d3d11-subsystem.cpp 44 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include <util/base.h>
  15. #include <util/platform.h>
  16. #include <graphics/matrix3.h>
  17. #include "d3d11-subsystem.hpp"
  18. #ifdef _MSC_VER
  19. /* alignment warning - despite the fact that alignment is already fixed */
  20. #pragma warning (disable : 4316)
  21. #endif
  22. static const IID dxgiFactory2 =
  23. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  24. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  25. gs_init_data *data)
  26. {
  27. memset(&desc, 0, sizeof(desc));
  28. desc.BufferCount = data->num_backbuffers;
  29. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  30. desc.BufferDesc.Width = data->cx;
  31. desc.BufferDesc.Height = data->cy;
  32. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  33. desc.OutputWindow = (HWND)data->window.hwnd;
  34. desc.SampleDesc.Count = 1;
  35. desc.Windowed = true;
  36. }
  37. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  38. {
  39. HRESULT hr;
  40. target.width = cx;
  41. target.height = cy;
  42. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  43. (void**)target.texture.Assign());
  44. if (FAILED(hr))
  45. throw HRError("Failed to get swap buffer texture", hr);
  46. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  47. target.renderTarget[0].Assign());
  48. if (FAILED(hr))
  49. throw HRError("Failed to create swap render target view", hr);
  50. }
  51. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  52. {
  53. zs.width = cx;
  54. zs.height = cy;
  55. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  56. zs.InitBuffer();
  57. } else {
  58. zs.texture.Clear();
  59. zs.view.Clear();
  60. }
  61. }
  62. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  63. {
  64. RECT clientRect;
  65. HRESULT hr;
  66. target.texture.Clear();
  67. target.renderTarget[0].Clear();
  68. zs.texture.Clear();
  69. zs.view.Clear();
  70. if (cx == 0 || cy == 0) {
  71. GetClientRect(hwnd, &clientRect);
  72. if (cx == 0) cx = clientRect.right;
  73. if (cy == 0) cy = clientRect.bottom;
  74. }
  75. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  76. if (FAILED(hr))
  77. throw HRError("Failed to resize swap buffers", hr);
  78. InitTarget(cx, cy);
  79. InitZStencilBuffer(cx, cy);
  80. }
  81. void gs_swap_chain::Init(gs_init_data *data)
  82. {
  83. target.device = device;
  84. target.isRenderTarget = true;
  85. target.format = data->format;
  86. target.dxgiFormat = ConvertGSTextureFormat(data->format);
  87. InitTarget(data->cx, data->cy);
  88. zs.device = device;
  89. zs.format = data->zsformat;
  90. zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
  91. InitZStencilBuffer(data->cx, data->cy);
  92. }
  93. gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
  94. : device (device),
  95. numBuffers (data->num_backbuffers),
  96. hwnd ((HWND)data->window.hwnd)
  97. {
  98. HRESULT hr;
  99. DXGI_SWAP_CHAIN_DESC swapDesc;
  100. make_swap_desc(swapDesc, data);
  101. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  102. swap.Assign());
  103. if (FAILED(hr))
  104. throw HRError("Failed to create swap chain", hr);
  105. Init(data);
  106. }
  107. void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
  108. {
  109. HRESULT hr;
  110. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  111. __uuidof(IDXGIFactory1);
  112. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  113. if (FAILED(hr))
  114. throw HRError("Failed to create DXGIFactory", hr);
  115. hr = factory->EnumAdapters1(adapterIdx, padapter);
  116. if (FAILED(hr))
  117. throw HRError("Failed to enumerate DXGIAdapter", hr);
  118. }
  119. const static D3D_FEATURE_LEVEL featureLevels[] =
  120. {
  121. D3D_FEATURE_LEVEL_11_0,
  122. D3D_FEATURE_LEVEL_10_1,
  123. D3D_FEATURE_LEVEL_10_0,
  124. D3D_FEATURE_LEVEL_9_3,
  125. };
  126. void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
  127. {
  128. wstring adapterName;
  129. DXGI_SWAP_CHAIN_DESC swapDesc;
  130. DXGI_ADAPTER_DESC desc;
  131. D3D_FEATURE_LEVEL levelUsed;
  132. HRESULT hr;
  133. make_swap_desc(swapDesc, data);
  134. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  135. #ifdef _DEBUG
  136. //createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  137. #endif
  138. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  139. L"<unknown>";
  140. char *adapterNameUTF8;
  141. os_wcs_to_utf8_ptr(adapterName.c_str(), 0, &adapterNameUTF8);
  142. blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
  143. bfree(adapterNameUTF8);
  144. hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  145. NULL, createFlags, featureLevels,
  146. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  147. D3D11_SDK_VERSION, &swapDesc,
  148. defaultSwap.swap.Assign(), device.Assign(),
  149. &levelUsed, context.Assign());
  150. if (FAILED(hr))
  151. throw HRError("Failed to create device and swap chain", hr);
  152. blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
  153. (uint32_t)levelUsed);
  154. defaultSwap.device = this;
  155. defaultSwap.hwnd = (HWND)data->window.hwnd;
  156. defaultSwap.numBuffers = data->num_backbuffers;
  157. defaultSwap.Init(data);
  158. }
  159. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  160. const StencilSide &side)
  161. {
  162. desc.StencilFunc = ConvertGSDepthTest(side.test);
  163. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  164. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  165. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  166. }
  167. ID3D11DepthStencilState *gs_device::AddZStencilState()
  168. {
  169. HRESULT hr;
  170. D3D11_DEPTH_STENCIL_DESC dsd;
  171. SavedZStencilState savedState(zstencilState);
  172. ID3D11DepthStencilState *state;
  173. dsd.DepthEnable = zstencilState.depthEnabled;
  174. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  175. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  176. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  177. dsd.StencilEnable = zstencilState.stencilEnabled;
  178. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  179. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  180. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  181. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  182. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  183. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  184. if (FAILED(hr))
  185. throw HRError("Failed to create depth stencil state", hr);
  186. state = savedState.state;
  187. zstencilStates.push_back(savedState);
  188. return state;
  189. }
  190. ID3D11RasterizerState *gs_device::AddRasterState()
  191. {
  192. HRESULT hr;
  193. D3D11_RASTERIZER_DESC rd;
  194. SavedRasterState savedState(rasterState);
  195. ID3D11RasterizerState *state;
  196. memset(&rd, 0, sizeof(rd));
  197. /* use CCW to convert to a right-handed coordinate system */
  198. rd.FrontCounterClockwise = true;
  199. rd.FillMode = D3D11_FILL_SOLID;
  200. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  201. rd.DepthClipEnable = true;
  202. rd.ScissorEnable = rasterState.scissorEnabled;
  203. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  204. if (FAILED(hr))
  205. throw HRError("Failed to create rasterizer state", hr);
  206. state = savedState.state;
  207. rasterStates.push_back(savedState);
  208. return state;
  209. }
  210. ID3D11BlendState *gs_device::AddBlendState()
  211. {
  212. HRESULT hr;
  213. D3D11_BLEND_DESC bd;
  214. SavedBlendState savedState(blendState);
  215. ID3D11BlendState *state;
  216. memset(&bd, 0, sizeof(bd));
  217. for (int i = 0; i < 8; i++) {
  218. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  219. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  220. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  221. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  222. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  223. bd.RenderTarget[i].SrcBlend =
  224. ConvertGSBlendType(blendState.srcFactor);
  225. bd.RenderTarget[i].DestBlend =
  226. ConvertGSBlendType(blendState.destFactor);
  227. bd.RenderTarget[i].RenderTargetWriteMask =
  228. D3D11_COLOR_WRITE_ENABLE_ALL;
  229. }
  230. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  231. if (FAILED(hr))
  232. throw HRError("Failed to create disabled blend state", hr);
  233. state = savedState.state;
  234. blendStates.push_back(savedState);
  235. return state;
  236. }
  237. void gs_device::UpdateZStencilState()
  238. {
  239. ID3D11DepthStencilState *state = NULL;
  240. if (!zstencilStateChanged)
  241. return;
  242. for (size_t i = 0; i < zstencilStates.size(); i++) {
  243. SavedZStencilState &s = zstencilStates[i];
  244. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  245. state = s.state;
  246. break;
  247. }
  248. }
  249. if (!state)
  250. state = AddZStencilState();
  251. if (state != curDepthStencilState) {
  252. context->OMSetDepthStencilState(state, 0);
  253. curDepthStencilState = state;
  254. }
  255. zstencilStateChanged = false;
  256. }
  257. void gs_device::UpdateRasterState()
  258. {
  259. ID3D11RasterizerState *state = NULL;
  260. if (!rasterStateChanged)
  261. return;
  262. for (size_t i = 0; i < rasterStates.size(); i++) {
  263. SavedRasterState &s = rasterStates[i];
  264. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  265. state = s.state;
  266. break;
  267. }
  268. }
  269. if (!state)
  270. state = AddRasterState();
  271. if (state != curRasterState) {
  272. context->RSSetState(state);
  273. curRasterState = state;
  274. }
  275. rasterStateChanged = false;
  276. }
  277. void gs_device::UpdateBlendState()
  278. {
  279. ID3D11BlendState *state = NULL;
  280. if (!blendStateChanged)
  281. return;
  282. for (size_t i = 0; i < blendStates.size(); i++) {
  283. SavedBlendState &s = blendStates[i];
  284. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  285. state = s.state;
  286. break;
  287. }
  288. }
  289. if (!state)
  290. state = AddBlendState();
  291. if (state != curBlendState) {
  292. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  293. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  294. curBlendState = state;
  295. }
  296. blendStateChanged = false;
  297. }
  298. void gs_device::UpdateViewProjMatrix()
  299. {
  300. gs_matrix_get(&curViewMatrix);
  301. /* negate Z col of the view matrix for right-handed coordinate system */
  302. curViewMatrix.x.z = -curViewMatrix.x.z;
  303. curViewMatrix.y.z = -curViewMatrix.y.z;
  304. curViewMatrix.z.z = -curViewMatrix.z.z;
  305. curViewMatrix.t.z = -curViewMatrix.t.z;
  306. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  307. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  308. if (curVertexShader->viewProj)
  309. shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
  310. &curViewProjMatrix);
  311. }
  312. gs_device::gs_device(gs_init_data *data)
  313. : curRenderTarget (NULL),
  314. curZStencilBuffer (NULL),
  315. curRenderSide (0),
  316. curIndexBuffer (NULL),
  317. curVertexBuffer (NULL),
  318. curVertexShader (NULL),
  319. curPixelShader (NULL),
  320. curSwapChain (&defaultSwap),
  321. zstencilStateChanged (true),
  322. rasterStateChanged (true),
  323. blendStateChanged (true),
  324. curDepthStencilState (NULL),
  325. curRasterState (NULL),
  326. curBlendState (NULL),
  327. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  328. {
  329. ComPtr<IDXGIAdapter1> adapter;
  330. matrix4_identity(&curProjMatrix);
  331. matrix4_identity(&curViewMatrix);
  332. matrix4_identity(&curViewProjMatrix);
  333. memset(&viewport, 0, sizeof(viewport));
  334. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  335. curTextures[i] = NULL;
  336. curSamplers[i] = NULL;
  337. }
  338. InitFactory(data->adapter, adapter.Assign());
  339. InitDevice(data, adapter);
  340. device_setrendertarget(this, NULL, NULL);
  341. }
  342. const char *device_preprocessor_name(void)
  343. {
  344. return "_D3D11";
  345. }
  346. gs_device *device_create(gs_init_data *data)
  347. {
  348. gs_device *device = NULL;
  349. try {
  350. device = new gs_device(data);
  351. } catch (HRError error) {
  352. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  353. error.hr);
  354. }
  355. return device;
  356. }
  357. void device_destroy(device_t device)
  358. {
  359. delete device;
  360. }
  361. void device_entercontext(device_t device)
  362. {
  363. /* does nothing */
  364. UNUSED_PARAMETER(device);
  365. }
  366. void device_leavecontext(device_t device)
  367. {
  368. /* does nothing */
  369. UNUSED_PARAMETER(device);
  370. }
  371. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  372. {
  373. gs_swap_chain *swap = NULL;
  374. try {
  375. swap = new gs_swap_chain(device, data);
  376. } catch (HRError error) {
  377. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  378. error.str, error.hr);
  379. }
  380. return swap;
  381. }
  382. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  383. {
  384. try {
  385. ID3D11RenderTargetView *renderView = NULL;
  386. ID3D11DepthStencilView *depthView = NULL;
  387. int i = device->curRenderSide;
  388. device->context->OMSetRenderTargets(1, &renderView, depthView);
  389. device->curSwapChain->Resize(cx, cy);
  390. if (device->curRenderTarget)
  391. renderView = device->curRenderTarget->renderTarget[i];
  392. if (device->curZStencilBuffer)
  393. depthView = device->curZStencilBuffer->view;
  394. device->context->OMSetRenderTargets(1, &renderView, depthView);
  395. } catch (HRError error) {
  396. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  397. error.str, error.hr);
  398. }
  399. }
  400. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  401. {
  402. *cx = device->curSwapChain->target.width;
  403. *cy = device->curSwapChain->target.height;
  404. }
  405. uint32_t device_getwidth(device_t device)
  406. {
  407. return device->curSwapChain->target.width;
  408. }
  409. uint32_t device_getheight(device_t device)
  410. {
  411. return device->curSwapChain->target.height;
  412. }
  413. texture_t device_create_texture(device_t device, uint32_t width,
  414. uint32_t height, enum gs_color_format color_format,
  415. uint32_t levels, const void **data, uint32_t flags)
  416. {
  417. gs_texture *texture = NULL;
  418. try {
  419. texture = new gs_texture_2d(device, width, height, color_format,
  420. levels, data, flags, GS_TEXTURE_2D, false,
  421. false);
  422. } catch (HRError error) {
  423. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  424. error.str, error.hr);
  425. } catch (const char *error) {
  426. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  427. }
  428. return texture;
  429. }
  430. texture_t device_create_cubetexture(device_t device, uint32_t size,
  431. enum gs_color_format color_format, uint32_t levels,
  432. const void **data, uint32_t flags)
  433. {
  434. gs_texture *texture = NULL;
  435. try {
  436. texture = new gs_texture_2d(device, size, size, color_format,
  437. levels, data, flags, GS_TEXTURE_CUBE, false,
  438. false);
  439. } catch (HRError error) {
  440. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  441. "(%08lX)",
  442. error.str, error.hr);
  443. } catch (const char *error) {
  444. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  445. error);
  446. }
  447. return texture;
  448. }
  449. texture_t device_create_volumetexture(device_t device, uint32_t width,
  450. uint32_t height, uint32_t depth,
  451. enum gs_color_format color_format, uint32_t levels,
  452. const void **data, uint32_t flags)
  453. {
  454. /* TODO */
  455. UNUSED_PARAMETER(device);
  456. UNUSED_PARAMETER(width);
  457. UNUSED_PARAMETER(height);
  458. UNUSED_PARAMETER(depth);
  459. UNUSED_PARAMETER(color_format);
  460. UNUSED_PARAMETER(levels);
  461. UNUSED_PARAMETER(data);
  462. UNUSED_PARAMETER(flags);
  463. return NULL;
  464. }
  465. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  466. uint32_t height, enum gs_zstencil_format format)
  467. {
  468. gs_zstencil_buffer *zstencil = NULL;
  469. try {
  470. zstencil = new gs_zstencil_buffer(device, width, height,
  471. format);
  472. } catch (HRError error) {
  473. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  474. error.str, error.hr);
  475. }
  476. return zstencil;
  477. }
  478. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  479. uint32_t height, enum gs_color_format color_format)
  480. {
  481. gs_stage_surface *surf = NULL;
  482. try {
  483. surf = new gs_stage_surface(device, width, height,
  484. color_format);
  485. } catch (HRError error) {
  486. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  487. "(%08lX)",
  488. error.str, error.hr);
  489. }
  490. return surf;
  491. }
  492. samplerstate_t device_create_samplerstate(device_t device,
  493. struct gs_sampler_info *info)
  494. {
  495. gs_sampler_state *ss = NULL;
  496. try {
  497. ss = new gs_sampler_state(device, info);
  498. } catch (HRError error) {
  499. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  500. "(%08lX)",
  501. error.str, error.hr);
  502. }
  503. return ss;
  504. }
  505. shader_t device_create_vertexshader(device_t device,
  506. const char *shader_string, const char *file,
  507. char **error_string)
  508. {
  509. gs_vertex_shader *shader = NULL;
  510. try {
  511. shader = new gs_vertex_shader(device, file, shader_string);
  512. } catch (HRError error) {
  513. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  514. "(%08lX)",
  515. error.str, error.hr);
  516. } catch (ShaderError error) {
  517. const char *buf = (const char*)error.errors->GetBufferPointer();
  518. if (error_string)
  519. *error_string = bstrdup(buf);
  520. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  521. "Compile warnings/errors for %s:\n%s",
  522. file, buf);
  523. } catch (const char *error) {
  524. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  525. error);
  526. }
  527. return shader;
  528. }
  529. shader_t device_create_pixelshader(device_t device,
  530. const char *shader_string, const char *file,
  531. char **error_string)
  532. {
  533. gs_pixel_shader *shader = NULL;
  534. try {
  535. shader = new gs_pixel_shader(device, file, shader_string);
  536. } catch (HRError error) {
  537. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  538. "(%08lX)",
  539. error.str, error.hr);
  540. } catch (ShaderError error) {
  541. const char *buf = (const char*)error.errors->GetBufferPointer();
  542. if (error_string)
  543. *error_string = bstrdup(buf);
  544. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  545. "Compiler warnings/errors for %s:\n%s",
  546. file, buf);
  547. } catch (const char *error) {
  548. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  549. error);
  550. }
  551. return shader;
  552. }
  553. vertbuffer_t device_create_vertexbuffer(device_t device,
  554. struct vb_data *data, uint32_t flags)
  555. {
  556. gs_vertex_buffer *buffer = NULL;
  557. try {
  558. buffer = new gs_vertex_buffer(device, data, flags);
  559. } catch (HRError error) {
  560. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  561. "(%08lX)",
  562. error.str, error.hr);
  563. } catch (const char *error) {
  564. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  565. error);
  566. }
  567. return buffer;
  568. }
  569. indexbuffer_t device_create_indexbuffer(device_t device,
  570. enum gs_index_type type, void *indices, size_t num,
  571. uint32_t flags)
  572. {
  573. gs_index_buffer *buffer = NULL;
  574. try {
  575. buffer = new gs_index_buffer(device, type, indices, num, flags);
  576. } catch (HRError error) {
  577. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  578. error.str, error.hr);
  579. }
  580. return buffer;
  581. }
  582. enum gs_texture_type device_gettexturetype(texture_t texture)
  583. {
  584. return texture->type;
  585. }
  586. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  587. {
  588. if (device->curVertexBuffer == vertbuffer)
  589. return;
  590. device->curVertexBuffer = vertbuffer;
  591. if (!device->curVertexShader)
  592. return;
  593. vector<ID3D11Buffer*> buffers;
  594. vector<uint32_t> strides;
  595. vector<uint32_t> offsets;
  596. if (vertbuffer) {
  597. vertbuffer->MakeBufferList(device->curVertexShader,
  598. buffers, strides);
  599. } else {
  600. size_t buffersToClear =
  601. device->curVertexShader->NumBuffersExpected();
  602. buffers.resize(buffersToClear);
  603. strides.resize(buffersToClear);
  604. }
  605. offsets.resize(buffers.size());
  606. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  607. buffers.data(), strides.data(), offsets.data());
  608. }
  609. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  610. {
  611. DXGI_FORMAT format;
  612. ID3D11Buffer *buffer;
  613. if (device->curIndexBuffer == indexbuffer)
  614. return;
  615. if (indexbuffer) {
  616. switch (indexbuffer->indexSize) {
  617. case 2: format = DXGI_FORMAT_R16_UINT; break;
  618. default:
  619. case 4: format = DXGI_FORMAT_R32_UINT; break;
  620. }
  621. buffer = indexbuffer->indexBuffer;
  622. } else {
  623. buffer = NULL;
  624. format = DXGI_FORMAT_R32_UINT;
  625. }
  626. device->curIndexBuffer = indexbuffer;
  627. device->context->IASetIndexBuffer(buffer, format, 0);
  628. }
  629. void device_load_texture(device_t device, texture_t tex, int unit)
  630. {
  631. ID3D11ShaderResourceView *view = NULL;
  632. if (device->curTextures[unit] == tex)
  633. return;
  634. if (tex)
  635. view = tex->shaderRes;
  636. device->curTextures[unit] = tex;
  637. device->context->PSSetShaderResources(unit, 1, &view);
  638. }
  639. void device_load_samplerstate(device_t device,
  640. samplerstate_t samplerstate, int unit)
  641. {
  642. ID3D11SamplerState *state = NULL;
  643. if (device->curSamplers[unit] == samplerstate)
  644. return;
  645. if (samplerstate)
  646. state = samplerstate->state;
  647. device->curSamplers[unit] = samplerstate;
  648. device->context->PSSetSamplers(unit, 1, &state);
  649. }
  650. void device_load_vertexshader(device_t device, shader_t vertshader)
  651. {
  652. ID3D11VertexShader *shader = NULL;
  653. ID3D11InputLayout *layout = NULL;
  654. ID3D11Buffer *constants = NULL;
  655. if (device->curVertexShader == vertshader)
  656. return;
  657. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  658. gs_vertex_buffer *curVB = device->curVertexBuffer;
  659. if (vertshader) {
  660. if (vertshader->type != SHADER_VERTEX) {
  661. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  662. "Specified shader is not a vertex "
  663. "shader");
  664. return;
  665. }
  666. if (curVB)
  667. device_load_vertexbuffer(device, NULL);
  668. shader = vs->shader;
  669. layout = vs->layout;
  670. constants = vs->constants;
  671. }
  672. device->curVertexShader = vs;
  673. device->context->VSSetShader(shader, NULL, 0);
  674. device->context->IASetInputLayout(layout);
  675. device->context->VSSetConstantBuffers(0, 1, &constants);
  676. if (vertshader && curVB)
  677. device_load_vertexbuffer(device, curVB);
  678. }
  679. static inline void clear_textures(device_t device)
  680. {
  681. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  682. memset(views, 0, sizeof(views));
  683. memset(device->curTextures, 0, sizeof(device->curTextures));
  684. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  685. }
  686. void device_load_pixelshader(device_t device, shader_t pixelshader)
  687. {
  688. ID3D11PixelShader *shader = NULL;
  689. ID3D11Buffer *constants = NULL;
  690. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  691. if (device->curPixelShader == pixelshader)
  692. return;
  693. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  694. if (pixelshader) {
  695. if (pixelshader->type != SHADER_PIXEL) {
  696. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  697. "Specified shader is not a pixel "
  698. "shader");
  699. return;
  700. }
  701. shader = ps->shader;
  702. constants = ps->constants;
  703. ps->GetSamplerStates(states);
  704. } else {
  705. memset(states, 0, sizeof(states));
  706. }
  707. clear_textures(device);
  708. device->curPixelShader = ps;
  709. device->context->PSSetShader(shader, NULL, 0);
  710. device->context->PSSetConstantBuffers(0, 1, &constants);
  711. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  712. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  713. if (device->curSamplers[i] &&
  714. device->curSamplers[i]->state != states[i])
  715. device->curSamplers[i] = nullptr;
  716. }
  717. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  718. {
  719. /* TODO */
  720. UNUSED_PARAMETER(device);
  721. UNUSED_PARAMETER(b_3d);
  722. UNUSED_PARAMETER(unit);
  723. }
  724. shader_t device_getvertexshader(device_t device)
  725. {
  726. return device->curVertexShader;
  727. }
  728. shader_t device_getpixelshader(device_t device)
  729. {
  730. return device->curPixelShader;
  731. }
  732. texture_t device_getrendertarget(device_t device)
  733. {
  734. if (device->curRenderTarget == &device->curSwapChain->target)
  735. return NULL;
  736. return device->curRenderTarget;
  737. }
  738. zstencil_t device_getzstenciltarget(device_t device)
  739. {
  740. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  741. return NULL;
  742. return device->curZStencilBuffer;
  743. }
  744. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  745. {
  746. if (!tex)
  747. tex = &device->curSwapChain->target;
  748. if (!zstencil)
  749. zstencil = &device->curSwapChain->zs;
  750. if (device->curRenderTarget == tex &&
  751. device->curZStencilBuffer == zstencil)
  752. return;
  753. if (tex->type != GS_TEXTURE_2D) {
  754. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  755. "texture is not a 2D texture");
  756. return;
  757. }
  758. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  759. if (!tex2d->renderTarget[0]) {
  760. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  761. "texture is not a render target");
  762. return;
  763. }
  764. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  765. device->curRenderTarget = tex2d;
  766. device->curRenderSide = 0;
  767. device->curZStencilBuffer = zstencil;
  768. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  769. }
  770. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  771. zstencil_t zstencil)
  772. {
  773. if (!tex) {
  774. tex = &device->curSwapChain->target;
  775. side = 0;
  776. }
  777. if (!zstencil)
  778. zstencil = &device->curSwapChain->zs;
  779. if (device->curRenderTarget == tex &&
  780. device->curRenderSide == side &&
  781. device->curZStencilBuffer == zstencil)
  782. return;
  783. if (tex->type != GS_TEXTURE_CUBE) {
  784. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  785. "texture is not a cube texture");
  786. return;
  787. }
  788. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  789. if (!tex2d->renderTarget[side]) {
  790. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  791. "texture is not a render target");
  792. return;
  793. }
  794. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  795. device->curRenderTarget = tex2d;
  796. device->curRenderSide = side;
  797. device->curZStencilBuffer = zstencil;
  798. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  799. }
  800. inline void gs_device::CopyTex(ID3D11Texture2D *dst,
  801. uint32_t dst_x, uint32_t dst_y,
  802. texture_t src, uint32_t src_x, uint32_t src_y,
  803. uint32_t src_w, uint32_t src_h)
  804. {
  805. if (src->type != GS_TEXTURE_2D)
  806. throw "Source texture must be a 2D texture";
  807. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  808. if (dst_x == 0 && dst_y == 0 &&
  809. src_x == 0 && src_y == 0 &&
  810. src_w == 0 && src_h == 0) {
  811. context->CopyResource(dst, tex2d->texture);
  812. } else {
  813. D3D11_BOX sbox;
  814. sbox.left = src_x;
  815. if (src_w > 0)
  816. sbox.right = src_x + src_w;
  817. else
  818. sbox.right = tex2d->width - 1;
  819. sbox.top = src_y;
  820. if (src_h > 0)
  821. sbox.bottom = src_y + src_h;
  822. else
  823. sbox.bottom = tex2d->height - 1;
  824. sbox.front = 0;
  825. sbox.back = 1;
  826. context->CopySubresourceRegion(dst, 0, dst_x, dst_y, 0,
  827. tex2d->texture, 0, &sbox);
  828. }
  829. }
  830. void device_copy_texture_region(device_t device,
  831. texture_t dst, uint32_t dst_x, uint32_t dst_y,
  832. texture_t src, uint32_t src_x, uint32_t src_y,
  833. uint32_t src_w, uint32_t src_h)
  834. {
  835. try {
  836. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  837. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  838. if (!src)
  839. throw "Source texture is NULL";
  840. if (!dst)
  841. throw "Destination texture is NULL";
  842. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  843. throw "Source and destination textures must be a 2D "
  844. "textures";
  845. if (dst->format != src->format)
  846. throw "Source and destination formats do not match";
  847. /* apparently casting to the same type that the variable
  848. * already exists as is supposed to prevent some warning
  849. * when used with the conditional operator? */
  850. uint32_t copyWidth = (uint32_t)src_w ?
  851. (uint32_t)src_w : (src2d->width - src_x);
  852. uint32_t copyHeight = (uint32_t)src_h ?
  853. (uint32_t)src_h : (src2d->height - src_y);
  854. uint32_t dstWidth = dst2d->width - dst_x;
  855. uint32_t dstHeight = dst2d->height - dst_y;
  856. if (dstWidth < copyWidth || dstHeight < copyHeight)
  857. throw "Destination texture region is not big "
  858. "enough to hold the source region";
  859. if (dst_x == 0 && dst_y == 0 &&
  860. src_x == 0 && src_y == 0 &&
  861. src_w == 0 && src_h == 0) {
  862. copyWidth = 0;
  863. copyHeight = 0;
  864. }
  865. device->CopyTex(dst2d->texture, dst_x, dst_y,
  866. src, src_x, src_y, copyWidth, copyHeight);
  867. } catch(const char *error) {
  868. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  869. }
  870. }
  871. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  872. {
  873. device_copy_texture_region(device, dst, 0, 0, src, 0, 0, 0, 0);
  874. }
  875. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  876. {
  877. try {
  878. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  879. if (!src)
  880. throw "Source texture is NULL";
  881. if (src->type != GS_TEXTURE_2D)
  882. throw "Source texture must be a 2D texture";
  883. if (!dst)
  884. throw "Destination surface is NULL";
  885. if (dst->format != src->format)
  886. throw "Source and destination formats do not match";
  887. if (dst->width != src2d->width ||
  888. dst->height != src2d->height)
  889. throw "Source and destination must have the same "
  890. "dimensions";
  891. device->CopyTex(dst->texture, 0, 0, src, 0, 0, 0, 0);
  892. } catch (const char *error) {
  893. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  894. }
  895. }
  896. void device_beginscene(device_t device)
  897. {
  898. clear_textures(device);
  899. }
  900. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  901. uint32_t start_vert, uint32_t num_verts)
  902. {
  903. try {
  904. if (!device->curVertexShader)
  905. throw "No vertex shader specified";
  906. if (!device->curPixelShader)
  907. throw "No pixel shader specified";
  908. if (!device->curVertexBuffer)
  909. throw "No vertex buffer specified";
  910. effect_t effect = gs_geteffect();
  911. if (effect)
  912. effect_updateparams(effect);
  913. device->UpdateBlendState();
  914. device->UpdateRasterState();
  915. device->UpdateZStencilState();
  916. device->UpdateViewProjMatrix();
  917. device->curVertexShader->UploadParams();
  918. device->curPixelShader->UploadParams();
  919. } catch (const char *error) {
  920. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  921. return;
  922. } catch (HRError error) {
  923. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  924. error.hr);
  925. return;
  926. }
  927. D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  928. if (device->curToplogy != newTopology) {
  929. device->context->IASetPrimitiveTopology(newTopology);
  930. device->curToplogy = newTopology;
  931. }
  932. if (device->curIndexBuffer) {
  933. if (num_verts == 0)
  934. num_verts = (uint32_t)device->curIndexBuffer->num;
  935. device->context->DrawIndexed(num_verts, start_vert, 0);
  936. } else {
  937. if (num_verts == 0)
  938. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  939. device->context->Draw(num_verts, start_vert);
  940. }
  941. }
  942. void device_endscene(device_t device)
  943. {
  944. /* does nothing in D3D11 */
  945. UNUSED_PARAMETER(device);
  946. }
  947. void device_load_swapchain(device_t device, swapchain_t swapchain)
  948. {
  949. texture_t target = device->curRenderTarget;
  950. zstencil_t zs = device->curZStencilBuffer;
  951. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  952. if (target == &device->curSwapChain->target)
  953. target = NULL;
  954. if (zs == &device->curSwapChain->zs)
  955. zs = NULL;
  956. if (swapchain == NULL)
  957. swapchain = &device->defaultSwap;
  958. device->curSwapChain = swapchain;
  959. if (is_cube)
  960. device_setcuberendertarget(device, target,
  961. device->curRenderSide, zs);
  962. else
  963. device_setrendertarget(device, target, zs);
  964. }
  965. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  966. float depth, uint8_t stencil)
  967. {
  968. int side = device->curRenderSide;
  969. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  970. device->context->ClearRenderTargetView(
  971. device->curRenderTarget->renderTarget[side],
  972. color->ptr);
  973. if (device->curZStencilBuffer) {
  974. uint32_t flags = 0;
  975. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  976. flags |= D3D11_CLEAR_DEPTH;
  977. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  978. flags |= D3D11_CLEAR_STENCIL;
  979. if (flags && device->curZStencilBuffer->view)
  980. device->context->ClearDepthStencilView(
  981. device->curZStencilBuffer->view,
  982. flags, depth, stencil);
  983. }
  984. }
  985. void device_present(device_t device)
  986. {
  987. device->curSwapChain->swap->Present(0, 0);
  988. }
  989. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  990. {
  991. if (mode == device->rasterState.cullMode)
  992. return;
  993. device->rasterState.cullMode = mode;
  994. device->rasterStateChanged = true;
  995. }
  996. enum gs_cull_mode device_getcullmode(device_t device)
  997. {
  998. return device->rasterState.cullMode;
  999. }
  1000. void device_enable_blending(device_t device, bool enable)
  1001. {
  1002. if (enable == device->blendState.blendEnabled)
  1003. return;
  1004. device->blendState.blendEnabled = enable;
  1005. device->blendStateChanged = true;
  1006. }
  1007. void device_enable_depthtest(device_t device, bool enable)
  1008. {
  1009. if (enable == device->zstencilState.depthEnabled)
  1010. return;
  1011. device->zstencilState.depthEnabled = enable;
  1012. device->zstencilStateChanged = true;
  1013. }
  1014. void device_enable_stenciltest(device_t device, bool enable)
  1015. {
  1016. if (enable == device->zstencilState.stencilEnabled)
  1017. return;
  1018. device->zstencilState.stencilEnabled = enable;
  1019. device->zstencilStateChanged = true;
  1020. }
  1021. void device_enable_stencilwrite(device_t device, bool enable)
  1022. {
  1023. if (enable == device->zstencilState.stencilWriteEnabled)
  1024. return;
  1025. device->zstencilState.stencilWriteEnabled = enable;
  1026. device->zstencilStateChanged = true;
  1027. }
  1028. void device_enable_color(device_t device, bool red, bool green,
  1029. bool blue, bool alpha)
  1030. {
  1031. if (device->blendState.redEnabled == red &&
  1032. device->blendState.greenEnabled == green &&
  1033. device->blendState.blueEnabled == blue &&
  1034. device->blendState.alphaEnabled == alpha)
  1035. return;
  1036. device->blendState.redEnabled = red;
  1037. device->blendState.greenEnabled = green;
  1038. device->blendState.blueEnabled = blue;
  1039. device->blendState.alphaEnabled = alpha;
  1040. device->blendStateChanged = true;
  1041. }
  1042. void device_blendfunction(device_t device, enum gs_blend_type src,
  1043. enum gs_blend_type dest)
  1044. {
  1045. if (device->blendState.srcFactor == src &&
  1046. device->blendState.destFactor == dest)
  1047. return;
  1048. device->blendState.srcFactor = src;
  1049. device->blendState.destFactor = dest;
  1050. device->blendStateChanged = true;
  1051. }
  1052. void device_depthfunction(device_t device, enum gs_depth_test test)
  1053. {
  1054. if (device->zstencilState.depthFunc == test)
  1055. return;
  1056. device->zstencilState.depthFunc = test;
  1057. device->zstencilStateChanged = true;
  1058. }
  1059. static inline void update_stencilside_test(device_t device, StencilSide &side,
  1060. gs_depth_test test)
  1061. {
  1062. if (side.test == test)
  1063. return;
  1064. side.test = test;
  1065. device->zstencilStateChanged = true;
  1066. }
  1067. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  1068. enum gs_depth_test test)
  1069. {
  1070. int sideVal = (int)side;
  1071. if (sideVal & GS_STENCIL_FRONT)
  1072. update_stencilside_test(device,
  1073. device->zstencilState.stencilFront, test);
  1074. if (sideVal & GS_STENCIL_BACK)
  1075. update_stencilside_test(device,
  1076. device->zstencilState.stencilBack, test);
  1077. }
  1078. static inline void update_stencilside_op(device_t device, StencilSide &side,
  1079. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1080. enum gs_stencil_op zpass)
  1081. {
  1082. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1083. return;
  1084. side.fail = fail;
  1085. side.zfail = zfail;
  1086. side.zpass = zpass;
  1087. device->zstencilStateChanged = true;
  1088. }
  1089. void device_stencilop(device_t device, enum gs_stencil_side side,
  1090. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1091. enum gs_stencil_op zpass)
  1092. {
  1093. int sideVal = (int)side;
  1094. if (sideVal & GS_STENCIL_FRONT)
  1095. update_stencilside_op(device,
  1096. device->zstencilState.stencilFront,
  1097. fail, zfail, zpass);
  1098. if (sideVal & GS_STENCIL_BACK)
  1099. update_stencilside_op(device,
  1100. device->zstencilState.stencilBack,
  1101. fail, zfail, zpass);
  1102. }
  1103. void device_setviewport(device_t device, int x, int y, int width,
  1104. int height)
  1105. {
  1106. D3D11_VIEWPORT vp;
  1107. memset(&vp, 0, sizeof(vp));
  1108. vp.MaxDepth = 1.0f;
  1109. vp.TopLeftX = (float)x;
  1110. vp.TopLeftY = (float)y;
  1111. vp.Width = (float)width;
  1112. vp.Height = (float)height;
  1113. device->context->RSSetViewports(1, &vp);
  1114. device->viewport.x = x;
  1115. device->viewport.y = y;
  1116. device->viewport.cx = width;
  1117. device->viewport.cy = height;
  1118. }
  1119. void device_getviewport(device_t device, struct gs_rect *rect)
  1120. {
  1121. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1122. }
  1123. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1124. {
  1125. D3D11_RECT d3drect;
  1126. device->rasterState.scissorEnabled = (rect != NULL);
  1127. if (rect != NULL) {
  1128. d3drect.left = rect->x;
  1129. d3drect.top = rect->y;
  1130. d3drect.right = rect->x + rect->cx;
  1131. d3drect.bottom = rect->y + rect->cy;
  1132. device->context->RSSetScissorRects(1, &d3drect);
  1133. }
  1134. device->rasterStateChanged = true;
  1135. }
  1136. void device_ortho(device_t device, float left, float right, float top,
  1137. float bottom, float zNear, float zFar)
  1138. {
  1139. matrix4 *dst = &device->curProjMatrix;
  1140. float rml = right-left;
  1141. float bmt = bottom-top;
  1142. float fmn = zFar-zNear;
  1143. vec4_zero(&dst->x);
  1144. vec4_zero(&dst->y);
  1145. vec4_zero(&dst->z);
  1146. vec4_zero(&dst->t);
  1147. dst->x.x = 2.0f / rml;
  1148. dst->t.x = (left+right) / -rml;
  1149. dst->y.y = 2.0f / -bmt;
  1150. dst->t.y = (bottom+top) / bmt;
  1151. dst->z.z = 1.0f / fmn;
  1152. dst->t.z = zNear / -fmn;
  1153. dst->t.w = 1.0f;
  1154. }
  1155. void device_frustum(device_t device, float left, float right, float top,
  1156. float bottom, float zNear, float zFar)
  1157. {
  1158. matrix4 *dst = &device->curProjMatrix;
  1159. float rml = right-left;
  1160. float bmt = bottom-top;
  1161. float fmn = zFar-zNear;
  1162. float nearx2 = 2.0f*zNear;
  1163. vec4_zero(&dst->x);
  1164. vec4_zero(&dst->y);
  1165. vec4_zero(&dst->z);
  1166. vec4_zero(&dst->t);
  1167. dst->x.x = nearx2 / rml;
  1168. dst->z.x = (left+right) / -rml;
  1169. dst->y.y = nearx2 / -bmt;
  1170. dst->z.y = (bottom+top) / bmt;
  1171. dst->z.z = zFar / fmn;
  1172. dst->t.z = (zNear*zFar) / -fmn;
  1173. dst->z.w = 1.0f;
  1174. }
  1175. void device_projection_push(device_t device)
  1176. {
  1177. mat4float mat;
  1178. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1179. device->projStack.push_back(mat);
  1180. }
  1181. void device_projection_pop(device_t device)
  1182. {
  1183. if (!device->projStack.size())
  1184. return;
  1185. mat4float *mat = device->projStack.data();
  1186. size_t end = device->projStack.size()-1;
  1187. /* XXX - does anyone know a better way of doing this? */
  1188. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1189. device->projStack.pop_back();
  1190. }
  1191. void swapchain_destroy(swapchain_t swapchain)
  1192. {
  1193. if (!swapchain)
  1194. return;
  1195. gs_device *device = swapchain->device;
  1196. if (device->curSwapChain == swapchain)
  1197. device->curSwapChain = &device->defaultSwap;
  1198. delete swapchain;
  1199. }
  1200. void texture_destroy(texture_t tex)
  1201. {
  1202. delete tex;
  1203. }
  1204. uint32_t texture_getwidth(texture_t tex)
  1205. {
  1206. if (tex->type != GS_TEXTURE_2D)
  1207. return 0;
  1208. return static_cast<gs_texture_2d*>(tex)->width;
  1209. }
  1210. uint32_t texture_getheight(texture_t tex)
  1211. {
  1212. if (tex->type != GS_TEXTURE_2D)
  1213. return 0;
  1214. return static_cast<gs_texture_2d*>(tex)->height;
  1215. }
  1216. enum gs_color_format texture_getcolorformat(texture_t tex)
  1217. {
  1218. if (tex->type != GS_TEXTURE_2D)
  1219. return GS_UNKNOWN;
  1220. return static_cast<gs_texture_2d*>(tex)->format;
  1221. }
  1222. bool texture_map(texture_t tex, void **ptr, uint32_t *linesize)
  1223. {
  1224. HRESULT hr;
  1225. if (tex->type != GS_TEXTURE_2D)
  1226. return false;
  1227. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1228. D3D11_MAPPED_SUBRESOURCE map;
  1229. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1230. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1231. if (FAILED(hr))
  1232. return false;
  1233. *ptr = map.pData;
  1234. *linesize = map.RowPitch;
  1235. return true;
  1236. }
  1237. void texture_unmap(texture_t tex)
  1238. {
  1239. if (tex->type != GS_TEXTURE_2D)
  1240. return;
  1241. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1242. tex2d->device->context->Unmap(tex2d->texture, 0);
  1243. }
  1244. void *texture_getobj(texture_t tex)
  1245. {
  1246. if (tex->type != GS_TEXTURE_2D)
  1247. return nullptr;
  1248. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1249. return tex2d->texture.Get();
  1250. }
  1251. void cubetexture_destroy(texture_t cubetex)
  1252. {
  1253. delete cubetex;
  1254. }
  1255. uint32_t cubetexture_getsize(texture_t cubetex)
  1256. {
  1257. if (cubetex->type != GS_TEXTURE_CUBE)
  1258. return 0;
  1259. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1260. return tex->width;
  1261. }
  1262. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1263. {
  1264. if (cubetex->type != GS_TEXTURE_CUBE)
  1265. return GS_UNKNOWN;
  1266. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1267. return tex->format;
  1268. }
  1269. void volumetexture_destroy(texture_t voltex)
  1270. {
  1271. delete voltex;
  1272. }
  1273. uint32_t volumetexture_getwidth(texture_t voltex)
  1274. {
  1275. /* TODO */
  1276. UNUSED_PARAMETER(voltex);
  1277. return 0;
  1278. }
  1279. uint32_t volumetexture_getheight(texture_t voltex)
  1280. {
  1281. /* TODO */
  1282. UNUSED_PARAMETER(voltex);
  1283. return 0;
  1284. }
  1285. uint32_t volumetexture_getdepth(texture_t voltex)
  1286. {
  1287. /* TODO */
  1288. UNUSED_PARAMETER(voltex);
  1289. return 0;
  1290. }
  1291. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1292. {
  1293. /* TODO */
  1294. UNUSED_PARAMETER(voltex);
  1295. return GS_UNKNOWN;
  1296. }
  1297. void stagesurface_destroy(stagesurf_t stagesurf)
  1298. {
  1299. delete stagesurf;
  1300. }
  1301. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1302. {
  1303. return stagesurf->width;
  1304. }
  1305. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1306. {
  1307. return stagesurf->height;
  1308. }
  1309. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1310. {
  1311. return stagesurf->format;
  1312. }
  1313. bool stagesurface_map(stagesurf_t stagesurf, uint8_t **data, uint32_t *linesize)
  1314. {
  1315. D3D11_MAPPED_SUBRESOURCE map;
  1316. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1317. D3D11_MAP_READ, 0, &map)))
  1318. return false;
  1319. *data = (uint8_t*)map.pData;
  1320. *linesize = map.RowPitch;
  1321. return true;
  1322. }
  1323. void stagesurface_unmap(stagesurf_t stagesurf)
  1324. {
  1325. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1326. }
  1327. void zstencil_destroy(zstencil_t zstencil)
  1328. {
  1329. delete zstencil;
  1330. }
  1331. void samplerstate_destroy(samplerstate_t samplerstate)
  1332. {
  1333. if (!samplerstate)
  1334. return;
  1335. if (samplerstate->device)
  1336. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  1337. if (samplerstate->device->curSamplers[i] ==
  1338. samplerstate)
  1339. samplerstate->device->curSamplers[i] = nullptr;
  1340. delete samplerstate;
  1341. }
  1342. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1343. {
  1344. delete vertbuffer;
  1345. }
  1346. void vertexbuffer_flush(vertbuffer_t vertbuffer)
  1347. {
  1348. if (!vertbuffer->dynamic) {
  1349. blog(LOG_ERROR, "vertexbuffer_flush: vertex buffer is "
  1350. "not dynamic");
  1351. return;
  1352. }
  1353. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1354. vertbuffer->vbd.data->points, sizeof(vec3));
  1355. if (vertbuffer->normalBuffer)
  1356. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1357. vertbuffer->vbd.data->normals, sizeof(vec3));
  1358. if (vertbuffer->tangentBuffer)
  1359. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1360. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1361. if (vertbuffer->colorBuffer)
  1362. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1363. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1364. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1365. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1366. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1367. tv.array, tv.width*sizeof(float));
  1368. }
  1369. }
  1370. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1371. {
  1372. return vertbuffer->vbd.data;
  1373. }
  1374. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1375. {
  1376. delete indexbuffer;
  1377. }
  1378. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1379. {
  1380. HRESULT hr;
  1381. if (!indexbuffer->dynamic)
  1382. return;
  1383. D3D11_MAPPED_SUBRESOURCE map;
  1384. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1385. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1386. if (FAILED(hr))
  1387. return;
  1388. memcpy(map.pData, indexbuffer->indices.data,
  1389. indexbuffer->num * indexbuffer->indexSize);
  1390. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1391. }
  1392. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1393. {
  1394. return indexbuffer->indices.data;
  1395. }
  1396. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1397. {
  1398. return indexbuffer->num;
  1399. }
  1400. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1401. {
  1402. return indexbuffer->type;
  1403. }
  1404. extern "C" EXPORT bool gdi_texture_available(void)
  1405. {
  1406. return true;
  1407. }
  1408. extern "C" EXPORT texture_t device_create_gdi_texture(device_t device,
  1409. uint32_t width, uint32_t height)
  1410. {
  1411. gs_texture *texture = nullptr;
  1412. try {
  1413. texture = new gs_texture_2d(device, width, height, GS_BGRA,
  1414. 1, nullptr, GS_RENDERTARGET, GS_TEXTURE_2D,
  1415. true, false);
  1416. } catch (HRError error) {
  1417. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s (%08lX)",
  1418. error.str, error.hr);
  1419. } catch (const char *error) {
  1420. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s", error);
  1421. }
  1422. return texture;
  1423. }
  1424. static inline bool TextureGDICompatible(gs_texture_2d *tex2d, const char *func)
  1425. {
  1426. if (!tex2d->isGDICompatible) {
  1427. blog(LOG_ERROR, "%s (D3D11): Texture is not GDI compatible",
  1428. func);
  1429. return false;
  1430. }
  1431. return true;
  1432. }
  1433. extern "C" EXPORT void *texture_get_dc(texture_t tex)
  1434. {
  1435. HDC hDC = nullptr;
  1436. if (tex->type != GS_TEXTURE_2D)
  1437. return nullptr;
  1438. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1439. if (!TextureGDICompatible(tex2d, "texture_get_dc"))
  1440. return nullptr;
  1441. tex2d->gdiSurface->GetDC(true, &hDC);
  1442. return hDC;
  1443. }
  1444. extern "C" EXPORT void texture_release_dc(texture_t tex)
  1445. {
  1446. if (tex->type != GS_TEXTURE_2D)
  1447. return;
  1448. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1449. if (!TextureGDICompatible(tex2d, "texture_release_dc"))
  1450. return;
  1451. tex2d->gdiSurface->ReleaseDC(nullptr);
  1452. }