d3d11-subsystem.hpp 21 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #pragma once
  15. #include <util/AlignedNew.hpp>
  16. #include <util/windows/win-version.h>
  17. #include <vector>
  18. #include <string>
  19. #include <memory>
  20. #include <windows.h>
  21. #include <dxgi.h>
  22. #include <dxgi1_2.h>
  23. #include <d3d11.h>
  24. #include <d3dcompiler.h>
  25. #include <util/base.h>
  26. #include <graphics/matrix4.h>
  27. #include <graphics/graphics.h>
  28. #include <graphics/device-exports.h>
  29. #include <util/windows/ComPtr.hpp>
  30. #include <util/windows/HRError.hpp>
  31. // #define DISASSEMBLE_SHADERS
  32. struct shader_var;
  33. struct shader_sampler;
  34. struct gs_vertex_shader;
  35. using namespace std;
  36. /*
  37. * Just to clarify, all structs, and all public. These are exporting only
  38. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  39. * "public" and "private" does not matter at all for this subproject.
  40. */
  41. static inline uint32_t GetWinVer()
  42. {
  43. struct win_version_info ver;
  44. get_win_ver(&ver);
  45. return (ver.major << 8) | ver.minor;
  46. }
  47. static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
  48. {
  49. switch (format) {
  50. case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
  51. case GS_A8: return DXGI_FORMAT_A8_UNORM;
  52. case GS_R8: return DXGI_FORMAT_R8_UNORM;
  53. case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
  54. case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
  55. case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
  56. case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
  57. case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
  58. case GS_R16: return DXGI_FORMAT_R16_UNORM;
  59. case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
  60. case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
  61. case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
  62. case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
  63. case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
  64. case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
  65. case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
  66. case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
  67. case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
  68. }
  69. return DXGI_FORMAT_UNKNOWN;
  70. }
  71. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  72. {
  73. switch ((unsigned long)format) {
  74. case DXGI_FORMAT_A8_UNORM: return GS_A8;
  75. case DXGI_FORMAT_R8_UNORM: return GS_R8;
  76. case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
  77. case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
  78. case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
  79. case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
  80. case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
  81. case DXGI_FORMAT_R16_UNORM: return GS_R16;
  82. case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
  83. case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
  84. case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
  85. case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
  86. case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
  87. case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
  88. case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
  89. case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
  90. case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
  91. }
  92. return GS_UNKNOWN;
  93. }
  94. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  95. {
  96. switch (format) {
  97. case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
  98. case GS_Z16: return DXGI_FORMAT_D16_UNORM;
  99. case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
  100. case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
  101. case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  102. }
  103. return DXGI_FORMAT_UNKNOWN;
  104. }
  105. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  106. {
  107. switch (test) {
  108. case GS_NEVER: return D3D11_COMPARISON_NEVER;
  109. case GS_LESS: return D3D11_COMPARISON_LESS;
  110. case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
  111. case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
  112. case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
  113. case GS_GREATER: return D3D11_COMPARISON_GREATER;
  114. case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
  115. case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
  116. }
  117. return D3D11_COMPARISON_NEVER;
  118. }
  119. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  120. {
  121. switch (op) {
  122. case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
  123. case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
  124. case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
  125. case GS_INCR: return D3D11_STENCIL_OP_INCR;
  126. case GS_DECR: return D3D11_STENCIL_OP_DECR;
  127. case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
  128. }
  129. return D3D11_STENCIL_OP_KEEP;
  130. }
  131. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  132. {
  133. switch (type) {
  134. case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
  135. case GS_BLEND_ONE: return D3D11_BLEND_ONE;
  136. case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
  137. case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
  138. case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
  139. case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
  140. case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
  141. case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
  142. case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
  143. case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
  144. case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
  145. }
  146. return D3D11_BLEND_ONE;
  147. }
  148. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  149. {
  150. switch (mode) {
  151. case GS_BACK: return D3D11_CULL_BACK;
  152. case GS_FRONT: return D3D11_CULL_FRONT;
  153. case GS_NEITHER: return D3D11_CULL_NONE;
  154. }
  155. return D3D11_CULL_BACK;
  156. }
  157. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  158. {
  159. switch (mode) {
  160. case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  161. case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  162. case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  163. case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  164. case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  165. }
  166. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  167. }
  168. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  169. struct VBDataPtr {
  170. gs_vb_data *data;
  171. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  172. inline ~VBDataPtr() {gs_vbdata_destroy(data);}
  173. };
  174. enum class gs_type {
  175. gs_vertex_buffer,
  176. gs_index_buffer,
  177. gs_texture_2d,
  178. gs_zstencil_buffer,
  179. gs_stage_surface,
  180. gs_sampler_state,
  181. gs_vertex_shader,
  182. gs_pixel_shader,
  183. gs_duplicator,
  184. gs_swap_chain,
  185. };
  186. struct gs_obj {
  187. gs_device_t *device;
  188. gs_type obj_type;
  189. gs_obj *next;
  190. gs_obj **prev_next;
  191. inline gs_obj() :
  192. device(nullptr),
  193. next(nullptr),
  194. prev_next(nullptr)
  195. {}
  196. gs_obj(gs_device_t *device, gs_type type);
  197. virtual ~gs_obj();
  198. };
  199. struct gs_vertex_buffer : gs_obj {
  200. ComPtr<ID3D11Buffer> vertexBuffer;
  201. ComPtr<ID3D11Buffer> normalBuffer;
  202. ComPtr<ID3D11Buffer> colorBuffer;
  203. ComPtr<ID3D11Buffer> tangentBuffer;
  204. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  205. bool dynamic;
  206. VBDataPtr vbd;
  207. size_t numVerts;
  208. vector<size_t> uvSizes;
  209. void FlushBuffer(ID3D11Buffer *buffer, void *array,
  210. size_t elementSize);
  211. void MakeBufferList(gs_vertex_shader *shader,
  212. vector<ID3D11Buffer*> &buffers,
  213. vector<uint32_t> &strides);
  214. void InitBuffer(const size_t elementSize,
  215. const size_t numVerts, void *array,
  216. ID3D11Buffer **buffer);
  217. void BuildBuffers();
  218. inline void Release()
  219. {
  220. vertexBuffer.Release();
  221. normalBuffer.Release();
  222. colorBuffer.Release();
  223. tangentBuffer.Release();
  224. uvBuffers.clear();
  225. }
  226. inline void Rebuild();
  227. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  228. uint32_t flags);
  229. };
  230. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  231. struct DataPtr {
  232. void *data;
  233. inline DataPtr(void *data) : data(data) {}
  234. inline ~DataPtr() {bfree(data);}
  235. };
  236. struct gs_index_buffer : gs_obj {
  237. ComPtr<ID3D11Buffer> indexBuffer;
  238. bool dynamic;
  239. gs_index_type type;
  240. size_t indexSize;
  241. size_t num;
  242. DataPtr indices;
  243. D3D11_BUFFER_DESC bd = {};
  244. D3D11_SUBRESOURCE_DATA srd = {};
  245. void InitBuffer();
  246. inline void Rebuild(ID3D11Device *dev);
  247. inline void Release() {indexBuffer.Release();}
  248. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  249. void *indices, size_t num, uint32_t flags);
  250. };
  251. struct gs_texture : gs_obj {
  252. gs_texture_type type;
  253. uint32_t levels;
  254. gs_color_format format;
  255. ComPtr<ID3D11ShaderResourceView> shaderRes;
  256. D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
  257. inline void Rebuild(ID3D11Device *dev);
  258. inline gs_texture(gs_texture_type type, uint32_t levels,
  259. gs_color_format format)
  260. : type (type),
  261. levels (levels),
  262. format (format)
  263. {
  264. }
  265. inline gs_texture(gs_device *device, gs_type obj_type,
  266. gs_texture_type type)
  267. : gs_obj (device, obj_type),
  268. type (type)
  269. {
  270. }
  271. inline gs_texture(gs_device *device, gs_type obj_type,
  272. gs_texture_type type,
  273. uint32_t levels, gs_color_format format)
  274. : gs_obj (device, obj_type),
  275. type (type),
  276. levels (levels),
  277. format (format)
  278. {
  279. }
  280. };
  281. struct gs_texture_2d : gs_texture {
  282. ComPtr<ID3D11Texture2D> texture;
  283. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  284. ComPtr<IDXGISurface1> gdiSurface;
  285. uint32_t width = 0, height = 0;
  286. DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
  287. bool isRenderTarget = false;
  288. bool isGDICompatible = false;
  289. bool isDynamic = false;
  290. bool isShared = false;
  291. bool genMipmaps = false;
  292. uint32_t sharedHandle = 0;
  293. vector<vector<uint8_t>> data;
  294. vector<D3D11_SUBRESOURCE_DATA> srd;
  295. D3D11_TEXTURE2D_DESC td = {};
  296. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  297. void InitTexture(const uint8_t **data);
  298. void InitResourceView();
  299. void InitRenderTargets();
  300. void BackupTexture(const uint8_t **data);
  301. inline void Rebuild(ID3D11Device *dev);
  302. inline void Release()
  303. {
  304. texture.Release();
  305. for (auto &rt : renderTarget)
  306. rt.Release();
  307. gdiSurface.Release();
  308. shaderRes.Release();
  309. }
  310. inline gs_texture_2d()
  311. : gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
  312. {
  313. }
  314. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  315. gs_color_format colorFormat, uint32_t levels,
  316. const uint8_t **data, uint32_t flags,
  317. gs_texture_type type, bool gdiCompatible, bool shared);
  318. gs_texture_2d(gs_device_t *device, uint32_t handle);
  319. };
  320. struct gs_zstencil_buffer : gs_obj {
  321. ComPtr<ID3D11Texture2D> texture;
  322. ComPtr<ID3D11DepthStencilView> view;
  323. uint32_t width, height;
  324. gs_zstencil_format format;
  325. DXGI_FORMAT dxgiFormat;
  326. D3D11_TEXTURE2D_DESC td = {};
  327. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  328. void InitBuffer();
  329. inline void Rebuild(ID3D11Device *dev);
  330. inline void Release()
  331. {
  332. texture.Release();
  333. view.Release();
  334. }
  335. inline gs_zstencil_buffer()
  336. : width (0),
  337. height (0),
  338. dxgiFormat (DXGI_FORMAT_UNKNOWN)
  339. {
  340. }
  341. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  342. gs_zstencil_format format);
  343. };
  344. struct gs_stage_surface : gs_obj {
  345. ComPtr<ID3D11Texture2D> texture;
  346. D3D11_TEXTURE2D_DESC td = {};
  347. uint32_t width, height;
  348. gs_color_format format;
  349. DXGI_FORMAT dxgiFormat;
  350. inline void Rebuild(ID3D11Device *dev);
  351. inline void Release()
  352. {
  353. texture.Release();
  354. }
  355. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  356. gs_color_format colorFormat);
  357. };
  358. struct gs_sampler_state : gs_obj {
  359. ComPtr<ID3D11SamplerState> state;
  360. D3D11_SAMPLER_DESC sd = {};
  361. gs_sampler_info info;
  362. inline void Rebuild(ID3D11Device *dev);
  363. inline void Release() {state.Release();}
  364. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  365. };
  366. struct gs_shader_param {
  367. string name;
  368. gs_shader_param_type type;
  369. uint32_t textureID;
  370. struct gs_sampler_state *nextSampler = nullptr;
  371. int arrayCount;
  372. size_t pos;
  373. vector<uint8_t> curValue;
  374. vector<uint8_t> defaultValue;
  375. bool changed;
  376. gs_shader_param(shader_var &var, uint32_t &texCounter);
  377. };
  378. struct ShaderError {
  379. ComPtr<ID3D10Blob> errors;
  380. HRESULT hr;
  381. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  382. : errors (errors),
  383. hr (hr)
  384. {
  385. }
  386. };
  387. struct gs_shader : gs_obj {
  388. gs_shader_type type;
  389. vector<gs_shader_param> params;
  390. ComPtr<ID3D11Buffer> constants;
  391. size_t constantSize;
  392. D3D11_BUFFER_DESC bd = {};
  393. vector<uint8_t> data;
  394. inline void UpdateParam(vector<uint8_t> &constData,
  395. gs_shader_param &param, bool &upload);
  396. void UploadParams();
  397. void BuildConstantBuffer();
  398. void Compile(const char *shaderStr, const char *file,
  399. const char *target, ID3D10Blob **shader);
  400. inline gs_shader(gs_device_t *device, gs_type obj_type,
  401. gs_shader_type type)
  402. : gs_obj (device, obj_type),
  403. type (type),
  404. constantSize (0)
  405. {
  406. }
  407. virtual ~gs_shader() {}
  408. };
  409. struct ShaderSampler {
  410. string name;
  411. gs_sampler_state sampler;
  412. inline ShaderSampler(const char *name, gs_device_t *device,
  413. gs_sampler_info *info)
  414. : name (name),
  415. sampler (device, info)
  416. {
  417. }
  418. };
  419. struct gs_vertex_shader : gs_shader {
  420. ComPtr<ID3D11VertexShader> shader;
  421. ComPtr<ID3D11InputLayout> layout;
  422. gs_shader_param *world, *viewProj;
  423. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  424. bool hasNormals;
  425. bool hasColors;
  426. bool hasTangents;
  427. uint32_t nTexUnits;
  428. inline void Rebuild(ID3D11Device *dev);
  429. inline void Release()
  430. {
  431. shader.Release();
  432. layout.Release();
  433. constants.Release();
  434. }
  435. inline uint32_t NumBuffersExpected() const
  436. {
  437. uint32_t count = nTexUnits+1;
  438. if (hasNormals) count++;
  439. if (hasColors) count++;
  440. if (hasTangents) count++;
  441. return count;
  442. }
  443. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  444. gs_vertex_shader(gs_device_t *device, const char *file,
  445. const char *shaderString);
  446. };
  447. struct gs_duplicator : gs_obj {
  448. ComPtr<IDXGIOutputDuplication> duplicator;
  449. gs_texture_2d *texture;
  450. int idx;
  451. void Start();
  452. inline void Release()
  453. {
  454. duplicator.Release();
  455. }
  456. gs_duplicator(gs_device_t *device, int monitor_idx);
  457. ~gs_duplicator();
  458. };
  459. struct gs_pixel_shader : gs_shader {
  460. ComPtr<ID3D11PixelShader> shader;
  461. vector<unique_ptr<ShaderSampler>> samplers;
  462. inline void Rebuild(ID3D11Device *dev);
  463. inline void Release()
  464. {
  465. shader.Release();
  466. constants.Release();
  467. }
  468. inline void GetSamplerStates(ID3D11SamplerState **states)
  469. {
  470. size_t i;
  471. for (i = 0; i < samplers.size(); i++)
  472. states[i] = samplers[i]->sampler.state;
  473. for (; i < GS_MAX_TEXTURES; i++)
  474. states[i] = NULL;
  475. }
  476. gs_pixel_shader(gs_device_t *device, const char *file,
  477. const char *shaderString);
  478. };
  479. struct gs_swap_chain : gs_obj {
  480. uint32_t numBuffers;
  481. HWND hwnd;
  482. gs_init_data initData;
  483. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  484. gs_texture_2d target;
  485. gs_zstencil_buffer zs;
  486. ComPtr<IDXGISwapChain> swap;
  487. void InitTarget(uint32_t cx, uint32_t cy);
  488. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  489. void Resize(uint32_t cx, uint32_t cy);
  490. void Init();
  491. inline void Rebuild(ID3D11Device *dev);
  492. inline void Release()
  493. {
  494. target.Release();
  495. zs.Release();
  496. swap.Release();
  497. }
  498. gs_swap_chain(gs_device *device, const gs_init_data *data);
  499. };
  500. struct BlendState {
  501. bool blendEnabled;
  502. gs_blend_type srcFactorC;
  503. gs_blend_type destFactorC;
  504. gs_blend_type srcFactorA;
  505. gs_blend_type destFactorA;
  506. bool redEnabled;
  507. bool greenEnabled;
  508. bool blueEnabled;
  509. bool alphaEnabled;
  510. inline BlendState()
  511. : blendEnabled (true),
  512. srcFactorC (GS_BLEND_SRCALPHA),
  513. destFactorC (GS_BLEND_INVSRCALPHA),
  514. srcFactorA (GS_BLEND_ONE),
  515. destFactorA (GS_BLEND_ONE),
  516. redEnabled (true),
  517. greenEnabled (true),
  518. blueEnabled (true),
  519. alphaEnabled (true)
  520. {
  521. }
  522. inline BlendState(const BlendState &state)
  523. {
  524. memcpy(this, &state, sizeof(BlendState));
  525. }
  526. };
  527. struct SavedBlendState : BlendState {
  528. ComPtr<ID3D11BlendState> state;
  529. D3D11_BLEND_DESC bd;
  530. inline void Rebuild(ID3D11Device *dev);
  531. inline void Release()
  532. {
  533. state.Release();
  534. }
  535. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  536. : BlendState(val), bd(desc)
  537. {
  538. }
  539. };
  540. struct StencilSide {
  541. gs_depth_test test;
  542. gs_stencil_op_type fail;
  543. gs_stencil_op_type zfail;
  544. gs_stencil_op_type zpass;
  545. inline StencilSide()
  546. : test (GS_ALWAYS),
  547. fail (GS_KEEP),
  548. zfail (GS_KEEP),
  549. zpass (GS_KEEP)
  550. {
  551. }
  552. };
  553. struct ZStencilState {
  554. bool depthEnabled;
  555. bool depthWriteEnabled;
  556. gs_depth_test depthFunc;
  557. bool stencilEnabled;
  558. bool stencilWriteEnabled;
  559. StencilSide stencilFront;
  560. StencilSide stencilBack;
  561. inline ZStencilState()
  562. : depthEnabled (true),
  563. depthWriteEnabled (true),
  564. depthFunc (GS_LESS),
  565. stencilEnabled (false),
  566. stencilWriteEnabled (true)
  567. {
  568. }
  569. inline ZStencilState(const ZStencilState &state)
  570. {
  571. memcpy(this, &state, sizeof(ZStencilState));
  572. }
  573. };
  574. struct SavedZStencilState : ZStencilState {
  575. ComPtr<ID3D11DepthStencilState> state;
  576. D3D11_DEPTH_STENCIL_DESC dsd;
  577. inline void Rebuild(ID3D11Device *dev);
  578. inline void Release()
  579. {
  580. state.Release();
  581. }
  582. inline SavedZStencilState(const ZStencilState &val,
  583. D3D11_DEPTH_STENCIL_DESC desc)
  584. : ZStencilState (val),
  585. dsd (desc)
  586. {
  587. }
  588. };
  589. struct RasterState {
  590. gs_cull_mode cullMode;
  591. bool scissorEnabled;
  592. inline RasterState()
  593. : cullMode (GS_BACK),
  594. scissorEnabled (false)
  595. {
  596. }
  597. inline RasterState(const RasterState &state)
  598. {
  599. memcpy(this, &state, sizeof(RasterState));
  600. }
  601. };
  602. struct SavedRasterState : RasterState {
  603. ComPtr<ID3D11RasterizerState> state;
  604. D3D11_RASTERIZER_DESC rd;
  605. inline void Rebuild(ID3D11Device *dev);
  606. inline void Release()
  607. {
  608. state.Release();
  609. }
  610. inline SavedRasterState(const RasterState &val,
  611. D3D11_RASTERIZER_DESC &desc)
  612. : RasterState (val),
  613. rd (desc)
  614. {
  615. }
  616. };
  617. struct mat4float {
  618. float mat[16];
  619. };
  620. struct gs_device {
  621. ComPtr<IDXGIFactory1> factory;
  622. ComPtr<IDXGIAdapter1> adapter;
  623. ComPtr<ID3D11Device> device;
  624. ComPtr<ID3D11DeviceContext> context;
  625. uint32_t adpIdx = 0;
  626. gs_texture_2d *curRenderTarget = nullptr;
  627. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  628. int curRenderSide = 0;
  629. gs_texture *curTextures[GS_MAX_TEXTURES];
  630. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  631. gs_vertex_buffer *curVertexBuffer = nullptr;
  632. gs_index_buffer *curIndexBuffer = nullptr;
  633. gs_vertex_shader *curVertexShader = nullptr;
  634. gs_pixel_shader *curPixelShader = nullptr;
  635. gs_swap_chain *curSwapChain = nullptr;
  636. bool zstencilStateChanged = true;
  637. bool rasterStateChanged = true;
  638. bool blendStateChanged = true;
  639. ZStencilState zstencilState;
  640. RasterState rasterState;
  641. BlendState blendState;
  642. vector<SavedZStencilState> zstencilStates;
  643. vector<SavedRasterState> rasterStates;
  644. vector<SavedBlendState> blendStates;
  645. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  646. ID3D11RasterizerState *curRasterState = nullptr;
  647. ID3D11BlendState *curBlendState = nullptr;
  648. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  649. pD3DCompile d3dCompile = nullptr;
  650. #ifdef DISASSEMBLE_SHADERS
  651. pD3DDisassemble d3dDisassemble = nullptr;
  652. #endif
  653. gs_rect viewport;
  654. vector<mat4float> projStack;
  655. matrix4 curProjMatrix;
  656. matrix4 curViewMatrix;
  657. matrix4 curViewProjMatrix;
  658. gs_obj *first_obj = nullptr;
  659. void InitCompiler();
  660. void InitFactory(uint32_t adapterIdx);
  661. void InitDevice(uint32_t adapterIdx);
  662. ID3D11DepthStencilState *AddZStencilState();
  663. ID3D11RasterizerState *AddRasterState();
  664. ID3D11BlendState *AddBlendState();
  665. void UpdateZStencilState();
  666. void UpdateRasterState();
  667. void UpdateBlendState();
  668. inline void CopyTex(ID3D11Texture2D *dst,
  669. uint32_t dst_x, uint32_t dst_y,
  670. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  671. uint32_t src_w, uint32_t src_h);
  672. void UpdateViewProjMatrix();
  673. void RebuildDevice();
  674. gs_device(uint32_t adapterIdx);
  675. ~gs_device();
  676. };