d3d11-subsystem.hpp 24 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #pragma once
  15. #include <util/AlignedNew.hpp>
  16. #include <util/windows/win-version.h>
  17. #include <vector>
  18. #include <string>
  19. #include <memory>
  20. #include <windows.h>
  21. #include <dxgi1_5.h>
  22. #include <d3d11_1.h>
  23. #include <d3dcompiler.h>
  24. #include <util/base.h>
  25. #include <graphics/matrix4.h>
  26. #include <graphics/graphics.h>
  27. #include <graphics/device-exports.h>
  28. #include <util/windows/ComPtr.hpp>
  29. #include <util/windows/HRError.hpp>
  30. // #define DISASSEMBLE_SHADERS
  31. struct shader_var;
  32. struct shader_sampler;
  33. struct gs_vertex_shader;
  34. using namespace std;
  35. /*
  36. * Just to clarify, all structs, and all public. These are exporting only
  37. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  38. * "public" and "private" does not matter at all for this subproject.
  39. */
  40. static inline uint32_t GetWinVer()
  41. {
  42. struct win_version_info ver;
  43. get_win_ver(&ver);
  44. return (ver.major << 8) | ver.minor;
  45. }
  46. static inline DXGI_FORMAT ConvertGSTextureFormatResource(gs_color_format format)
  47. {
  48. switch (format) {
  49. case GS_UNKNOWN:
  50. return DXGI_FORMAT_UNKNOWN;
  51. case GS_A8:
  52. return DXGI_FORMAT_A8_UNORM;
  53. case GS_R8:
  54. return DXGI_FORMAT_R8_UNORM;
  55. case GS_RGBA:
  56. return DXGI_FORMAT_R8G8B8A8_TYPELESS;
  57. case GS_BGRX:
  58. return DXGI_FORMAT_B8G8R8X8_TYPELESS;
  59. case GS_BGRA:
  60. return DXGI_FORMAT_B8G8R8A8_TYPELESS;
  61. case GS_R10G10B10A2:
  62. return DXGI_FORMAT_R10G10B10A2_UNORM;
  63. case GS_RGBA16:
  64. return DXGI_FORMAT_R16G16B16A16_UNORM;
  65. case GS_R16:
  66. return DXGI_FORMAT_R16_UNORM;
  67. case GS_RGBA16F:
  68. return DXGI_FORMAT_R16G16B16A16_FLOAT;
  69. case GS_RGBA32F:
  70. return DXGI_FORMAT_R32G32B32A32_FLOAT;
  71. case GS_RG16F:
  72. return DXGI_FORMAT_R16G16_FLOAT;
  73. case GS_RG32F:
  74. return DXGI_FORMAT_R32G32_FLOAT;
  75. case GS_R16F:
  76. return DXGI_FORMAT_R16_FLOAT;
  77. case GS_R32F:
  78. return DXGI_FORMAT_R32_FLOAT;
  79. case GS_DXT1:
  80. return DXGI_FORMAT_BC1_UNORM;
  81. case GS_DXT3:
  82. return DXGI_FORMAT_BC2_UNORM;
  83. case GS_DXT5:
  84. return DXGI_FORMAT_BC3_UNORM;
  85. case GS_R8G8:
  86. return DXGI_FORMAT_R8G8_UNORM;
  87. case GS_RGBA_UNORM:
  88. return DXGI_FORMAT_R8G8B8A8_UNORM;
  89. case GS_BGRX_UNORM:
  90. return DXGI_FORMAT_B8G8R8X8_UNORM;
  91. case GS_BGRA_UNORM:
  92. return DXGI_FORMAT_B8G8R8A8_UNORM;
  93. }
  94. return DXGI_FORMAT_UNKNOWN;
  95. }
  96. static inline DXGI_FORMAT ConvertGSTextureFormatView(gs_color_format format)
  97. {
  98. switch (format) {
  99. case GS_RGBA:
  100. return DXGI_FORMAT_R8G8B8A8_UNORM;
  101. case GS_BGRX:
  102. return DXGI_FORMAT_B8G8R8X8_UNORM;
  103. case GS_BGRA:
  104. return DXGI_FORMAT_B8G8R8A8_UNORM;
  105. default:
  106. return ConvertGSTextureFormatResource(format);
  107. }
  108. }
  109. static inline DXGI_FORMAT
  110. ConvertGSTextureFormatViewLinear(gs_color_format format)
  111. {
  112. switch (format) {
  113. case GS_RGBA:
  114. return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
  115. case GS_BGRX:
  116. return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
  117. case GS_BGRA:
  118. return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
  119. default:
  120. return ConvertGSTextureFormatResource(format);
  121. }
  122. }
  123. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  124. {
  125. switch ((unsigned long)format) {
  126. case DXGI_FORMAT_A8_UNORM:
  127. return GS_A8;
  128. case DXGI_FORMAT_R8_UNORM:
  129. return GS_R8;
  130. case DXGI_FORMAT_R8G8_UNORM:
  131. return GS_R8G8;
  132. case DXGI_FORMAT_R8G8B8A8_TYPELESS:
  133. return GS_RGBA;
  134. case DXGI_FORMAT_B8G8R8X8_TYPELESS:
  135. return GS_BGRX;
  136. case DXGI_FORMAT_B8G8R8A8_TYPELESS:
  137. return GS_BGRA;
  138. case DXGI_FORMAT_R10G10B10A2_UNORM:
  139. return GS_R10G10B10A2;
  140. case DXGI_FORMAT_R16G16B16A16_UNORM:
  141. return GS_RGBA16;
  142. case DXGI_FORMAT_R16_UNORM:
  143. return GS_R16;
  144. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  145. return GS_RGBA16F;
  146. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  147. return GS_RGBA32F;
  148. case DXGI_FORMAT_R16G16_FLOAT:
  149. return GS_RG16F;
  150. case DXGI_FORMAT_R32G32_FLOAT:
  151. return GS_RG32F;
  152. case DXGI_FORMAT_R16_FLOAT:
  153. return GS_R16F;
  154. case DXGI_FORMAT_R32_FLOAT:
  155. return GS_R32F;
  156. case DXGI_FORMAT_BC1_UNORM:
  157. return GS_DXT1;
  158. case DXGI_FORMAT_BC2_UNORM:
  159. return GS_DXT3;
  160. case DXGI_FORMAT_BC3_UNORM:
  161. return GS_DXT5;
  162. case DXGI_FORMAT_R8G8B8A8_UNORM:
  163. return GS_RGBA_UNORM;
  164. case DXGI_FORMAT_B8G8R8X8_UNORM:
  165. return GS_BGRX_UNORM;
  166. case DXGI_FORMAT_B8G8R8A8_UNORM:
  167. return GS_BGRA_UNORM;
  168. }
  169. return GS_UNKNOWN;
  170. }
  171. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  172. {
  173. switch (format) {
  174. case GS_ZS_NONE:
  175. return DXGI_FORMAT_UNKNOWN;
  176. case GS_Z16:
  177. return DXGI_FORMAT_D16_UNORM;
  178. case GS_Z24_S8:
  179. return DXGI_FORMAT_D24_UNORM_S8_UINT;
  180. case GS_Z32F:
  181. return DXGI_FORMAT_D32_FLOAT;
  182. case GS_Z32F_S8X24:
  183. return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  184. }
  185. return DXGI_FORMAT_UNKNOWN;
  186. }
  187. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  188. {
  189. switch (test) {
  190. case GS_NEVER:
  191. return D3D11_COMPARISON_NEVER;
  192. case GS_LESS:
  193. return D3D11_COMPARISON_LESS;
  194. case GS_LEQUAL:
  195. return D3D11_COMPARISON_LESS_EQUAL;
  196. case GS_EQUAL:
  197. return D3D11_COMPARISON_EQUAL;
  198. case GS_GEQUAL:
  199. return D3D11_COMPARISON_GREATER_EQUAL;
  200. case GS_GREATER:
  201. return D3D11_COMPARISON_GREATER;
  202. case GS_NOTEQUAL:
  203. return D3D11_COMPARISON_NOT_EQUAL;
  204. case GS_ALWAYS:
  205. return D3D11_COMPARISON_ALWAYS;
  206. }
  207. return D3D11_COMPARISON_NEVER;
  208. }
  209. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  210. {
  211. switch (op) {
  212. case GS_KEEP:
  213. return D3D11_STENCIL_OP_KEEP;
  214. case GS_ZERO:
  215. return D3D11_STENCIL_OP_ZERO;
  216. case GS_REPLACE:
  217. return D3D11_STENCIL_OP_REPLACE;
  218. case GS_INCR:
  219. return D3D11_STENCIL_OP_INCR;
  220. case GS_DECR:
  221. return D3D11_STENCIL_OP_DECR;
  222. case GS_INVERT:
  223. return D3D11_STENCIL_OP_INVERT;
  224. }
  225. return D3D11_STENCIL_OP_KEEP;
  226. }
  227. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  228. {
  229. switch (type) {
  230. case GS_BLEND_ZERO:
  231. return D3D11_BLEND_ZERO;
  232. case GS_BLEND_ONE:
  233. return D3D11_BLEND_ONE;
  234. case GS_BLEND_SRCCOLOR:
  235. return D3D11_BLEND_SRC_COLOR;
  236. case GS_BLEND_INVSRCCOLOR:
  237. return D3D11_BLEND_INV_SRC_COLOR;
  238. case GS_BLEND_SRCALPHA:
  239. return D3D11_BLEND_SRC_ALPHA;
  240. case GS_BLEND_INVSRCALPHA:
  241. return D3D11_BLEND_INV_SRC_ALPHA;
  242. case GS_BLEND_DSTCOLOR:
  243. return D3D11_BLEND_DEST_COLOR;
  244. case GS_BLEND_INVDSTCOLOR:
  245. return D3D11_BLEND_INV_DEST_COLOR;
  246. case GS_BLEND_DSTALPHA:
  247. return D3D11_BLEND_DEST_ALPHA;
  248. case GS_BLEND_INVDSTALPHA:
  249. return D3D11_BLEND_INV_DEST_ALPHA;
  250. case GS_BLEND_SRCALPHASAT:
  251. return D3D11_BLEND_SRC_ALPHA_SAT;
  252. }
  253. return D3D11_BLEND_ONE;
  254. }
  255. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  256. {
  257. switch (mode) {
  258. case GS_BACK:
  259. return D3D11_CULL_BACK;
  260. case GS_FRONT:
  261. return D3D11_CULL_FRONT;
  262. case GS_NEITHER:
  263. return D3D11_CULL_NONE;
  264. }
  265. return D3D11_CULL_BACK;
  266. }
  267. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  268. {
  269. switch (mode) {
  270. case GS_POINTS:
  271. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  272. case GS_LINES:
  273. return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  274. case GS_LINESTRIP:
  275. return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  276. case GS_TRIS:
  277. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  278. case GS_TRISTRIP:
  279. return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  280. }
  281. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  282. }
  283. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  284. struct VBDataPtr {
  285. gs_vb_data *data;
  286. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  287. inline ~VBDataPtr() { gs_vbdata_destroy(data); }
  288. };
  289. enum class gs_type {
  290. gs_vertex_buffer,
  291. gs_index_buffer,
  292. gs_texture_2d,
  293. gs_zstencil_buffer,
  294. gs_stage_surface,
  295. gs_sampler_state,
  296. gs_vertex_shader,
  297. gs_pixel_shader,
  298. gs_duplicator,
  299. gs_swap_chain,
  300. gs_timer,
  301. gs_timer_range,
  302. gs_texture_3d,
  303. };
  304. struct gs_obj {
  305. gs_device_t *device;
  306. gs_type obj_type;
  307. gs_obj *next;
  308. gs_obj **prev_next;
  309. inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
  310. gs_obj(gs_device_t *device, gs_type type);
  311. virtual ~gs_obj();
  312. };
  313. struct gs_vertex_buffer : gs_obj {
  314. ComPtr<ID3D11Buffer> vertexBuffer;
  315. ComPtr<ID3D11Buffer> normalBuffer;
  316. ComPtr<ID3D11Buffer> colorBuffer;
  317. ComPtr<ID3D11Buffer> tangentBuffer;
  318. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  319. bool dynamic;
  320. VBDataPtr vbd;
  321. size_t numVerts;
  322. vector<size_t> uvSizes;
  323. void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
  324. UINT MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers,
  325. uint32_t *strides);
  326. void InitBuffer(const size_t elementSize, const size_t numVerts,
  327. void *array, ID3D11Buffer **buffer);
  328. void BuildBuffers();
  329. inline void Release()
  330. {
  331. vertexBuffer.Release();
  332. normalBuffer.Release();
  333. colorBuffer.Release();
  334. tangentBuffer.Release();
  335. uvBuffers.clear();
  336. }
  337. void Rebuild();
  338. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  339. uint32_t flags);
  340. };
  341. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  342. struct DataPtr {
  343. void *data;
  344. inline DataPtr(void *data) : data(data) {}
  345. inline ~DataPtr() { bfree(data); }
  346. };
  347. struct gs_index_buffer : gs_obj {
  348. ComPtr<ID3D11Buffer> indexBuffer;
  349. bool dynamic;
  350. gs_index_type type;
  351. size_t indexSize;
  352. size_t num;
  353. DataPtr indices;
  354. D3D11_BUFFER_DESC bd = {};
  355. D3D11_SUBRESOURCE_DATA srd = {};
  356. void InitBuffer();
  357. void Rebuild(ID3D11Device *dev);
  358. inline void Release() { indexBuffer.Release(); }
  359. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  360. void *indices, size_t num, uint32_t flags);
  361. };
  362. struct gs_timer : gs_obj {
  363. ComPtr<ID3D11Query> query_begin;
  364. ComPtr<ID3D11Query> query_end;
  365. void Rebuild(ID3D11Device *dev);
  366. inline void Release()
  367. {
  368. query_begin.Release();
  369. query_end.Release();
  370. }
  371. gs_timer(gs_device_t *device);
  372. };
  373. struct gs_timer_range : gs_obj {
  374. ComPtr<ID3D11Query> query_disjoint;
  375. void Rebuild(ID3D11Device *dev);
  376. inline void Release() { query_disjoint.Release(); }
  377. gs_timer_range(gs_device_t *device);
  378. };
  379. struct gs_texture : gs_obj {
  380. gs_texture_type type;
  381. uint32_t levels;
  382. gs_color_format format;
  383. ComPtr<ID3D11ShaderResourceView> shaderRes;
  384. ComPtr<ID3D11ShaderResourceView> shaderResLinear;
  385. D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{};
  386. D3D11_SHADER_RESOURCE_VIEW_DESC viewDescLinear{};
  387. void Rebuild(ID3D11Device *dev);
  388. inline gs_texture(gs_texture_type type, uint32_t levels,
  389. gs_color_format format)
  390. : type(type), levels(levels), format(format)
  391. {
  392. }
  393. inline gs_texture(gs_device *device, gs_type obj_type,
  394. gs_texture_type type)
  395. : gs_obj(device, obj_type), type(type)
  396. {
  397. }
  398. inline gs_texture(gs_device *device, gs_type obj_type,
  399. gs_texture_type type, uint32_t levels,
  400. gs_color_format format)
  401. : gs_obj(device, obj_type),
  402. type(type),
  403. levels(levels),
  404. format(format)
  405. {
  406. }
  407. };
  408. struct gs_texture_2d : gs_texture {
  409. ComPtr<ID3D11Texture2D> texture;
  410. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  411. ComPtr<ID3D11RenderTargetView> renderTargetLinear[6];
  412. ComPtr<IDXGISurface1> gdiSurface;
  413. uint32_t width = 0, height = 0;
  414. uint32_t flags = 0;
  415. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  416. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  417. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  418. bool isRenderTarget = false;
  419. bool isGDICompatible = false;
  420. bool isDynamic = false;
  421. bool isShared = false;
  422. bool genMipmaps = false;
  423. uint32_t sharedHandle = GS_INVALID_HANDLE;
  424. gs_texture_2d *pairedNV12texture = nullptr;
  425. bool nv12 = false;
  426. bool chroma = false;
  427. bool acquired = false;
  428. vector<vector<uint8_t>> data;
  429. vector<D3D11_SUBRESOURCE_DATA> srd;
  430. D3D11_TEXTURE2D_DESC td = {};
  431. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  432. void InitTexture(const uint8_t *const *data);
  433. void InitResourceView();
  434. void InitRenderTargets();
  435. void BackupTexture(const uint8_t *const *data);
  436. void GetSharedHandle(IDXGIResource *dxgi_res);
  437. void RebuildSharedTextureFallback();
  438. void Rebuild(ID3D11Device *dev);
  439. void RebuildNV12_Y(ID3D11Device *dev);
  440. void RebuildNV12_UV(ID3D11Device *dev);
  441. inline void Release()
  442. {
  443. texture.Release();
  444. for (ComPtr<ID3D11RenderTargetView> &rt : renderTarget)
  445. rt.Release();
  446. for (ComPtr<ID3D11RenderTargetView> &rt : renderTargetLinear)
  447. rt.Release();
  448. gdiSurface.Release();
  449. shaderRes.Release();
  450. shaderResLinear.Release();
  451. }
  452. inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
  453. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  454. gs_color_format colorFormat, uint32_t levels,
  455. const uint8_t *const *data, uint32_t flags,
  456. gs_texture_type type, bool gdiCompatible,
  457. bool nv12 = false);
  458. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  459. uint32_t flags);
  460. gs_texture_2d(gs_device_t *device, uint32_t handle,
  461. bool ntHandle = false);
  462. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *obj);
  463. };
  464. struct gs_texture_3d : gs_texture {
  465. ComPtr<ID3D11Texture3D> texture;
  466. uint32_t width = 0, height = 0, depth = 0;
  467. uint32_t flags = 0;
  468. DXGI_FORMAT dxgiFormatResource = DXGI_FORMAT_UNKNOWN;
  469. DXGI_FORMAT dxgiFormatView = DXGI_FORMAT_UNKNOWN;
  470. DXGI_FORMAT dxgiFormatViewLinear = DXGI_FORMAT_UNKNOWN;
  471. bool isDynamic = false;
  472. bool isShared = false;
  473. bool genMipmaps = false;
  474. uint32_t sharedHandle = GS_INVALID_HANDLE;
  475. bool chroma = false;
  476. bool acquired = false;
  477. vector<vector<uint8_t>> data;
  478. vector<D3D11_SUBRESOURCE_DATA> srd;
  479. D3D11_TEXTURE3D_DESC td = {};
  480. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  481. void InitTexture(const uint8_t *const *data);
  482. void InitResourceView();
  483. void BackupTexture(const uint8_t *const *data);
  484. void GetSharedHandle(IDXGIResource *dxgi_res);
  485. void RebuildSharedTextureFallback();
  486. void Rebuild(ID3D11Device *dev);
  487. void RebuildNV12_Y(ID3D11Device *dev);
  488. void RebuildNV12_UV(ID3D11Device *dev);
  489. inline void Release()
  490. {
  491. texture.Release();
  492. shaderRes.Release();
  493. }
  494. inline gs_texture_3d() : gs_texture(GS_TEXTURE_3D, 0, GS_UNKNOWN) {}
  495. gs_texture_3d(gs_device_t *device, uint32_t width, uint32_t height,
  496. uint32_t depth, gs_color_format colorFormat,
  497. uint32_t levels, const uint8_t *const *data,
  498. uint32_t flags);
  499. gs_texture_3d(gs_device_t *device, uint32_t handle);
  500. };
  501. struct gs_zstencil_buffer : gs_obj {
  502. ComPtr<ID3D11Texture2D> texture;
  503. ComPtr<ID3D11DepthStencilView> view;
  504. uint32_t width, height;
  505. gs_zstencil_format format;
  506. DXGI_FORMAT dxgiFormat;
  507. D3D11_TEXTURE2D_DESC td = {};
  508. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  509. void InitBuffer();
  510. void Rebuild(ID3D11Device *dev);
  511. inline void Release()
  512. {
  513. texture.Release();
  514. view.Release();
  515. }
  516. inline gs_zstencil_buffer()
  517. : width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN)
  518. {
  519. }
  520. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  521. gs_zstencil_format format);
  522. };
  523. struct gs_stage_surface : gs_obj {
  524. ComPtr<ID3D11Texture2D> texture;
  525. D3D11_TEXTURE2D_DESC td = {};
  526. uint32_t width, height;
  527. gs_color_format format;
  528. DXGI_FORMAT dxgiFormat;
  529. void Rebuild(ID3D11Device *dev);
  530. inline void Release() { texture.Release(); }
  531. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  532. gs_color_format colorFormat);
  533. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  534. };
  535. struct gs_sampler_state : gs_obj {
  536. ComPtr<ID3D11SamplerState> state;
  537. D3D11_SAMPLER_DESC sd = {};
  538. gs_sampler_info info;
  539. void Rebuild(ID3D11Device *dev);
  540. inline void Release() { state.Release(); }
  541. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  542. };
  543. struct gs_shader_param {
  544. string name;
  545. gs_shader_param_type type;
  546. uint32_t textureID;
  547. struct gs_sampler_state *nextSampler = nullptr;
  548. int arrayCount;
  549. size_t pos;
  550. vector<uint8_t> curValue;
  551. vector<uint8_t> defaultValue;
  552. bool changed;
  553. gs_shader_param(shader_var &var, uint32_t &texCounter);
  554. };
  555. struct ShaderError {
  556. ComPtr<ID3D10Blob> errors;
  557. HRESULT hr;
  558. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  559. : errors(errors), hr(hr)
  560. {
  561. }
  562. };
  563. struct gs_shader : gs_obj {
  564. gs_shader_type type;
  565. vector<gs_shader_param> params;
  566. ComPtr<ID3D11Buffer> constants;
  567. size_t constantSize;
  568. D3D11_BUFFER_DESC bd = {};
  569. vector<uint8_t> data;
  570. inline void UpdateParam(vector<uint8_t> &constData,
  571. gs_shader_param &param, bool &upload);
  572. void UploadParams();
  573. void BuildConstantBuffer();
  574. void Compile(const char *shaderStr, const char *file,
  575. const char *target, ID3D10Blob **shader);
  576. inline gs_shader(gs_device_t *device, gs_type obj_type,
  577. gs_shader_type type)
  578. : gs_obj(device, obj_type), type(type), constantSize(0)
  579. {
  580. }
  581. virtual ~gs_shader() {}
  582. };
  583. struct ShaderSampler {
  584. string name;
  585. gs_sampler_state sampler;
  586. inline ShaderSampler(const char *name, gs_device_t *device,
  587. gs_sampler_info *info)
  588. : name(name), sampler(device, info)
  589. {
  590. }
  591. };
  592. struct gs_vertex_shader : gs_shader {
  593. ComPtr<ID3D11VertexShader> shader;
  594. ComPtr<ID3D11InputLayout> layout;
  595. gs_shader_param *world, *viewProj;
  596. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  597. bool hasNormals;
  598. bool hasColors;
  599. bool hasTangents;
  600. uint32_t nTexUnits;
  601. void Rebuild(ID3D11Device *dev);
  602. inline void Release()
  603. {
  604. shader.Release();
  605. layout.Release();
  606. constants.Release();
  607. }
  608. inline uint32_t NumBuffersExpected() const
  609. {
  610. uint32_t count = nTexUnits + 1;
  611. if (hasNormals)
  612. count++;
  613. if (hasColors)
  614. count++;
  615. if (hasTangents)
  616. count++;
  617. return count;
  618. }
  619. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  620. gs_vertex_shader(gs_device_t *device, const char *file,
  621. const char *shaderString);
  622. };
  623. struct gs_duplicator : gs_obj {
  624. ComPtr<IDXGIOutputDuplication> duplicator;
  625. gs_texture_2d *texture;
  626. int idx;
  627. long refs;
  628. bool updated;
  629. void Start();
  630. inline void Release() { duplicator.Release(); }
  631. gs_duplicator(gs_device_t *device, int monitor_idx);
  632. ~gs_duplicator();
  633. };
  634. struct gs_pixel_shader : gs_shader {
  635. ComPtr<ID3D11PixelShader> shader;
  636. vector<unique_ptr<ShaderSampler>> samplers;
  637. void Rebuild(ID3D11Device *dev);
  638. inline void Release()
  639. {
  640. shader.Release();
  641. constants.Release();
  642. }
  643. inline void GetSamplerStates(ID3D11SamplerState **states)
  644. {
  645. size_t i;
  646. for (i = 0; i < samplers.size(); i++)
  647. states[i] = samplers[i]->sampler.state;
  648. for (; i < GS_MAX_TEXTURES; i++)
  649. states[i] = NULL;
  650. }
  651. gs_pixel_shader(gs_device_t *device, const char *file,
  652. const char *shaderString);
  653. };
  654. struct gs_swap_chain : gs_obj {
  655. HWND hwnd;
  656. gs_init_data initData;
  657. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  658. UINT presentFlags = 0;
  659. gs_texture_2d target;
  660. gs_zstencil_buffer zs;
  661. ComPtr<IDXGISwapChain> swap;
  662. HANDLE hWaitable = NULL;
  663. void InitTarget(uint32_t cx, uint32_t cy);
  664. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  665. void Resize(uint32_t cx, uint32_t cy);
  666. void Init();
  667. void Rebuild(ID3D11Device *dev);
  668. inline void Release()
  669. {
  670. target.Release();
  671. zs.Release();
  672. if (hWaitable) {
  673. CloseHandle(hWaitable);
  674. hWaitable = NULL;
  675. }
  676. swap.Clear();
  677. }
  678. gs_swap_chain(gs_device *device, const gs_init_data *data);
  679. virtual ~gs_swap_chain();
  680. };
  681. struct BlendState {
  682. bool blendEnabled;
  683. gs_blend_type srcFactorC;
  684. gs_blend_type destFactorC;
  685. gs_blend_type srcFactorA;
  686. gs_blend_type destFactorA;
  687. bool redEnabled;
  688. bool greenEnabled;
  689. bool blueEnabled;
  690. bool alphaEnabled;
  691. inline BlendState()
  692. : blendEnabled(true),
  693. srcFactorC(GS_BLEND_SRCALPHA),
  694. destFactorC(GS_BLEND_INVSRCALPHA),
  695. srcFactorA(GS_BLEND_ONE),
  696. destFactorA(GS_BLEND_INVSRCALPHA),
  697. redEnabled(true),
  698. greenEnabled(true),
  699. blueEnabled(true),
  700. alphaEnabled(true)
  701. {
  702. }
  703. inline BlendState(const BlendState &state)
  704. {
  705. memcpy(this, &state, sizeof(BlendState));
  706. }
  707. };
  708. struct SavedBlendState : BlendState {
  709. ComPtr<ID3D11BlendState> state;
  710. D3D11_BLEND_DESC bd;
  711. void Rebuild(ID3D11Device *dev);
  712. inline void Release() { state.Release(); }
  713. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  714. : BlendState(val), bd(desc)
  715. {
  716. }
  717. };
  718. struct StencilSide {
  719. gs_depth_test test;
  720. gs_stencil_op_type fail;
  721. gs_stencil_op_type zfail;
  722. gs_stencil_op_type zpass;
  723. inline StencilSide()
  724. : test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP)
  725. {
  726. }
  727. };
  728. struct ZStencilState {
  729. bool depthEnabled;
  730. bool depthWriteEnabled;
  731. gs_depth_test depthFunc;
  732. bool stencilEnabled;
  733. bool stencilWriteEnabled;
  734. StencilSide stencilFront;
  735. StencilSide stencilBack;
  736. inline ZStencilState()
  737. : depthEnabled(true),
  738. depthWriteEnabled(true),
  739. depthFunc(GS_LESS),
  740. stencilEnabled(false),
  741. stencilWriteEnabled(true)
  742. {
  743. }
  744. inline ZStencilState(const ZStencilState &state)
  745. {
  746. memcpy(this, &state, sizeof(ZStencilState));
  747. }
  748. };
  749. struct SavedZStencilState : ZStencilState {
  750. ComPtr<ID3D11DepthStencilState> state;
  751. D3D11_DEPTH_STENCIL_DESC dsd;
  752. void Rebuild(ID3D11Device *dev);
  753. inline void Release() { state.Release(); }
  754. inline SavedZStencilState(const ZStencilState &val,
  755. D3D11_DEPTH_STENCIL_DESC desc)
  756. : ZStencilState(val), dsd(desc)
  757. {
  758. }
  759. };
  760. struct RasterState {
  761. gs_cull_mode cullMode;
  762. bool scissorEnabled;
  763. inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
  764. inline RasterState(const RasterState &state)
  765. {
  766. memcpy(this, &state, sizeof(RasterState));
  767. }
  768. };
  769. struct SavedRasterState : RasterState {
  770. ComPtr<ID3D11RasterizerState> state;
  771. D3D11_RASTERIZER_DESC rd;
  772. void Rebuild(ID3D11Device *dev);
  773. inline void Release() { state.Release(); }
  774. inline SavedRasterState(const RasterState &val,
  775. D3D11_RASTERIZER_DESC &desc)
  776. : RasterState(val), rd(desc)
  777. {
  778. }
  779. };
  780. struct mat4float {
  781. float mat[16];
  782. };
  783. struct gs_device {
  784. ComPtr<IDXGIFactory1> factory;
  785. ComPtr<IDXGIAdapter1> adapter;
  786. ComPtr<ID3D11Device> device;
  787. ComPtr<ID3D11DeviceContext> context;
  788. uint32_t adpIdx = 0;
  789. bool nv12Supported = false;
  790. gs_texture_2d *curRenderTarget = nullptr;
  791. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  792. int curRenderSide = 0;
  793. bool curFramebufferSrgb = false;
  794. bool curFramebufferInvalidate = false;
  795. gs_texture *curTextures[GS_MAX_TEXTURES];
  796. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  797. gs_vertex_buffer *curVertexBuffer = nullptr;
  798. gs_index_buffer *curIndexBuffer = nullptr;
  799. gs_vertex_shader *curVertexShader = nullptr;
  800. gs_pixel_shader *curPixelShader = nullptr;
  801. gs_swap_chain *curSwapChain = nullptr;
  802. gs_vertex_buffer *lastVertexBuffer = nullptr;
  803. gs_vertex_shader *lastVertexShader = nullptr;
  804. bool zstencilStateChanged = true;
  805. bool rasterStateChanged = true;
  806. bool blendStateChanged = true;
  807. ZStencilState zstencilState;
  808. RasterState rasterState;
  809. BlendState blendState;
  810. vector<SavedZStencilState> zstencilStates;
  811. vector<SavedRasterState> rasterStates;
  812. vector<SavedBlendState> blendStates;
  813. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  814. ID3D11RasterizerState *curRasterState = nullptr;
  815. ID3D11BlendState *curBlendState = nullptr;
  816. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  817. pD3DCompile d3dCompile = nullptr;
  818. #ifdef DISASSEMBLE_SHADERS
  819. pD3DDisassemble d3dDisassemble = nullptr;
  820. #endif
  821. gs_rect viewport;
  822. vector<mat4float> projStack;
  823. matrix4 curProjMatrix;
  824. matrix4 curViewMatrix;
  825. matrix4 curViewProjMatrix;
  826. vector<gs_device_loss> loss_callbacks;
  827. gs_obj *first_obj = nullptr;
  828. void InitCompiler();
  829. void InitFactory();
  830. void ReorderAdapters(uint32_t &adapterIdx);
  831. void InitAdapter(uint32_t adapterIdx);
  832. void InitDevice(uint32_t adapterIdx);
  833. ID3D11DepthStencilState *AddZStencilState();
  834. ID3D11RasterizerState *AddRasterState();
  835. ID3D11BlendState *AddBlendState();
  836. void UpdateZStencilState();
  837. void UpdateRasterState();
  838. void UpdateBlendState();
  839. void LoadVertexBufferData();
  840. inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x,
  841. uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
  842. uint32_t src_y, uint32_t src_w, uint32_t src_h);
  843. void UpdateViewProjMatrix();
  844. void FlushOutputViews();
  845. void RebuildDevice();
  846. bool HasBadNV12Output();
  847. gs_device(uint32_t adapterIdx);
  848. ~gs_device();
  849. };
  850. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  851. uint64_t key, uint32_t ms);