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 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. /* use CCW to convert to a right-handed coordinate system */
  194. rd.FrontCounterClockwise = true;
  195. rd.FillMode = D3D11_FILL_SOLID;
  196. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  197. rd.DepthClipEnable = true;
  198. rd.ScissorEnable = rasterState.scissorEnabled;
  199. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  200. if (FAILED(hr))
  201. throw HRError("Failed to create rasterizer state", hr);
  202. state = savedState.state;
  203. rasterStates.push_back(savedState);
  204. return state;
  205. }
  206. ID3D11BlendState *gs_device::AddBlendState()
  207. {
  208. HRESULT hr;
  209. D3D11_BLEND_DESC bd;
  210. SavedBlendState savedState(blendState);
  211. ID3D11BlendState *state;
  212. memset(&bd, 0, sizeof(bd));
  213. for (int i = 0; i < 8; i++) {
  214. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  215. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  216. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  217. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  218. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  219. bd.RenderTarget[i].SrcBlend =
  220. ConvertGSBlendType(blendState.srcFactor);
  221. bd.RenderTarget[i].DestBlend =
  222. ConvertGSBlendType(blendState.destFactor);
  223. bd.RenderTarget[i].RenderTargetWriteMask =
  224. D3D11_COLOR_WRITE_ENABLE_ALL;
  225. }
  226. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  227. if (FAILED(hr))
  228. throw HRError("Failed to create disabled blend state", hr);
  229. state = savedState.state;
  230. blendStates.push_back(savedState);
  231. return state;
  232. }
  233. void gs_device::UpdateZStencilState()
  234. {
  235. ID3D11DepthStencilState *state = NULL;
  236. if (!zstencilStateChanged)
  237. return;
  238. for (size_t i = 0; i < zstencilStates.size(); i++) {
  239. SavedZStencilState &s = zstencilStates[i];
  240. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  241. state = s.state;
  242. break;
  243. }
  244. }
  245. if (!state)
  246. state = AddZStencilState();
  247. if (state != curDepthStencilState) {
  248. context->OMSetDepthStencilState(state, 0);
  249. curDepthStencilState = state;
  250. }
  251. zstencilStateChanged = false;
  252. }
  253. void gs_device::UpdateRasterState()
  254. {
  255. ID3D11RasterizerState *state = NULL;
  256. if (!rasterStateChanged)
  257. return;
  258. for (size_t i = 0; i < rasterStates.size(); i++) {
  259. SavedRasterState &s = rasterStates[i];
  260. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  261. state = s.state;
  262. break;
  263. }
  264. }
  265. if (!state)
  266. state = AddRasterState();
  267. if (state != curRasterState) {
  268. context->RSSetState(state);
  269. curRasterState = state;
  270. }
  271. rasterStateChanged = false;
  272. }
  273. void gs_device::UpdateBlendState()
  274. {
  275. ID3D11BlendState *state = NULL;
  276. if (!blendStateChanged)
  277. return;
  278. for (size_t i = 0; i < blendStates.size(); i++) {
  279. SavedBlendState &s = blendStates[i];
  280. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  281. state = s.state;
  282. break;
  283. }
  284. }
  285. if (!state)
  286. state = AddBlendState();
  287. if (state != curBlendState) {
  288. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  289. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  290. curBlendState = state;
  291. }
  292. blendStateChanged = false;
  293. }
  294. void gs_device::UpdateViewProjMatrix()
  295. {
  296. matrix3 cur_matrix;
  297. gs_matrix_get(&cur_matrix);
  298. matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
  299. /* negate Z col of the view matrix for right-handed coordinate system */
  300. curViewMatrix.x.z = -curViewMatrix.x.z;
  301. curViewMatrix.y.z = -curViewMatrix.y.z;
  302. curViewMatrix.z.z = -curViewMatrix.z.z;
  303. curViewMatrix.t.z = -curViewMatrix.t.z;
  304. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  305. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  306. if (curVertexShader->viewProj)
  307. shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
  308. &curViewProjMatrix);
  309. }
  310. gs_device::gs_device(gs_init_data *data)
  311. : curRenderTarget (NULL),
  312. curZStencilBuffer (NULL),
  313. curRenderSide (0),
  314. curIndexBuffer (NULL),
  315. curVertexBuffer (NULL),
  316. curVertexShader (NULL),
  317. curPixelShader (NULL),
  318. curSwapChain (&defaultSwap),
  319. zstencilStateChanged (true),
  320. rasterStateChanged (true),
  321. blendStateChanged (true),
  322. curDepthStencilState (NULL),
  323. curRasterState (NULL),
  324. curBlendState (NULL),
  325. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  326. {
  327. ComPtr<IDXGIAdapter1> adapter;
  328. matrix4_identity(&curProjMatrix);
  329. matrix4_identity(&curViewMatrix);
  330. matrix4_identity(&curViewProjMatrix);
  331. memset(&viewport, 0, sizeof(viewport));
  332. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  333. curTextures[i] = NULL;
  334. curSamplers[i] = NULL;
  335. }
  336. InitFactory(data->adapter, adapter.Assign());
  337. InitDevice(data, adapter);
  338. device_setrendertarget(this, NULL, NULL);
  339. }
  340. gs_device *device_create(gs_init_data *data)
  341. {
  342. gs_device *device = NULL;
  343. try {
  344. device = new gs_device(data);
  345. } catch (HRError error) {
  346. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  347. error.hr);
  348. }
  349. return device;
  350. }
  351. void device_destroy(device_t device)
  352. {
  353. delete device;
  354. }
  355. void device_entercontext(device_t device)
  356. {
  357. /* does nothing */
  358. }
  359. void device_leavecontext(device_t device)
  360. {
  361. /* does nothing */
  362. }
  363. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  364. {
  365. gs_swap_chain *swap = NULL;
  366. try {
  367. swap = new gs_swap_chain(device, data);
  368. } catch (HRError error) {
  369. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  370. error.str, error.hr);
  371. }
  372. return swap;
  373. }
  374. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  375. {
  376. try {
  377. ID3D11RenderTargetView *renderView = NULL;
  378. ID3D11DepthStencilView *depthView = NULL;
  379. int i = device->curRenderSide;
  380. device->context->OMSetRenderTargets(1, &renderView, depthView);
  381. device->curSwapChain->Resize(cx, cy);
  382. if (device->curRenderTarget)
  383. renderView = device->curRenderTarget->renderTarget[i];
  384. if (device->curZStencilBuffer)
  385. depthView = device->curZStencilBuffer->view;
  386. device->context->OMSetRenderTargets(1, &renderView, depthView);
  387. } catch (HRError error) {
  388. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  389. error.str, error.hr);
  390. }
  391. }
  392. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  393. {
  394. *cx = device->curSwapChain->target.width;
  395. *cy = device->curSwapChain->target.height;
  396. }
  397. uint32_t device_getwidth(device_t device)
  398. {
  399. return device->curSwapChain->target.width;
  400. }
  401. uint32_t device_getheight(device_t device)
  402. {
  403. return device->curSwapChain->target.height;
  404. }
  405. texture_t device_create_texture(device_t device, uint32_t width,
  406. uint32_t height, enum gs_color_format color_format,
  407. uint32_t levels, const void **data, uint32_t flags)
  408. {
  409. gs_texture *texture = NULL;
  410. try {
  411. texture = new gs_texture_2d(device, width, height, color_format,
  412. levels, data, flags, GS_TEXTURE_2D, false,
  413. false);
  414. } catch (HRError error) {
  415. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  416. error.str, error.hr);
  417. } catch (const char *error) {
  418. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  419. }
  420. return texture;
  421. }
  422. texture_t device_create_cubetexture(device_t device, uint32_t size,
  423. enum gs_color_format color_format, uint32_t levels,
  424. const void **data, uint32_t flags)
  425. {
  426. gs_texture *texture = NULL;
  427. try {
  428. texture = new gs_texture_2d(device, size, size, color_format,
  429. levels, data, flags, GS_TEXTURE_CUBE, false,
  430. false);
  431. } catch (HRError error) {
  432. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  433. "(%08lX)",
  434. error.str, error.hr);
  435. } catch (const char *error) {
  436. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  437. error);
  438. }
  439. return texture;
  440. }
  441. texture_t device_create_volumetexture(device_t device, uint32_t width,
  442. uint32_t height, uint32_t depth,
  443. enum gs_color_format color_format, uint32_t levels,
  444. const void **data, uint32_t flags)
  445. {
  446. /* TODO */
  447. return NULL;
  448. }
  449. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  450. uint32_t height, enum gs_zstencil_format format)
  451. {
  452. gs_zstencil_buffer *zstencil = NULL;
  453. try {
  454. zstencil = new gs_zstencil_buffer(device, width, height,
  455. format);
  456. } catch (HRError error) {
  457. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  458. error.str, error.hr);
  459. }
  460. return zstencil;
  461. }
  462. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  463. uint32_t height, enum gs_color_format color_format)
  464. {
  465. gs_stage_surface *surf = NULL;
  466. try {
  467. surf = new gs_stage_surface(device, width, height,
  468. color_format);
  469. } catch (HRError error) {
  470. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  471. "(%08lX)",
  472. error.str, error.hr);
  473. }
  474. return surf;
  475. }
  476. samplerstate_t device_create_samplerstate(device_t device,
  477. struct gs_sampler_info *info)
  478. {
  479. gs_sampler_state *ss = NULL;
  480. try {
  481. ss = new gs_sampler_state(device, info);
  482. } catch (HRError error) {
  483. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  484. "(%08lX)",
  485. error.str, error.hr);
  486. }
  487. return ss;
  488. }
  489. shader_t device_create_vertexshader(device_t device,
  490. const char *shader_string, const char *file,
  491. char **error_string)
  492. {
  493. gs_vertex_shader *shader = NULL;
  494. try {
  495. shader = new gs_vertex_shader(device, file, shader_string);
  496. } catch (HRError error) {
  497. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  498. "(%08lX)",
  499. error.str, error.hr);
  500. } catch (ShaderError error) {
  501. const char *buf = (const char*)error.errors->GetBufferPointer();
  502. if (error_string)
  503. *error_string = bstrdup(buf);
  504. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  505. "Compile warnings/errors for %s:\n%s",
  506. file, buf);
  507. } catch (const char *error) {
  508. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  509. error);
  510. }
  511. return shader;
  512. }
  513. shader_t device_create_pixelshader(device_t device,
  514. const char *shader_string, const char *file,
  515. char **error_string)
  516. {
  517. gs_pixel_shader *shader = NULL;
  518. try {
  519. shader = new gs_pixel_shader(device, file, shader_string);
  520. } catch (HRError error) {
  521. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  522. "(%08lX)",
  523. error.str, error.hr);
  524. } catch (ShaderError error) {
  525. const char *buf = (const char*)error.errors->GetBufferPointer();
  526. if (error_string)
  527. *error_string = bstrdup(buf);
  528. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  529. "Compiler warnings/errors for %s:\n%s",
  530. file, buf);
  531. } catch (const char *error) {
  532. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  533. error);
  534. }
  535. return shader;
  536. }
  537. vertbuffer_t device_create_vertexbuffer(device_t device,
  538. struct vb_data *data, uint32_t flags)
  539. {
  540. gs_vertex_buffer *buffer = NULL;
  541. try {
  542. buffer = new gs_vertex_buffer(device, data, flags);
  543. } catch (HRError error) {
  544. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  545. "(%08lX)",
  546. error.str, error.hr);
  547. } catch (const char *error) {
  548. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  549. error);
  550. }
  551. return buffer;
  552. }
  553. indexbuffer_t device_create_indexbuffer(device_t device,
  554. enum gs_index_type type, void *indices, size_t num,
  555. uint32_t flags)
  556. {
  557. gs_index_buffer *buffer = NULL;
  558. try {
  559. buffer = new gs_index_buffer(device, type, indices, num, flags);
  560. } catch (HRError error) {
  561. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  562. error.str, error.hr);
  563. }
  564. return buffer;
  565. }
  566. enum gs_texture_type device_gettexturetype(device_t device, texture_t texture)
  567. {
  568. return texture->type;
  569. }
  570. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  571. {
  572. if (device->curVertexBuffer == vertbuffer)
  573. return;
  574. device->curVertexBuffer = vertbuffer;
  575. if (!device->curVertexShader)
  576. return;
  577. vector<ID3D11Buffer*> buffers;
  578. vector<uint32_t> strides;
  579. vector<uint32_t> offsets;
  580. if (vertbuffer) {
  581. vertbuffer->MakeBufferList(device->curVertexShader,
  582. buffers, strides);
  583. } else {
  584. size_t buffersToClear =
  585. device->curVertexShader->NumBuffersExpected();
  586. buffers.resize(buffersToClear);
  587. strides.resize(buffersToClear);
  588. }
  589. offsets.resize(buffers.size());
  590. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  591. buffers.data(), strides.data(), offsets.data());
  592. }
  593. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  594. {
  595. DXGI_FORMAT format;
  596. ID3D11Buffer *buffer;
  597. if (device->curIndexBuffer == indexbuffer)
  598. return;
  599. if (indexbuffer) {
  600. switch (indexbuffer->indexSize) {
  601. case 2: format = DXGI_FORMAT_R16_UINT; break;
  602. case 4: format = DXGI_FORMAT_R32_UINT; break;
  603. }
  604. buffer = indexbuffer->indexBuffer;
  605. } else {
  606. buffer = NULL;
  607. format = DXGI_FORMAT_R32_UINT;
  608. }
  609. device->curIndexBuffer = indexbuffer;
  610. device->context->IASetIndexBuffer(buffer, format, 0);
  611. }
  612. void device_load_texture(device_t device, texture_t tex, int unit)
  613. {
  614. ID3D11ShaderResourceView *view = NULL;
  615. if (device->curTextures[unit] == tex)
  616. return;
  617. if (tex)
  618. view = tex->shaderRes;
  619. device->curTextures[unit] = tex;
  620. device->context->PSSetShaderResources(unit, 1, &view);
  621. }
  622. void device_load_samplerstate(device_t device,
  623. samplerstate_t samplerstate, int unit)
  624. {
  625. ID3D11SamplerState *state = NULL;
  626. if (device->curSamplers[unit] == samplerstate)
  627. return;
  628. if (samplerstate)
  629. state = samplerstate->state;
  630. device->curSamplers[unit] = samplerstate;
  631. device->context->PSSetSamplers(unit, 1, &state);
  632. }
  633. void device_load_vertexshader(device_t device, shader_t vertshader)
  634. {
  635. ID3D11VertexShader *shader = NULL;
  636. ID3D11InputLayout *layout = NULL;
  637. ID3D11Buffer *constants = NULL;
  638. if (device->curVertexShader == vertshader)
  639. return;
  640. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  641. gs_vertex_buffer *curVB = device->curVertexBuffer;
  642. if (vertshader) {
  643. if (vertshader->type != SHADER_VERTEX) {
  644. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  645. "Specified shader is not a vertex "
  646. "shader");
  647. return;
  648. }
  649. if (curVB)
  650. device_load_vertexbuffer(device, NULL);
  651. shader = vs->shader;
  652. layout = vs->layout;
  653. constants = vs->constants;
  654. }
  655. device->curVertexShader = vs;
  656. device->context->VSSetShader(shader, NULL, 0);
  657. device->context->IASetInputLayout(layout);
  658. device->context->VSSetConstantBuffers(0, 1, &constants);
  659. if (vertshader && curVB)
  660. device_load_vertexbuffer(device, curVB);
  661. }
  662. static inline void clear_textures(device_t device)
  663. {
  664. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  665. memset(views, 0, sizeof(views));
  666. memset(device->curTextures, 0, sizeof(device->curTextures));
  667. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  668. }
  669. void device_load_pixelshader(device_t device, shader_t pixelshader)
  670. {
  671. ID3D11PixelShader *shader = NULL;
  672. ID3D11Buffer *constants = NULL;
  673. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  674. if (device->curPixelShader == pixelshader)
  675. return;
  676. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  677. if (pixelshader) {
  678. if (pixelshader->type != SHADER_PIXEL) {
  679. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  680. "Specified shader is not a pixel "
  681. "shader");
  682. return;
  683. }
  684. shader = ps->shader;
  685. constants = ps->constants;
  686. ps->GetSamplerStates(states);
  687. } else {
  688. memset(states, 0, sizeof(states));
  689. }
  690. clear_textures(device);
  691. device->curPixelShader = ps;
  692. device->context->PSSetShader(shader, NULL, 0);
  693. device->context->PSSetConstantBuffers(0, 1, &constants);
  694. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  695. }
  696. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  697. {
  698. /* TODO */
  699. }
  700. shader_t device_getvertexshader(device_t device)
  701. {
  702. return device->curVertexShader;
  703. }
  704. shader_t device_getpixelshader(device_t device)
  705. {
  706. return device->curPixelShader;
  707. }
  708. texture_t device_getrendertarget(device_t device)
  709. {
  710. if (device->curRenderTarget == &device->curSwapChain->target)
  711. return NULL;
  712. return device->curRenderTarget;
  713. }
  714. zstencil_t device_getzstenciltarget(device_t device)
  715. {
  716. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  717. return NULL;
  718. return device->curZStencilBuffer;
  719. }
  720. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  721. {
  722. if (!tex)
  723. tex = &device->curSwapChain->target;
  724. if (!zstencil)
  725. zstencil = &device->curSwapChain->zs;
  726. if (device->curRenderTarget == tex &&
  727. device->curZStencilBuffer == zstencil)
  728. return;
  729. if (tex->type != GS_TEXTURE_2D) {
  730. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  731. "texture is not a 2D texture");
  732. return;
  733. }
  734. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  735. if (!tex2d->renderTarget[0]) {
  736. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  737. "texture is not a render target");
  738. return;
  739. }
  740. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  741. device->curRenderTarget = tex2d;
  742. device->curRenderSide = 0;
  743. device->curZStencilBuffer = zstencil;
  744. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  745. }
  746. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  747. zstencil_t zstencil)
  748. {
  749. if (!tex) {
  750. tex = &device->curSwapChain->target;
  751. side = 0;
  752. }
  753. if (!zstencil)
  754. zstencil = &device->curSwapChain->zs;
  755. if (device->curRenderTarget == tex &&
  756. device->curRenderSide == side &&
  757. device->curZStencilBuffer == zstencil)
  758. return;
  759. if (tex->type != GS_TEXTURE_CUBE) {
  760. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  761. "texture is not a cube texture");
  762. return;
  763. }
  764. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  765. if (!tex2d->renderTarget[side]) {
  766. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  767. "texture is not a render target");
  768. return;
  769. }
  770. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  771. device->curRenderTarget = tex2d;
  772. device->curRenderSide = side;
  773. device->curZStencilBuffer = zstencil;
  774. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  775. }
  776. inline void gs_device::CopyTex(ID3D11Texture2D *dst, texture_t src)
  777. {
  778. if (src->type != GS_TEXTURE_2D)
  779. throw "Source texture must be a 2D texture";
  780. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  781. context->CopyResource(dst, tex2d->texture);
  782. }
  783. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  784. {
  785. try {
  786. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  787. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  788. if (!src)
  789. throw "Source texture is NULL";
  790. if (!dst)
  791. throw "Destination texture is NULL";
  792. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  793. throw "Source and destination textures must be a 2D "
  794. "textures";
  795. if (dst->format != src->format)
  796. throw "Source and destination formats do not match";
  797. if (dst2d->width != src2d->width ||
  798. dst2d->height != src2d->height)
  799. throw "Source and destination must have the same "
  800. "dimensions";
  801. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(dst);
  802. device->CopyTex(tex2d->texture, src);
  803. } catch (const char *error) {
  804. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  805. }
  806. }
  807. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  808. {
  809. try {
  810. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  811. if (!src)
  812. throw "Source texture is NULL";
  813. if (src->type != GS_TEXTURE_2D)
  814. throw "Source texture must be a 2D texture";
  815. if (!dst)
  816. throw "Destination surface is NULL";
  817. if (dst->format != src->format)
  818. throw "Source and destination formats do not match";
  819. if (dst->width != src2d->width ||
  820. dst->height != src2d->height)
  821. throw "Source and destination must have the same "
  822. "dimensions";
  823. device->CopyTex(dst->texture, src);
  824. } catch (const char *error) {
  825. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  826. }
  827. }
  828. void device_beginscene(device_t device)
  829. {
  830. clear_textures(device);
  831. }
  832. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  833. uint32_t start_vert, uint32_t num_verts)
  834. {
  835. try {
  836. if (!device->curVertexShader)
  837. throw "No vertex shader specified";
  838. if (!device->curPixelShader)
  839. throw "No pixel shader specified";
  840. if (!device->curVertexBuffer)
  841. throw "No vertex buffer specified";
  842. effect_t effect = gs_geteffect();
  843. if (effect)
  844. effect_updateparams(effect);
  845. device->UpdateBlendState();
  846. device->UpdateRasterState();
  847. device->UpdateZStencilState();
  848. device->UpdateViewProjMatrix();
  849. device->curVertexShader->UploadParams();
  850. device->curPixelShader->UploadParams();
  851. } catch (const char *error) {
  852. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  853. return;
  854. } catch (HRError error) {
  855. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  856. error.hr);
  857. return;
  858. }
  859. D3D10_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  860. if (device->curToplogy != newTopology) {
  861. device->context->IASetPrimitiveTopology(newTopology);
  862. device->curToplogy = newTopology;
  863. }
  864. if (device->curIndexBuffer) {
  865. if (num_verts == 0)
  866. num_verts = (uint32_t)device->curIndexBuffer->num;
  867. device->context->DrawIndexed(num_verts, start_vert, 0);
  868. } else {
  869. if (num_verts == 0)
  870. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  871. device->context->Draw(num_verts, start_vert);
  872. }
  873. }
  874. void device_endscene(device_t device)
  875. {
  876. /* does nothing in D3D11 */
  877. }
  878. void device_load_swapchain(device_t device, swapchain_t swapchain)
  879. {
  880. texture_t target = device->curRenderTarget;
  881. zstencil_t zs = device->curZStencilBuffer;
  882. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  883. if (target == &device->curSwapChain->target)
  884. target = NULL;
  885. if (zs == &device->curSwapChain->zs)
  886. zs = NULL;
  887. if (swapchain == NULL)
  888. swapchain = &device->defaultSwap;
  889. device->curSwapChain = swapchain;
  890. if (is_cube)
  891. device_setcuberendertarget(device, target,
  892. device->curRenderSide, zs);
  893. else
  894. device_setrendertarget(device, target, zs);
  895. }
  896. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  897. float depth, uint8_t stencil)
  898. {
  899. int side = device->curRenderSide;
  900. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  901. device->context->ClearRenderTargetView(
  902. device->curRenderTarget->renderTarget[side],
  903. color->ptr);
  904. if (device->curZStencilBuffer) {
  905. uint32_t flags = 0;
  906. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  907. flags |= D3D11_CLEAR_DEPTH;
  908. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  909. flags |= D3D11_CLEAR_STENCIL;
  910. if (flags && device->curZStencilBuffer->view)
  911. device->context->ClearDepthStencilView(
  912. device->curZStencilBuffer->view,
  913. flags, depth, stencil);
  914. }
  915. }
  916. void device_present(device_t device)
  917. {
  918. device->curSwapChain->swap->Present(0, 0);
  919. }
  920. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  921. {
  922. if (mode == device->rasterState.cullMode)
  923. return;
  924. device->rasterState.cullMode = mode;
  925. device->rasterStateChanged = true;
  926. }
  927. enum gs_cull_mode device_getcullmode(device_t device)
  928. {
  929. return device->rasterState.cullMode;
  930. }
  931. void device_enable_blending(device_t device, bool enable)
  932. {
  933. if (enable == device->blendState.blendEnabled)
  934. return;
  935. device->blendState.blendEnabled = enable;
  936. device->blendStateChanged = true;
  937. }
  938. void device_enable_depthtest(device_t device, bool enable)
  939. {
  940. if (enable == device->zstencilState.depthEnabled)
  941. return;
  942. device->zstencilState.depthEnabled = enable;
  943. device->zstencilStateChanged = true;
  944. }
  945. void device_enable_stenciltest(device_t device, bool enable)
  946. {
  947. if (enable == device->zstencilState.stencilEnabled)
  948. return;
  949. device->zstencilState.stencilEnabled = enable;
  950. device->zstencilStateChanged = true;
  951. }
  952. void device_enable_stencilwrite(device_t device, bool enable)
  953. {
  954. if (enable == device->zstencilState.stencilWriteEnabled)
  955. return;
  956. device->zstencilState.stencilWriteEnabled = enable;
  957. device->zstencilStateChanged = true;
  958. }
  959. void device_enable_color(device_t device, bool red, bool green,
  960. bool blue, bool alpha)
  961. {
  962. if (device->blendState.redEnabled == red &&
  963. device->blendState.greenEnabled == green &&
  964. device->blendState.blueEnabled == blue &&
  965. device->blendState.alphaEnabled == alpha)
  966. return;
  967. device->blendState.redEnabled = red;
  968. device->blendState.greenEnabled = green;
  969. device->blendState.blueEnabled = blue;
  970. device->blendState.alphaEnabled = alpha;
  971. device->blendStateChanged = true;
  972. }
  973. void device_blendfunction(device_t device, enum gs_blend_type src,
  974. enum gs_blend_type dest)
  975. {
  976. if (device->blendState.srcFactor == src &&
  977. device->blendState.destFactor == dest)
  978. return;
  979. device->blendState.srcFactor = src;
  980. device->blendState.destFactor = dest;
  981. device->blendStateChanged = true;
  982. }
  983. void device_depthfunction(device_t device, enum gs_depth_test test)
  984. {
  985. if (device->zstencilState.depthFunc == test)
  986. return;
  987. device->zstencilState.depthFunc = test;
  988. device->zstencilStateChanged = true;
  989. }
  990. static inline void update_stencilside_test(device_t device, StencilSide &side,
  991. gs_depth_test test)
  992. {
  993. if (side.test == test)
  994. return;
  995. side.test = test;
  996. device->zstencilStateChanged = true;
  997. }
  998. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  999. enum gs_depth_test test)
  1000. {
  1001. int sideVal = (int)side;
  1002. if (sideVal & GS_STENCIL_FRONT)
  1003. update_stencilside_test(device,
  1004. device->zstencilState.stencilFront, test);
  1005. if (sideVal & GS_STENCIL_BACK)
  1006. update_stencilside_test(device,
  1007. device->zstencilState.stencilBack, test);
  1008. }
  1009. static inline void update_stencilside_op(device_t device, StencilSide &side,
  1010. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1011. enum gs_stencil_op zpass)
  1012. {
  1013. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1014. return;
  1015. side.fail = fail;
  1016. side.zfail = zfail;
  1017. side.zpass = zpass;
  1018. device->zstencilStateChanged = true;
  1019. }
  1020. void device_stencilop(device_t device, enum gs_stencil_side side,
  1021. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1022. enum gs_stencil_op zpass)
  1023. {
  1024. int sideVal = (int)side;
  1025. if (sideVal & GS_STENCIL_FRONT)
  1026. update_stencilside_op(device,
  1027. device->zstencilState.stencilFront,
  1028. fail, zfail, zpass);
  1029. if (sideVal & GS_STENCIL_BACK)
  1030. update_stencilside_op(device,
  1031. device->zstencilState.stencilBack,
  1032. fail, zfail, zpass);
  1033. }
  1034. void device_enable_fullscreen(device_t device, bool enable)
  1035. {
  1036. /* TODO */
  1037. }
  1038. int device_fullscreen_enabled(device_t device)
  1039. {
  1040. /* TODO */
  1041. return 0;
  1042. }
  1043. void device_setdisplaymode(device_t device,
  1044. const struct gs_display_mode *mode)
  1045. {
  1046. /* TODO */
  1047. }
  1048. void device_getdisplaymode(device_t device,
  1049. struct gs_display_mode *mode)
  1050. {
  1051. /* TODO */
  1052. }
  1053. void device_setcolorramp(device_t device, float gamma, float brightness,
  1054. float contrast)
  1055. {
  1056. /* TODO */
  1057. }
  1058. void device_setviewport(device_t device, int x, int y, int width,
  1059. int height)
  1060. {
  1061. D3D11_VIEWPORT vp;
  1062. memset(&vp, 0, sizeof(vp));
  1063. vp.MaxDepth = 1.0f;
  1064. vp.TopLeftX = (float)x;
  1065. vp.TopLeftY = (float)y;
  1066. vp.Width = (float)width;
  1067. vp.Height = (float)height;
  1068. device->context->RSSetViewports(1, &vp);
  1069. device->viewport.x = x;
  1070. device->viewport.y = y;
  1071. device->viewport.cx = width;
  1072. device->viewport.cy = height;
  1073. }
  1074. void device_getviewport(device_t device, struct gs_rect *rect)
  1075. {
  1076. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1077. }
  1078. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1079. {
  1080. D3D11_RECT d3drect;
  1081. d3drect.left = rect->x;
  1082. d3drect.top = rect->y;
  1083. d3drect.right = rect->x + rect->cx;
  1084. d3drect.bottom = rect->y + rect->cy;
  1085. device->context->RSSetScissorRects(1, &d3drect);
  1086. }
  1087. void device_ortho(device_t device, float left, float right, float top,
  1088. float bottom, float zNear, float zFar)
  1089. {
  1090. matrix4 *dst = &device->curProjMatrix;
  1091. float rml = right-left;
  1092. float bmt = bottom-top;
  1093. float fmn = zFar-zNear;
  1094. vec4_zero(&dst->x);
  1095. vec4_zero(&dst->y);
  1096. vec4_zero(&dst->z);
  1097. vec4_zero(&dst->t);
  1098. dst->x.x = 2.0f / rml;
  1099. dst->t.x = (left+right) / -rml;
  1100. dst->y.y = 2.0f / -bmt;
  1101. dst->t.y = (bottom+top) / bmt;
  1102. dst->z.z = 1.0f / fmn;
  1103. dst->t.z = zNear / -fmn;
  1104. dst->t.w = 1.0f;
  1105. }
  1106. void device_frustum(device_t device, float left, float right, float top,
  1107. float bottom, float zNear, float zFar)
  1108. {
  1109. matrix4 *dst = &device->curProjMatrix;
  1110. float rml = right-left;
  1111. float bmt = bottom-top;
  1112. float fmn = zFar-zNear;
  1113. float nearx2 = 2.0f*zNear;
  1114. vec4_zero(&dst->x);
  1115. vec4_zero(&dst->y);
  1116. vec4_zero(&dst->z);
  1117. vec4_zero(&dst->t);
  1118. dst->x.x = nearx2 / rml;
  1119. dst->z.x = (left+right) / -rml;
  1120. dst->y.y = nearx2 / -bmt;
  1121. dst->z.y = (bottom+top) / bmt;
  1122. dst->z.z = zFar / fmn;
  1123. dst->t.z = (zNear*zFar) / -fmn;
  1124. dst->z.w = 1.0f;
  1125. }
  1126. void device_projection_push(device_t device)
  1127. {
  1128. mat4float mat;
  1129. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1130. device->projStack.push_back(mat);
  1131. }
  1132. void device_projection_pop(device_t device)
  1133. {
  1134. if (!device->projStack.size())
  1135. return;
  1136. mat4float *mat = device->projStack.data();
  1137. size_t end = device->projStack.size()-1;
  1138. /* XXX - does anyone know a better way of doing this? */
  1139. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1140. device->projStack.pop_back();
  1141. }
  1142. void swapchain_destroy(swapchain_t swapchain)
  1143. {
  1144. if (!swapchain)
  1145. return;
  1146. gs_device *device = swapchain->device;
  1147. if (device->curSwapChain == swapchain)
  1148. device->curSwapChain = &device->defaultSwap;
  1149. delete swapchain;
  1150. }
  1151. void texture_destroy(texture_t tex)
  1152. {
  1153. delete tex;
  1154. }
  1155. uint32_t texture_getwidth(texture_t tex)
  1156. {
  1157. if (tex->type != GS_TEXTURE_2D)
  1158. return 0;
  1159. return static_cast<gs_texture_2d*>(tex)->width;
  1160. }
  1161. uint32_t texture_getheight(texture_t tex)
  1162. {
  1163. if (tex->type != GS_TEXTURE_2D)
  1164. return 0;
  1165. return static_cast<gs_texture_2d*>(tex)->height;
  1166. }
  1167. enum gs_color_format texture_getcolorformat(texture_t tex)
  1168. {
  1169. if (tex->type != GS_TEXTURE_2D)
  1170. return GS_UNKNOWN;
  1171. return static_cast<gs_texture_2d*>(tex)->format;
  1172. }
  1173. bool texture_map(texture_t tex, void **ptr, uint32_t *row_bytes)
  1174. {
  1175. HRESULT hr;
  1176. if (tex->type != GS_TEXTURE_2D)
  1177. return false;
  1178. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1179. D3D11_MAPPED_SUBRESOURCE map;
  1180. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1181. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1182. if (FAILED(hr))
  1183. return false;
  1184. *ptr = map.pData;
  1185. *row_bytes = map.RowPitch;
  1186. return true;
  1187. }
  1188. void texture_unmap(texture_t tex)
  1189. {
  1190. if (tex->type != GS_TEXTURE_2D)
  1191. return;
  1192. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1193. tex2d->device->context->Unmap(tex2d->texture, 0);
  1194. }
  1195. void cubetexture_destroy(texture_t cubetex)
  1196. {
  1197. delete cubetex;
  1198. }
  1199. uint32_t cubetexture_getsize(texture_t cubetex)
  1200. {
  1201. if (cubetex->type != GS_TEXTURE_CUBE)
  1202. return 0;
  1203. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1204. return tex->width;
  1205. }
  1206. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1207. {
  1208. if (cubetex->type != GS_TEXTURE_CUBE)
  1209. return GS_UNKNOWN;
  1210. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1211. return tex->format;
  1212. }
  1213. void volumetexture_destroy(texture_t voltex)
  1214. {
  1215. delete voltex;
  1216. }
  1217. uint32_t volumetexture_getwidth(texture_t voltex)
  1218. {
  1219. /* TODO */
  1220. return 0;
  1221. }
  1222. uint32_t volumetexture_getheight(texture_t voltex)
  1223. {
  1224. /* TODO */
  1225. return 0;
  1226. }
  1227. uint32_t volumetexture_getdepth(texture_t voltex)
  1228. {
  1229. /* TODO */
  1230. return 0;
  1231. }
  1232. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1233. {
  1234. /* TODO */
  1235. return GS_UNKNOWN;
  1236. }
  1237. void stagesurface_destroy(stagesurf_t stagesurf)
  1238. {
  1239. delete stagesurf;
  1240. }
  1241. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1242. {
  1243. return stagesurf->width;
  1244. }
  1245. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1246. {
  1247. return stagesurf->height;
  1248. }
  1249. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1250. {
  1251. return stagesurf->format;
  1252. }
  1253. bool stagesurface_map(stagesurf_t stagesurf, const void **data,
  1254. uint32_t *row_bytes)
  1255. {
  1256. D3D11_MAPPED_SUBRESOURCE map;
  1257. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1258. D3D11_MAP_READ, 0, &map)))
  1259. return false;
  1260. *data = map.pData;
  1261. *row_bytes = map.RowPitch;
  1262. return true;
  1263. }
  1264. void stagesurface_unmap(stagesurf_t stagesurf)
  1265. {
  1266. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1267. }
  1268. void zstencil_destroy(zstencil_t zstencil)
  1269. {
  1270. delete zstencil;
  1271. }
  1272. void samplerstate_destroy(samplerstate_t samplerstate)
  1273. {
  1274. delete samplerstate;
  1275. }
  1276. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1277. {
  1278. delete vertbuffer;
  1279. }
  1280. void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
  1281. {
  1282. if (!vertbuffer->dynamic) {
  1283. blog(LOG_WARNING, "vertexbuffer_flush: vertex buffer is "
  1284. "not dynamic");
  1285. return;
  1286. }
  1287. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1288. vertbuffer->vbd.data->points, sizeof(vec3));
  1289. if (vertbuffer->normalBuffer)
  1290. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1291. vertbuffer->vbd.data->normals, sizeof(vec3));
  1292. if (vertbuffer->tangentBuffer)
  1293. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1294. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1295. if (vertbuffer->colorBuffer)
  1296. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1297. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1298. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1299. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1300. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1301. tv.array, tv.width*sizeof(float));
  1302. }
  1303. }
  1304. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1305. {
  1306. return vertbuffer->vbd.data;
  1307. }
  1308. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1309. {
  1310. delete indexbuffer;
  1311. }
  1312. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1313. {
  1314. HRESULT hr;
  1315. if (!indexbuffer->dynamic)
  1316. return;
  1317. D3D11_MAPPED_SUBRESOURCE map;
  1318. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1319. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1320. if (FAILED(hr))
  1321. return;
  1322. memcpy(map.pData, indexbuffer->indices.data,
  1323. indexbuffer->num * indexbuffer->indexSize);
  1324. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1325. }
  1326. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1327. {
  1328. return indexbuffer->indices.data;
  1329. }
  1330. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1331. {
  1332. return indexbuffer->num;
  1333. }
  1334. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1335. {
  1336. return indexbuffer->type;
  1337. }