilStateChanged = true;
  993. }
  994. static inline void update_stencilside_test(device_t device, StencilSide &side,
  995. gs_depth_test test)
  996. {
  997. if (side.test == test)
  998. return;
  999. side.test = test;
  1000. device->zstencilStateChanged = true;
  1001. }
  1002. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  1003. enum gs_depth_test test)
  1004. {
  1005. int sideVal = (int)side;
  1006. if (sideVal & GS_STENCIL_FRONT)
  1007. update_stencilside_test(device,
  1008. device->zstencilState.stencilFront, test);
  1009. if (sideVal & GS_STENCIL_BACK)
  1010. update_stencilside_test(device,
  1011. device->zstencilState.stencilBack, test);
  1012. }
  1013. static inline void update_stencilside_op(device_t device, StencilSide &side,
  1014. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1015. enum gs_stencil_op zpass)
  1016. {
  1017. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1018. return;
  1019. side.fail = fail;
  1020. side.zfail = zfail;
  1021. side.zpass = zpass;
  1022. device->zstencilStateChanged = true;
  1023. }
  1024. void device_stencilop(device_t device, enum gs_stencil_side side,
  1025. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1026. enum gs_stencil_op zpass)
  1027. {
  1028. int sideVal = (int)side;
  1029. if (sideVal & GS_STENCIL_FRONT)
  1030. update_stencilside_op(device,
  1031. device->zstencilState.stencilFront,
  1032. fail, zfail, zpass);
  1033. if (sideVal & GS_STENCIL_BACK)
  1034. update_stencilside_op(device,
  1035. device->zstencilState.stencilBack,
  1036. fail, zfail, zpass);
  1037. }
  1038. void device_enable_fullscreen(device_t device, bool enable)
  1039. {
  1040. /* TODO */
  1041. }
  1042. int device_fullscreen_enabled(device_t device)
  1043. {
  1044. /* TODO */
  1045. return 0;
  1046. }
  1047. void device_setdisplaymode(device_t device,
  1048. const struct gs_display_mode *mode)
  1049. {
  1050. /* TODO */
  1051. }
  1052. void device_getdisplaymode(device_t device,
  1053. struct gs_display_mode *mode)
  1054. {
  1055. /* TODO */
  1056. }
  1057. void device_setcolorramp(device_t device, float gamma, float brightness,
  1058. float contrast)
  1059. {
  1060. /* TODO */
  1061. }
  1062. void device_setviewport(device_t device, int x, int y, int width,
  1063. int height)
  1064. {
  1065. D3D11_VIEWPORT vp;
  1066. memset(&vp, 0, sizeof(vp));
  1067. vp.MaxDepth = 1.0f;
  1068. vp.TopLeftX = (float)x;
  1069. vp.TopLeftY = (float)y;
  1070. vp.Width = (float)width;
  1071. vp.Height = (float)height;
  1072. device->context->RSSetViewports(1, &vp);
  1073. device->viewport.x = x;
  1074. device->viewport.y = y;
  1075. device->viewport.cx = width;
  1076. device->viewport.cy = height;
  1077. }
  1078. void device_getviewport(device_t device, struct gs_rect *rect)
  1079. {
  1080. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1081. }
  1082. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1083. {
  1084. D3D11_RECT d3drect;
  1085. d3drect.left = rect->x;
  1086. d3drect.top = rect->y;
  1087. d3drect.right = rect->x + rect->cx;
  1088. d3drect.bottom = rect->y + rect->cy;
  1089. device->context->RSSetScissorRects(1, &d3drect);
  1090. }
  1091. void device_ortho(device_t device, float left, float right, float top,
  1092. float bottom, float zNear, float zFar)
  1093. {
  1094. matrix4 *dst = &device->curProjMatrix;
  1095. float rml = right-left;
  1096. float bmt = bottom-top;
  1097. float fmn = zFar-zNear;
  1098. vec4_zero(&dst->x);
  1099. vec4_zero(&dst->y);
  1100. vec4_zero(&dst->z);
  1101. vec4_zero(&dst->t);
  1102. dst->x.x = 2.0f / rml;
  1103. dst->t.x = (left+right) / -rml;
  1104. dst->y.y = 2.0f / -bmt;
  1105. dst->t.y = (bottom+top) / bmt;
  1106. dst->z.z = 1.0f / fmn;
  1107. dst->t.z = zNear / -fmn;
  1108. dst->t.w = 1.0f;
  1109. }
  1110. void device_frustum(device_t device, float left, float right, float top,
  1111. float bottom, float zNear, float zFar)
  1112. {
  1113. matrix4 *dst = &device->curProjMatrix;
  1114. float rml = right-left;
  1115. float bmt = bottom-top;
  1116. float fmn = zFar-zNear;
  1117. float nearx2 = 2.0f*zNear;
  1118. vec4_zero(&dst->x);
  1119. vec4_zero(&dst->y);
  1120. vec4_zero(&dst->z);
  1121. vec4_zero(&dst->t);
  1122. dst->x.x = nearx2 / rml;
  1123. dst->z.x = (left+right) / -rml;
  1124. dst->y.y = nearx2 / -bmt;
  1125. dst->z.y = (bottom+top) / bmt;
  1126. dst->z.z = zFar / fmn;
  1127. dst->t.z = (zNear*zFar) / -fmn;
  1128. dst->z.w = 1.0f;
  1129. }
  1130. void device_projection_push(device_t device)
  1131. {
  1132. mat4float mat;
  1133. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1134. device->projStack.push_back(mat);
  1135. }
  1136. void device_projection_pop(device_t device)
  1137. {
  1138. if (!device->projStack.size())
  1139. return;
  1140. mat4float *mat = device->projStack.data();
  1141. size_t end = device->projStack.size()-1;
  1142. /* XXX - does anyone know a better way of doing this? */
  1143. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1144. device->projStack.pop_back();
  1145. }
  1146. void swapchain_destroy(swapchain_t swapchain)
  1147. {
  1148. if (!swapchain)
  1149. return;
  1150. gs_device *device = swapchain->device;
  1151. if (device->curSwapChain == swapchain)
  1152. device->curSwapChain = &device->defaultSwap;
  1153. delete swapchain;
  1154. }
  1155. void texture_destroy(texture_t tex)
  1156. {
  1157. delete tex;
  1158. }
  1159. uint32_t texture_getwidth(texture_t tex)
  1160. {
  1161. if (tex->type != GS_TEXTURE_2D)
  1162. return 0;
  1163. return static_cast<gs_texture_2d*>(tex)->width;
  1164. }
  1165. uint32_t texture_getheight(texture_t tex)
  1166. {
  1167. if (tex->type != GS_TEXTURE_2D)
  1168. return 0;
  1169. return static_cast<gs_texture_2d*>(tex)->height;
  1170. }
  1171. enum gs_color_format texture_getcolorformat(texture_t tex)
  1172. {
  1173. if (tex->type != GS_TEXTURE_2D)
  1174. return GS_UNKNOWN;
  1175. return static_cast<gs_texture_2d*>(tex)->format;
  1176. }
  1177. bool texture_map(texture_t tex, void **ptr, uint32_t *linesize)
  1178. {
  1179. HRESULT hr;
  1180. if (tex->type != GS_TEXTURE_2D)
  1181. return false;
  1182. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1183. D3D11_MAPPED_SUBRESOURCE map;
  1184. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1185. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1186. if (FAILED(hr))
  1187. return false;
  1188. *ptr = map.pData;
  1189. *linesize = map.RowPitch;
  1190. return true;
  1191. }
  1192. void texture_unmap(texture_t tex)
  1193. {
  1194. if (tex->type != GS_TEXTURE_2D)
  1195. return;
  1196. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1197. tex2d->device->context->Unmap(tex2d->texture, 0);
  1198. }
  1199. void cubetexture_destroy(texture_t cubetex)
  1200. {
  1201. delete cubetex;
  1202. }
  1203. uint32_t cubetexture_getsize(texture_t cubetex)
  1204. {
  1205. if (cubetex->type != GS_TEXTURE_CUBE)
  1206. return 0;
  1207. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1208. return tex->width;
  1209. }
  1210. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1211. {
  1212. if (cubetex->type != GS_TEXTURE_CUBE)
  1213. return GS_UNKNOWN;
  1214. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1215. return tex->format;
  1216. }
  1217. void volumetexture_destroy(texture_t voltex)
  1218. {
  1219. delete voltex;
  1220. }
  1221. uint32_t volumetexture_getwidth(texture_t voltex)
  1222. {
  1223. /* TODO */
  1224. return 0;
  1225. }
  1226. uint32_t volumetexture_getheight(texture_t voltex)
  1227. {
  1228. /* TODO */
  1229. return 0;
  1230. }
  1231. uint32_t volumetexture_getdepth(texture_t voltex)
  1232. {
  1233. /* TODO */
  1234. return 0;
  1235. }
  1236. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1237. {
  1238. /* TODO */
  1239. return GS_UNKNOWN;
  1240. }
  1241. void stagesurface_destroy(stagesurf_t stagesurf)
  1242. {
  1243. delete stagesurf;
  1244. }
  1245. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1246. {
  1247. return stagesurf->width;
  1248. }
  1249. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1250. {
  1251. return stagesurf->height;
  1252. }
  1253. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1254. {
  1255. return stagesurf->format;
  1256. }
  1257. bool stagesurface_map(stagesurf_t stagesurf, const uint8_t **data,
  1258. uint32_t *linesize)
  1259. {
  1260. D3D11_MAPPED_SUBRESOURCE map;
  1261. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1262. D3D11_MAP_READ, 0, &map)))
  1263. return false;
  1264. *data = (uint8_t*)map.pData;
  1265. *linesize = map.RowPitch;
  1266. return true;
  1267. }
  1268. void stagesurface_unmap(stagesurf_t stagesurf)
  1269. {
  1270. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1271. }
  1272. void zstencil_destroy(zstencil_t zstencil)
  1273. {
  1274. delete zstencil;
  1275. }
  1276. void samplerstate_destroy(samplerstate_t samplerstate)
  1277. {
  1278. delete samplerstate;
  1279. }
  1280. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1281. {
  1282. delete vertbuffer;
  1283. }
  1284. void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
  1285. {
  1286. if (!vertbuffer->dynamic) {
  1287. blog(LOG_WARNING, "vertexbuffer_flush: vertex buffer is "
  1288. "not dynamic");
  1289. return;
  1290. }
  1291. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1292. vertbuffer->vbd.data->points, sizeof(vec3));
  1293. if (vertbuffer->normalBuffer)
  1294. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1295. vertbuffer->vbd.data->normals, sizeof(vec3));
  1296. if (vertbuffer->tangentBuffer)
  1297. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1298. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1299. if (vertbuffer->colorBuffer)
  1300. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1301. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1302. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1303. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1304. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1305. tv.array, tv.width*sizeof(float));
  1306. }
  1307. }
  1308. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1309. {
  1310. return vertbuffer->vbd.data;
  1311. }
  1312. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1313. {
  1314. delete indexbuffer;
  1315. }
  1316. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1317. {
  1318. HRESULT hr;
  1319. if (!indexbuffer->dynamic)
  1320. return;
  1321. D3D11_MAPPED_SUBRESOURCE map;
  1322. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1323. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1324. if (FAILED(hr))
  1325. return;
  1326. memcpy(map.pData, indexbuffer->indices.data,
  1327. indexbuffer->num * indexbuffer->indexSize);
  1328. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1329. }
  1330. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1331. {
  1332. return indexbuffer->indices.data;
  1333. }
  1334. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1335. {
  1336. return indexbuffer->num;
  1337. }
  1338. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1339. {
  1340. return indexbuffer->type;
  1341. }