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. struct UnsupportedHWError : HRError {
  19. inline UnsupportedHWError(const char *str, HRESULT hr)
  20. : HRError(str, hr)
  21. {
  22. }
  23. };
  24. #ifdef _MSC_VER
  25. /* alignment warning - despite the fact that alignment is already fixed */
  26. #pragma warning (disable : 4316)
  27. #endif
  28. static const IID dxgiFactory2 =
  29. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  30. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  31. gs_init_data *data)
  32. {
  33. memset(&desc, 0, sizeof(desc));
  34. desc.BufferCount = data->num_backbuffers;
  35. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  36. desc.BufferDesc.Width = data->cx;
  37. desc.BufferDesc.Height = data->cy;
  38. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  39. desc.OutputWindow = (HWND)data->window.hwnd;
  40. desc.SampleDesc.Count = 1;
  41. desc.Windowed = true;
  42. }
  43. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  44. {
  45. HRESULT hr;
  46. target.width = cx;
  47. target.height = cy;
  48. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  49. (void**)target.texture.Assign());
  50. if (FAILED(hr))
  51. throw HRError("Failed to get swap buffer texture", hr);
  52. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  53. target.renderTarget[0].Assign());
  54. if (FAILED(hr))
  55. throw HRError("Failed to create swap render target view", hr);
  56. }
  57. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  58. {
  59. zs.width = cx;
  60. zs.height = cy;
  61. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  62. zs.InitBuffer();
  63. } else {
  64. zs.texture.Clear();
  65. zs.view.Clear();
  66. }
  67. }
  68. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  69. {
  70. RECT clientRect;
  71. HRESULT hr;
  72. target.texture.Clear();
  73. target.renderTarget[0].Clear();
  74. zs.texture.Clear();
  75. zs.view.Clear();
  76. if (cx == 0 || cy == 0) {
  77. GetClientRect(hwnd, &clientRect);
  78. if (cx == 0) cx = clientRect.right;
  79. if (cy == 0) cy = clientRect.bottom;
  80. }
  81. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  82. if (FAILED(hr))
  83. throw HRError("Failed to resize swap buffers", hr);
  84. InitTarget(cx, cy);
  85. InitZStencilBuffer(cx, cy);
  86. }
  87. void gs_swap_chain::Init(gs_init_data *data)
  88. {
  89. target.device = device;
  90. target.isRenderTarget = true;
  91. target.format = data->format;
  92. target.dxgiFormat = ConvertGSTextureFormat(data->format);
  93. InitTarget(data->cx, data->cy);
  94. zs.device = device;
  95. zs.format = data->zsformat;
  96. zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
  97. InitZStencilBuffer(data->cx, data->cy);
  98. }
  99. gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
  100. : device (device),
  101. numBuffers (data->num_backbuffers),
  102. hwnd ((HWND)data->window.hwnd)
  103. {
  104. HRESULT hr;
  105. DXGI_SWAP_CHAIN_DESC swapDesc;
  106. make_swap_desc(swapDesc, data);
  107. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  108. swap.Assign());
  109. if (FAILED(hr))
  110. throw HRError("Failed to create swap chain", hr);
  111. Init(data);
  112. }
  113. void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
  114. {
  115. HRESULT hr;
  116. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  117. __uuidof(IDXGIFactory1);
  118. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  119. if (FAILED(hr))
  120. throw UnsupportedHWError("Failed to create DXGIFactory", hr);
  121. hr = factory->EnumAdapters1(adapterIdx, padapter);
  122. if (FAILED(hr))
  123. throw UnsupportedHWError("Failed to enumerate DXGIAdapter", hr);
  124. }
  125. const static D3D_FEATURE_LEVEL featureLevels[] =
  126. {
  127. D3D_FEATURE_LEVEL_11_0,
  128. D3D_FEATURE_LEVEL_10_1,
  129. D3D_FEATURE_LEVEL_10_0,
  130. D3D_FEATURE_LEVEL_9_3,
  131. };
  132. void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
  133. {
  134. wstring adapterName;
  135. DXGI_SWAP_CHAIN_DESC swapDesc;
  136. DXGI_ADAPTER_DESC desc;
  137. D3D_FEATURE_LEVEL levelUsed;
  138. HRESULT hr;
  139. make_swap_desc(swapDesc, data);
  140. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  141. #ifdef _DEBUG
  142. //createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  143. #endif
  144. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  145. L"<unknown>";
  146. char *adapterNameUTF8;
  147. os_wcs_to_utf8_ptr(adapterName.c_str(), 0, &adapterNameUTF8);
  148. blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
  149. bfree(adapterNameUTF8);
  150. hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  151. NULL, createFlags, featureLevels,
  152. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  153. D3D11_SDK_VERSION, &swapDesc,
  154. defaultSwap.swap.Assign(), device.Assign(),
  155. &levelUsed, context.Assign());
  156. if (FAILED(hr))
  157. throw UnsupportedHWError("Failed to create device and "
  158. "swap chain", hr);
  159. blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
  160. (uint32_t)levelUsed);
  161. defaultSwap.device = this;
  162. defaultSwap.hwnd = (HWND)data->window.hwnd;
  163. defaultSwap.numBuffers = data->num_backbuffers;
  164. defaultSwap.Init(data);
  165. }
  166. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  167. const StencilSide &side)
  168. {
  169. desc.StencilFunc = ConvertGSDepthTest(side.test);
  170. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  171. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  172. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  173. }
  174. ID3D11DepthStencilState *gs_device::AddZStencilState()
  175. {
  176. HRESULT hr;
  177. D3D11_DEPTH_STENCIL_DESC dsd;
  178. SavedZStencilState savedState(zstencilState);
  179. ID3D11DepthStencilState *state;
  180. dsd.DepthEnable = zstencilState.depthEnabled;
  181. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  182. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  183. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  184. dsd.StencilEnable = zstencilState.stencilEnabled;
  185. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  186. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  187. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  188. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  189. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  190. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  191. if (FAILED(hr))
  192. throw HRError("Failed to create depth stencil state", hr);
  193. state = savedState.state;
  194. zstencilStates.push_back(savedState);
  195. return state;
  196. }
  197. ID3D11RasterizerState *gs_device::AddRasterState()
  198. {
  199. HRESULT hr;
  200. D3D11_RASTERIZER_DESC rd;
  201. SavedRasterState savedState(rasterState);
  202. ID3D11RasterizerState *state;
  203. memset(&rd, 0, sizeof(rd));
  204. /* use CCW to convert to a right-handed coordinate system */
  205. rd.FrontCounterClockwise = true;
  206. rd.FillMode = D3D11_FILL_SOLID;
  207. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  208. rd.DepthClipEnable = true;
  209. rd.ScissorEnable = rasterState.scissorEnabled;
  210. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  211. if (FAILED(hr))
  212. throw HRError("Failed to create rasterizer state", hr);
  213. state = savedState.state;
  214. rasterStates.push_back(savedState);
  215. return state;
  216. }
  217. ID3D11BlendState *gs_device::AddBlendState()
  218. {
  219. HRESULT hr;
  220. D3D11_BLEND_DESC bd;
  221. SavedBlendState savedState(blendState);
  222. ID3D11BlendState *state;
  223. memset(&bd, 0, sizeof(bd));
  224. for (int i = 0; i < 8; i++) {
  225. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  226. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  227. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  228. bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
  229. bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
  230. bd.RenderTarget[i].SrcBlend =
  231. ConvertGSBlendType(blendState.srcFactor);
  232. bd.RenderTarget[i].DestBlend =
  233. ConvertGSBlendType(blendState.destFactor);
  234. bd.RenderTarget[i].RenderTargetWriteMask =
  235. D3D11_COLOR_WRITE_ENABLE_ALL;
  236. }
  237. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  238. if (FAILED(hr))
  239. throw HRError("Failed to create disabled blend state", hr);
  240. state = savedState.state;
  241. blendStates.push_back(savedState);
  242. return state;
  243. }
  244. void gs_device::UpdateZStencilState()
  245. {
  246. ID3D11DepthStencilState *state = NULL;
  247. if (!zstencilStateChanged)
  248. return;
  249. for (size_t i = 0; i < zstencilStates.size(); i++) {
  250. SavedZStencilState &s = zstencilStates[i];
  251. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  252. state = s.state;
  253. break;
  254. }
  255. }
  256. if (!state)
  257. state = AddZStencilState();
  258. if (state != curDepthStencilState) {
  259. context->OMSetDepthStencilState(state, 0);
  260. curDepthStencilState = state;
  261. }
  262. zstencilStateChanged = false;
  263. }
  264. void gs_device::UpdateRasterState()
  265. {
  266. ID3D11RasterizerState *state = NULL;
  267. if (!rasterStateChanged)
  268. return;
  269. for (size_t i = 0; i < rasterStates.size(); i++) {
  270. SavedRasterState &s = rasterStates[i];
  271. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  272. state = s.state;
  273. break;
  274. }
  275. }
  276. if (!state)
  277. state = AddRasterState();
  278. if (state != curRasterState) {
  279. context->RSSetState(state);
  280. curRasterState = state;
  281. }
  282. rasterStateChanged = false;
  283. }
  284. void gs_device::UpdateBlendState()
  285. {
  286. ID3D11BlendState *state = NULL;
  287. if (!blendStateChanged)
  288. return;
  289. for (size_t i = 0; i < blendStates.size(); i++) {
  290. SavedBlendState &s = blendStates[i];
  291. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  292. state = s.state;
  293. break;
  294. }
  295. }
  296. if (!state)
  297. state = AddBlendState();
  298. if (state != curBlendState) {
  299. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  300. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  301. curBlendState = state;
  302. }
  303. blendStateChanged = false;
  304. }
  305. void gs_device::UpdateViewProjMatrix()
  306. {
  307. gs_matrix_get(&curViewMatrix);
  308. /* negate Z col of the view matrix for right-handed coordinate system */
  309. curViewMatrix.x.z = -curViewMatrix.x.z;
  310. curViewMatrix.y.z = -curViewMatrix.y.z;
  311. curViewMatrix.z.z = -curViewMatrix.z.z;
  312. curViewMatrix.t.z = -curViewMatrix.t.z;
  313. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  314. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  315. if (curVertexShader->viewProj)
  316. shader_setmatrix4(curVertexShader->viewProj,
  317. &curViewProjMatrix);
  318. }
  319. gs_device::gs_device(gs_init_data *data)
  320. : curRenderTarget (NULL),
  321. curZStencilBuffer (NULL),
  322. curRenderSide (0),
  323. curIndexBuffer (NULL),
  324. curVertexBuffer (NULL),
  325. curVertexShader (NULL),
  326. curPixelShader (NULL),
  327. curSwapChain (&defaultSwap),
  328. zstencilStateChanged (true),
  329. rasterStateChanged (true),
  330. blendStateChanged (true),
  331. curDepthStencilState (NULL),
  332. curRasterState (NULL),
  333. curBlendState (NULL),
  334. curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  335. {
  336. ComPtr<IDXGIAdapter1> adapter;
  337. matrix4_identity(&curProjMatrix);
  338. matrix4_identity(&curViewMatrix);
  339. matrix4_identity(&curViewProjMatrix);
  340. memset(&viewport, 0, sizeof(viewport));
  341. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  342. curTextures[i] = NULL;
  343. curSamplers[i] = NULL;
  344. }
  345. InitFactory(data->adapter, adapter.Assign());
  346. InitDevice(data, adapter);
  347. device_setrendertarget(this, NULL, NULL);
  348. }
  349. const char *device_name(void)
  350. {
  351. return "Direct3D 11";
  352. }
  353. int device_type(void)
  354. {
  355. return GS_DEVICE_DIRECT3D_11;
  356. }
  357. const char *device_preprocessor_name(void)
  358. {
  359. return "_D3D11";
  360. }
  361. int device_create(device_t *p_device, gs_init_data *data)
  362. {
  363. gs_device *device = NULL;
  364. int errorcode = GS_SUCCESS;
  365. try {
  366. device = new gs_device(data);
  367. } catch (UnsupportedHWError error) {
  368. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  369. error.hr);
  370. errorcode = GS_ERROR_NOT_SUPPORTED;
  371. } catch (HRError error) {
  372. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  373. error.hr);
  374. errorcode = GS_ERROR_FAIL;
  375. }
  376. *p_device = device;
  377. return errorcode;
  378. }
  379. void device_destroy(device_t device)
  380. {
  381. delete device;
  382. }
  383. void device_entercontext(device_t device)
  384. {
  385. /* does nothing */
  386. UNUSED_PARAMETER(device);
  387. }
  388. void device_leavecontext(device_t device)
  389. {
  390. /* does nothing */
  391. UNUSED_PARAMETER(device);
  392. }
  393. swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
  394. {
  395. gs_swap_chain *swap = NULL;
  396. try {
  397. swap = new gs_swap_chain(device, data);
  398. } catch (HRError error) {
  399. blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
  400. error.str, error.hr);
  401. }
  402. return swap;
  403. }
  404. void device_resize(device_t device, uint32_t cx, uint32_t cy)
  405. {
  406. try {
  407. ID3D11RenderTargetView *renderView = NULL;
  408. ID3D11DepthStencilView *depthView = NULL;
  409. int i = device->curRenderSide;
  410. device->context->OMSetRenderTargets(1, &renderView, depthView);
  411. device->curSwapChain->Resize(cx, cy);
  412. if (device->curRenderTarget)
  413. renderView = device->curRenderTarget->renderTarget[i];
  414. if (device->curZStencilBuffer)
  415. depthView = device->curZStencilBuffer->view;
  416. device->context->OMSetRenderTargets(1, &renderView, depthView);
  417. } catch (HRError error) {
  418. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  419. error.str, error.hr);
  420. }
  421. }
  422. void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
  423. {
  424. *cx = device->curSwapChain->target.width;
  425. *cy = device->curSwapChain->target.height;
  426. }
  427. uint32_t device_getwidth(device_t device)
  428. {
  429. return device->curSwapChain->target.width;
  430. }
  431. uint32_t device_getheight(device_t device)
  432. {
  433. return device->curSwapChain->target.height;
  434. }
  435. texture_t device_create_texture(device_t device, uint32_t width,
  436. uint32_t height, enum gs_color_format color_format,
  437. uint32_t levels, const uint8_t **data, uint32_t flags)
  438. {
  439. gs_texture *texture = NULL;
  440. try {
  441. texture = new gs_texture_2d(device, width, height, color_format,
  442. levels, data, flags, GS_TEXTURE_2D, false,
  443. false);
  444. } catch (HRError error) {
  445. blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
  446. error.str, error.hr);
  447. } catch (const char *error) {
  448. blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
  449. }
  450. return texture;
  451. }
  452. texture_t device_create_cubetexture(device_t device, uint32_t size,
  453. enum gs_color_format color_format, uint32_t levels,
  454. const uint8_t **data, uint32_t flags)
  455. {
  456. gs_texture *texture = NULL;
  457. try {
  458. texture = new gs_texture_2d(device, size, size, color_format,
  459. levels, data, flags, GS_TEXTURE_CUBE, false,
  460. false);
  461. } catch (HRError error) {
  462. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
  463. "(%08lX)",
  464. error.str, error.hr);
  465. } catch (const char *error) {
  466. blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
  467. error);
  468. }
  469. return texture;
  470. }
  471. texture_t device_create_volumetexture(device_t device, uint32_t width,
  472. uint32_t height, uint32_t depth,
  473. enum gs_color_format color_format, uint32_t levels,
  474. const uint8_t **data, uint32_t flags)
  475. {
  476. /* TODO */
  477. UNUSED_PARAMETER(device);
  478. UNUSED_PARAMETER(width);
  479. UNUSED_PARAMETER(height);
  480. UNUSED_PARAMETER(depth);
  481. UNUSED_PARAMETER(color_format);
  482. UNUSED_PARAMETER(levels);
  483. UNUSED_PARAMETER(data);
  484. UNUSED_PARAMETER(flags);
  485. return NULL;
  486. }
  487. zstencil_t device_create_zstencil(device_t device, uint32_t width,
  488. uint32_t height, enum gs_zstencil_format format)
  489. {
  490. gs_zstencil_buffer *zstencil = NULL;
  491. try {
  492. zstencil = new gs_zstencil_buffer(device, width, height,
  493. format);
  494. } catch (HRError error) {
  495. blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
  496. error.str, error.hr);
  497. }
  498. return zstencil;
  499. }
  500. stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
  501. uint32_t height, enum gs_color_format color_format)
  502. {
  503. gs_stage_surface *surf = NULL;
  504. try {
  505. surf = new gs_stage_surface(device, width, height,
  506. color_format);
  507. } catch (HRError error) {
  508. blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
  509. "(%08lX)",
  510. error.str, error.hr);
  511. }
  512. return surf;
  513. }
  514. samplerstate_t device_create_samplerstate(device_t device,
  515. struct gs_sampler_info *info)
  516. {
  517. gs_sampler_state *ss = NULL;
  518. try {
  519. ss = new gs_sampler_state(device, info);
  520. } catch (HRError error) {
  521. blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
  522. "(%08lX)",
  523. error.str, error.hr);
  524. }
  525. return ss;
  526. }
  527. shader_t device_create_vertexshader(device_t device,
  528. const char *shader_string, const char *file,
  529. char **error_string)
  530. {
  531. gs_vertex_shader *shader = NULL;
  532. try {
  533. shader = new gs_vertex_shader(device, file, shader_string);
  534. } catch (HRError error) {
  535. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
  536. "(%08lX)",
  537. error.str, error.hr);
  538. } catch (ShaderError error) {
  539. const char *buf = (const char*)error.errors->GetBufferPointer();
  540. if (error_string)
  541. *error_string = bstrdup(buf);
  542. blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
  543. "Compile warnings/errors for %s:\n%s",
  544. file, buf);
  545. } catch (const char *error) {
  546. blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
  547. error);
  548. }
  549. return shader;
  550. }
  551. shader_t device_create_pixelshader(device_t device,
  552. const char *shader_string, const char *file,
  553. char **error_string)
  554. {
  555. gs_pixel_shader *shader = NULL;
  556. try {
  557. shader = new gs_pixel_shader(device, file, shader_string);
  558. } catch (HRError error) {
  559. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
  560. "(%08lX)",
  561. error.str, error.hr);
  562. } catch (ShaderError error) {
  563. const char *buf = (const char*)error.errors->GetBufferPointer();
  564. if (error_string)
  565. *error_string = bstrdup(buf);
  566. blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
  567. "Compiler warnings/errors for %s:\n%s",
  568. file, buf);
  569. } catch (const char *error) {
  570. blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
  571. error);
  572. }
  573. return shader;
  574. }
  575. vertbuffer_t device_create_vertexbuffer(device_t device,
  576. struct vb_data *data, uint32_t flags)
  577. {
  578. gs_vertex_buffer *buffer = NULL;
  579. try {
  580. buffer = new gs_vertex_buffer(device, data, flags);
  581. } catch (HRError error) {
  582. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
  583. "(%08lX)",
  584. error.str, error.hr);
  585. } catch (const char *error) {
  586. blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
  587. error);
  588. }
  589. return buffer;
  590. }
  591. indexbuffer_t device_create_indexbuffer(device_t device,
  592. enum gs_index_type type, void *indices, size_t num,
  593. uint32_t flags)
  594. {
  595. gs_index_buffer *buffer = NULL;
  596. try {
  597. buffer = new gs_index_buffer(device, type, indices, num, flags);
  598. } catch (HRError error) {
  599. blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
  600. error.str, error.hr);
  601. }
  602. return buffer;
  603. }
  604. enum gs_texture_type device_gettexturetype(texture_t texture)
  605. {
  606. return texture->type;
  607. }
  608. void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
  609. {
  610. if (device->curVertexBuffer == vertbuffer)
  611. return;
  612. device->curVertexBuffer = vertbuffer;
  613. if (!device->curVertexShader)
  614. return;
  615. vector<ID3D11Buffer*> buffers;
  616. vector<uint32_t> strides;
  617. vector<uint32_t> offsets;
  618. if (vertbuffer) {
  619. vertbuffer->MakeBufferList(device->curVertexShader,
  620. buffers, strides);
  621. } else {
  622. size_t buffersToClear =
  623. device->curVertexShader->NumBuffersExpected();
  624. buffers.resize(buffersToClear);
  625. strides.resize(buffersToClear);
  626. }
  627. offsets.resize(buffers.size());
  628. device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
  629. buffers.data(), strides.data(), offsets.data());
  630. }
  631. void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
  632. {
  633. DXGI_FORMAT format;
  634. ID3D11Buffer *buffer;
  635. if (device->curIndexBuffer == indexbuffer)
  636. return;
  637. if (indexbuffer) {
  638. switch (indexbuffer->indexSize) {
  639. case 2: format = DXGI_FORMAT_R16_UINT; break;
  640. default:
  641. case 4: format = DXGI_FORMAT_R32_UINT; break;
  642. }
  643. buffer = indexbuffer->indexBuffer;
  644. } else {
  645. buffer = NULL;
  646. format = DXGI_FORMAT_R32_UINT;
  647. }
  648. device->curIndexBuffer = indexbuffer;
  649. device->context->IASetIndexBuffer(buffer, format, 0);
  650. }
  651. void device_load_texture(device_t device, texture_t tex, int unit)
  652. {
  653. ID3D11ShaderResourceView *view = NULL;
  654. if (device->curTextures[unit] == tex)
  655. return;
  656. if (tex)
  657. view = tex->shaderRes;
  658. device->curTextures[unit] = tex;
  659. device->context->PSSetShaderResources(unit, 1, &view);
  660. }
  661. void device_load_samplerstate(device_t device,
  662. samplerstate_t samplerstate, int unit)
  663. {
  664. ID3D11SamplerState *state = NULL;
  665. if (device->curSamplers[unit] == samplerstate)
  666. return;
  667. if (samplerstate)
  668. state = samplerstate->state;
  669. device->curSamplers[unit] = samplerstate;
  670. device->context->PSSetSamplers(unit, 1, &state);
  671. }
  672. void device_load_vertexshader(device_t device, shader_t vertshader)
  673. {
  674. ID3D11VertexShader *shader = NULL;
  675. ID3D11InputLayout *layout = NULL;
  676. ID3D11Buffer *constants = NULL;
  677. if (device->curVertexShader == vertshader)
  678. return;
  679. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  680. gs_vertex_buffer *curVB = device->curVertexBuffer;
  681. if (vertshader) {
  682. if (vertshader->type != SHADER_VERTEX) {
  683. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  684. "Specified shader is not a vertex "
  685. "shader");
  686. return;
  687. }
  688. if (curVB)
  689. device_load_vertexbuffer(device, NULL);
  690. shader = vs->shader;
  691. layout = vs->layout;
  692. constants = vs->constants;
  693. }
  694. device->curVertexShader = vs;
  695. device->context->VSSetShader(shader, NULL, 0);
  696. device->context->IASetInputLayout(layout);
  697. device->context->VSSetConstantBuffers(0, 1, &constants);
  698. if (vertshader && curVB)
  699. device_load_vertexbuffer(device, curVB);
  700. }
  701. static inline void clear_textures(device_t device)
  702. {
  703. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  704. memset(views, 0, sizeof(views));
  705. memset(device->curTextures, 0, sizeof(device->curTextures));
  706. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  707. }
  708. void device_load_pixelshader(device_t device, shader_t pixelshader)
  709. {
  710. ID3D11PixelShader *shader = NULL;
  711. ID3D11Buffer *constants = NULL;
  712. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  713. if (device->curPixelShader == pixelshader)
  714. return;
  715. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  716. if (pixelshader) {
  717. if (pixelshader->type != SHADER_PIXEL) {
  718. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  719. "Specified shader is not a pixel "
  720. "shader");
  721. return;
  722. }
  723. shader = ps->shader;
  724. constants = ps->constants;
  725. ps->GetSamplerStates(states);
  726. } else {
  727. memset(states, 0, sizeof(states));
  728. }
  729. clear_textures(device);
  730. device->curPixelShader = ps;
  731. device->context->PSSetShader(shader, NULL, 0);
  732. device->context->PSSetConstantBuffers(0, 1, &constants);
  733. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  734. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  735. if (device->curSamplers[i] &&
  736. device->curSamplers[i]->state != states[i])
  737. device->curSamplers[i] = nullptr;
  738. }
  739. void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
  740. {
  741. /* TODO */
  742. UNUSED_PARAMETER(device);
  743. UNUSED_PARAMETER(b_3d);
  744. UNUSED_PARAMETER(unit);
  745. }
  746. shader_t device_getvertexshader(device_t device)
  747. {
  748. return device->curVertexShader;
  749. }
  750. shader_t device_getpixelshader(device_t device)
  751. {
  752. return device->curPixelShader;
  753. }
  754. texture_t device_getrendertarget(device_t device)
  755. {
  756. if (device->curRenderTarget == &device->curSwapChain->target)
  757. return NULL;
  758. return device->curRenderTarget;
  759. }
  760. zstencil_t device_getzstenciltarget(device_t device)
  761. {
  762. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  763. return NULL;
  764. return device->curZStencilBuffer;
  765. }
  766. void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
  767. {
  768. if (!tex)
  769. tex = &device->curSwapChain->target;
  770. if (!zstencil)
  771. zstencil = &device->curSwapChain->zs;
  772. if (device->curRenderTarget == tex &&
  773. device->curZStencilBuffer == zstencil)
  774. return;
  775. if (tex->type != GS_TEXTURE_2D) {
  776. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  777. "texture is not a 2D texture");
  778. return;
  779. }
  780. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  781. if (!tex2d->renderTarget[0]) {
  782. blog(LOG_ERROR, "device_setrendertarget (D3D11): "
  783. "texture is not a render target");
  784. return;
  785. }
  786. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  787. device->curRenderTarget = tex2d;
  788. device->curRenderSide = 0;
  789. device->curZStencilBuffer = zstencil;
  790. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  791. }
  792. void device_setcuberendertarget(device_t device, texture_t tex, int side,
  793. zstencil_t zstencil)
  794. {
  795. if (!tex) {
  796. tex = &device->curSwapChain->target;
  797. side = 0;
  798. }
  799. if (!zstencil)
  800. zstencil = &device->curSwapChain->zs;
  801. if (device->curRenderTarget == tex &&
  802. device->curRenderSide == side &&
  803. device->curZStencilBuffer == zstencil)
  804. return;
  805. if (tex->type != GS_TEXTURE_CUBE) {
  806. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  807. "texture is not a cube texture");
  808. return;
  809. }
  810. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  811. if (!tex2d->renderTarget[side]) {
  812. blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
  813. "texture is not a render target");
  814. return;
  815. }
  816. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  817. device->curRenderTarget = tex2d;
  818. device->curRenderSide = side;
  819. device->curZStencilBuffer = zstencil;
  820. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  821. }
  822. inline void gs_device::CopyTex(ID3D11Texture2D *dst,
  823. uint32_t dst_x, uint32_t dst_y,
  824. texture_t src, uint32_t src_x, uint32_t src_y,
  825. uint32_t src_w, uint32_t src_h)
  826. {
  827. if (src->type != GS_TEXTURE_2D)
  828. throw "Source texture must be a 2D texture";
  829. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  830. if (dst_x == 0 && dst_y == 0 &&
  831. src_x == 0 && src_y == 0 &&
  832. src_w == 0 && src_h == 0) {
  833. context->CopyResource(dst, tex2d->texture);
  834. } else {
  835. D3D11_BOX sbox;
  836. sbox.left = src_x;
  837. if (src_w > 0)
  838. sbox.right = src_x + src_w;
  839. else
  840. sbox.right = tex2d->width - 1;
  841. sbox.top = src_y;
  842. if (src_h > 0)
  843. sbox.bottom = src_y + src_h;
  844. else
  845. sbox.bottom = tex2d->height - 1;
  846. sbox.front = 0;
  847. sbox.back = 1;
  848. context->CopySubresourceRegion(dst, 0, dst_x, dst_y, 0,
  849. tex2d->texture, 0, &sbox);
  850. }
  851. }
  852. void device_copy_texture_region(device_t device,
  853. texture_t dst, uint32_t dst_x, uint32_t dst_y,
  854. texture_t src, uint32_t src_x, uint32_t src_y,
  855. uint32_t src_w, uint32_t src_h)
  856. {
  857. try {
  858. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  859. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  860. if (!src)
  861. throw "Source texture is NULL";
  862. if (!dst)
  863. throw "Destination texture is NULL";
  864. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  865. throw "Source and destination textures must be a 2D "
  866. "textures";
  867. if (dst->format != src->format)
  868. throw "Source and destination formats do not match";
  869. /* apparently casting to the same type that the variable
  870. * already exists as is supposed to prevent some warning
  871. * when used with the conditional operator? */
  872. uint32_t copyWidth = (uint32_t)src_w ?
  873. (uint32_t)src_w : (src2d->width - src_x);
  874. uint32_t copyHeight = (uint32_t)src_h ?
  875. (uint32_t)src_h : (src2d->height - src_y);
  876. uint32_t dstWidth = dst2d->width - dst_x;
  877. uint32_t dstHeight = dst2d->height - dst_y;
  878. if (dstWidth < copyWidth || dstHeight < copyHeight)
  879. throw "Destination texture region is not big "
  880. "enough to hold the source region";
  881. if (dst_x == 0 && dst_y == 0 &&
  882. src_x == 0 && src_y == 0 &&
  883. src_w == 0 && src_h == 0) {
  884. copyWidth = 0;
  885. copyHeight = 0;
  886. }
  887. device->CopyTex(dst2d->texture, dst_x, dst_y,
  888. src, src_x, src_y, copyWidth, copyHeight);
  889. } catch(const char *error) {
  890. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  891. }
  892. }
  893. void device_copy_texture(device_t device, texture_t dst, texture_t src)
  894. {
  895. device_copy_texture_region(device, dst, 0, 0, src, 0, 0, 0, 0);
  896. }
  897. void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
  898. {
  899. try {
  900. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  901. if (!src)
  902. throw "Source texture is NULL";
  903. if (src->type != GS_TEXTURE_2D)
  904. throw "Source texture must be a 2D texture";
  905. if (!dst)
  906. throw "Destination surface is NULL";
  907. if (dst->format != src->format)
  908. throw "Source and destination formats do not match";
  909. if (dst->width != src2d->width ||
  910. dst->height != src2d->height)
  911. throw "Source and destination must have the same "
  912. "dimensions";
  913. device->CopyTex(dst->texture, 0, 0, src, 0, 0, 0, 0);
  914. } catch (const char *error) {
  915. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  916. }
  917. }
  918. void device_beginscene(device_t device)
  919. {
  920. clear_textures(device);
  921. }
  922. void device_draw(device_t device, enum gs_draw_mode draw_mode,
  923. uint32_t start_vert, uint32_t num_verts)
  924. {
  925. try {
  926. if (!device->curVertexShader)
  927. throw "No vertex shader specified";
  928. if (!device->curPixelShader)
  929. throw "No pixel shader specified";
  930. if (!device->curVertexBuffer)
  931. throw "No vertex buffer specified";
  932. effect_t effect = gs_geteffect();
  933. if (effect)
  934. effect_updateparams(effect);
  935. device->UpdateBlendState();
  936. device->UpdateRasterState();
  937. device->UpdateZStencilState();
  938. device->UpdateViewProjMatrix();
  939. device->curVertexShader->UploadParams();
  940. device->curPixelShader->UploadParams();
  941. } catch (const char *error) {
  942. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  943. return;
  944. } catch (HRError error) {
  945. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  946. error.hr);
  947. return;
  948. }
  949. D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  950. if (device->curToplogy != newTopology) {
  951. device->context->IASetPrimitiveTopology(newTopology);
  952. device->curToplogy = newTopology;
  953. }
  954. if (device->curIndexBuffer) {
  955. if (num_verts == 0)
  956. num_verts = (uint32_t)device->curIndexBuffer->num;
  957. device->context->DrawIndexed(num_verts, start_vert, 0);
  958. } else {
  959. if (num_verts == 0)
  960. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  961. device->context->Draw(num_verts, start_vert);
  962. }
  963. }
  964. void device_endscene(device_t device)
  965. {
  966. /* does nothing in D3D11 */
  967. UNUSED_PARAMETER(device);
  968. }
  969. void device_load_swapchain(device_t device, swapchain_t swapchain)
  970. {
  971. texture_t target = device->curRenderTarget;
  972. zstencil_t zs = device->curZStencilBuffer;
  973. bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
  974. if (target == &device->curSwapChain->target)
  975. target = NULL;
  976. if (zs == &device->curSwapChain->zs)
  977. zs = NULL;
  978. if (swapchain == NULL)
  979. swapchain = &device->defaultSwap;
  980. device->curSwapChain = swapchain;
  981. if (is_cube)
  982. device_setcuberendertarget(device, target,
  983. device->curRenderSide, zs);
  984. else
  985. device_setrendertarget(device, target, zs);
  986. }
  987. void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
  988. float depth, uint8_t stencil)
  989. {
  990. int side = device->curRenderSide;
  991. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  992. device->context->ClearRenderTargetView(
  993. device->curRenderTarget->renderTarget[side],
  994. color->ptr);
  995. if (device->curZStencilBuffer) {
  996. uint32_t flags = 0;
  997. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  998. flags |= D3D11_CLEAR_DEPTH;
  999. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  1000. flags |= D3D11_CLEAR_STENCIL;
  1001. if (flags && device->curZStencilBuffer->view)
  1002. device->context->ClearDepthStencilView(
  1003. device->curZStencilBuffer->view,
  1004. flags, depth, stencil);
  1005. }
  1006. }
  1007. void device_present(device_t device)
  1008. {
  1009. device->curSwapChain->swap->Present(0, 0);
  1010. }
  1011. void device_flush(device_t device)
  1012. {
  1013. device->context->Flush();
  1014. }
  1015. void device_setcullmode(device_t device, enum gs_cull_mode mode)
  1016. {
  1017. if (mode == device->rasterState.cullMode)
  1018. return;
  1019. device->rasterState.cullMode = mode;
  1020. device->rasterStateChanged = true;
  1021. }
  1022. enum gs_cull_mode device_getcullmode(device_t device)
  1023. {
  1024. return device->rasterState.cullMode;
  1025. }
  1026. void device_enable_blending(device_t device, bool enable)
  1027. {
  1028. if (enable == device->blendState.blendEnabled)
  1029. return;
  1030. device->blendState.blendEnabled = enable;
  1031. device->blendStateChanged = true;
  1032. }
  1033. void device_enable_depthtest(device_t device, bool enable)
  1034. {
  1035. if (enable == device->zstencilState.depthEnabled)
  1036. return;
  1037. device->zstencilState.depthEnabled = enable;
  1038. device->zstencilStateChanged = true;
  1039. }
  1040. void device_enable_stenciltest(device_t device, bool enable)
  1041. {
  1042. if (enable == device->zstencilState.stencilEnabled)
  1043. return;
  1044. device->zstencilState.stencilEnabled = enable;
  1045. device->zstencilStateChanged = true;
  1046. }
  1047. void device_enable_stencilwrite(device_t device, bool enable)
  1048. {
  1049. if (enable == device->zstencilState.stencilWriteEnabled)
  1050. return;
  1051. device->zstencilState.stencilWriteEnabled = enable;
  1052. device->zstencilStateChanged = true;
  1053. }
  1054. void device_enable_color(device_t device, bool red, bool green,
  1055. bool blue, bool alpha)
  1056. {
  1057. if (device->blendState.redEnabled == red &&
  1058. device->blendState.greenEnabled == green &&
  1059. device->blendState.blueEnabled == blue &&
  1060. device->blendState.alphaEnabled == alpha)
  1061. return;
  1062. device->blendState.redEnabled = red;
  1063. device->blendState.greenEnabled = green;
  1064. device->blendState.blueEnabled = blue;
  1065. device->blendState.alphaEnabled = alpha;
  1066. device->blendStateChanged = true;
  1067. }
  1068. void device_blendfunction(device_t device, enum gs_blend_type src,
  1069. enum gs_blend_type dest)
  1070. {
  1071. if (device->blendState.srcFactor == src &&
  1072. device->blendState.destFactor == dest)
  1073. return;
  1074. device->blendState.srcFactor = src;
  1075. device->blendState.destFactor = dest;
  1076. device->blendStateChanged = true;
  1077. }
  1078. void device_depthfunction(device_t device, enum gs_depth_test test)
  1079. {
  1080. if (device->zstencilState.depthFunc == test)
  1081. return;
  1082. device->zstencilState.depthFunc = test;
  1083. device->zstencilStateChanged = true;
  1084. }
  1085. static inline void update_stencilside_test(device_t device, StencilSide &side,
  1086. gs_depth_test test)
  1087. {
  1088. if (side.test == test)
  1089. return;
  1090. side.test = test;
  1091. device->zstencilStateChanged = true;
  1092. }
  1093. void device_stencilfunction(device_t device, enum gs_stencil_side side,
  1094. enum gs_depth_test test)
  1095. {
  1096. int sideVal = (int)side;
  1097. if (sideVal & GS_STENCIL_FRONT)
  1098. update_stencilside_test(device,
  1099. device->zstencilState.stencilFront, test);
  1100. if (sideVal & GS_STENCIL_BACK)
  1101. update_stencilside_test(device,
  1102. device->zstencilState.stencilBack, test);
  1103. }
  1104. static inline void update_stencilside_op(device_t device, StencilSide &side,
  1105. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1106. enum gs_stencil_op zpass)
  1107. {
  1108. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1109. return;
  1110. side.fail = fail;
  1111. side.zfail = zfail;
  1112. side.zpass = zpass;
  1113. device->zstencilStateChanged = true;
  1114. }
  1115. void device_stencilop(device_t device, enum gs_stencil_side side,
  1116. enum gs_stencil_op fail, enum gs_stencil_op zfail,
  1117. enum gs_stencil_op zpass)
  1118. {
  1119. int sideVal = (int)side;
  1120. if (sideVal & GS_STENCIL_FRONT)
  1121. update_stencilside_op(device,
  1122. device->zstencilState.stencilFront,
  1123. fail, zfail, zpass);
  1124. if (sideVal & GS_STENCIL_BACK)
  1125. update_stencilside_op(device,
  1126. device->zstencilState.stencilBack,
  1127. fail, zfail, zpass);
  1128. }
  1129. void device_setviewport(device_t device, int x, int y, int width,
  1130. int height)
  1131. {
  1132. D3D11_VIEWPORT vp;
  1133. memset(&vp, 0, sizeof(vp));
  1134. vp.MaxDepth = 1.0f;
  1135. vp.TopLeftX = (float)x;
  1136. vp.TopLeftY = (float)y;
  1137. vp.Width = (float)width;
  1138. vp.Height = (float)height;
  1139. device->context->RSSetViewports(1, &vp);
  1140. device->viewport.x = x;
  1141. device->viewport.y = y;
  1142. device->viewport.cx = width;
  1143. device->viewport.cy = height;
  1144. }
  1145. void device_getviewport(device_t device, struct gs_rect *rect)
  1146. {
  1147. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1148. }
  1149. void device_setscissorrect(device_t device, struct gs_rect *rect)
  1150. {
  1151. D3D11_RECT d3drect;
  1152. device->rasterState.scissorEnabled = (rect != NULL);
  1153. if (rect != NULL) {
  1154. d3drect.left = rect->x;
  1155. d3drect.top = rect->y;
  1156. d3drect.right = rect->x + rect->cx;
  1157. d3drect.bottom = rect->y + rect->cy;
  1158. device->context->RSSetScissorRects(1, &d3drect);
  1159. }
  1160. device->rasterStateChanged = true;
  1161. }
  1162. void device_ortho(device_t device, float left, float right, float top,
  1163. float bottom, float zNear, float zFar)
  1164. {
  1165. matrix4 *dst = &device->curProjMatrix;
  1166. float rml = right-left;
  1167. float bmt = bottom-top;
  1168. float fmn = zFar-zNear;
  1169. vec4_zero(&dst->x);
  1170. vec4_zero(&dst->y);
  1171. vec4_zero(&dst->z);
  1172. vec4_zero(&dst->t);
  1173. dst->x.x = 2.0f / rml;
  1174. dst->t.x = (left+right) / -rml;
  1175. dst->y.y = 2.0f / -bmt;
  1176. dst->t.y = (bottom+top) / bmt;
  1177. dst->z.z = 1.0f / fmn;
  1178. dst->t.z = zNear / -fmn;
  1179. dst->t.w = 1.0f;
  1180. }
  1181. void device_frustum(device_t device, float left, float right, float top,
  1182. float bottom, float zNear, float zFar)
  1183. {
  1184. matrix4 *dst = &device->curProjMatrix;
  1185. float rml = right-left;
  1186. float bmt = bottom-top;
  1187. float fmn = zFar-zNear;
  1188. float nearx2 = 2.0f*zNear;
  1189. vec4_zero(&dst->x);
  1190. vec4_zero(&dst->y);
  1191. vec4_zero(&dst->z);
  1192. vec4_zero(&dst->t);
  1193. dst->x.x = nearx2 / rml;
  1194. dst->z.x = (left+right) / -rml;
  1195. dst->y.y = nearx2 / -bmt;
  1196. dst->z.y = (bottom+top) / bmt;
  1197. dst->z.z = zFar / fmn;
  1198. dst->t.z = (zNear*zFar) / -fmn;
  1199. dst->z.w = 1.0f;
  1200. }
  1201. void device_projection_push(device_t device)
  1202. {
  1203. mat4float mat;
  1204. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1205. device->projStack.push_back(mat);
  1206. }
  1207. void device_projection_pop(device_t device)
  1208. {
  1209. if (!device->projStack.size())
  1210. return;
  1211. mat4float *mat = device->projStack.data();
  1212. size_t end = device->projStack.size()-1;
  1213. /* XXX - does anyone know a better way of doing this? */
  1214. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1215. device->projStack.pop_back();
  1216. }
  1217. void swapchain_destroy(swapchain_t swapchain)
  1218. {
  1219. if (!swapchain)
  1220. return;
  1221. gs_device *device = swapchain->device;
  1222. if (device->curSwapChain == swapchain)
  1223. device->curSwapChain = &device->defaultSwap;
  1224. delete swapchain;
  1225. }
  1226. void texture_destroy(texture_t tex)
  1227. {
  1228. delete tex;
  1229. }
  1230. uint32_t texture_getwidth(texture_t tex)
  1231. {
  1232. if (tex->type != GS_TEXTURE_2D)
  1233. return 0;
  1234. return static_cast<gs_texture_2d*>(tex)->width;
  1235. }
  1236. uint32_t texture_getheight(texture_t tex)
  1237. {
  1238. if (tex->type != GS_TEXTURE_2D)
  1239. return 0;
  1240. return static_cast<gs_texture_2d*>(tex)->height;
  1241. }
  1242. enum gs_color_format texture_getcolorformat(texture_t tex)
  1243. {
  1244. if (tex->type != GS_TEXTURE_2D)
  1245. return GS_UNKNOWN;
  1246. return static_cast<gs_texture_2d*>(tex)->format;
  1247. }
  1248. bool texture_map(texture_t tex, uint8_t **ptr, uint32_t *linesize)
  1249. {
  1250. HRESULT hr;
  1251. if (tex->type != GS_TEXTURE_2D)
  1252. return false;
  1253. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1254. D3D11_MAPPED_SUBRESOURCE map;
  1255. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1256. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1257. if (FAILED(hr))
  1258. return false;
  1259. *ptr = (uint8_t*)map.pData;
  1260. *linesize = map.RowPitch;
  1261. return true;
  1262. }
  1263. void texture_unmap(texture_t tex)
  1264. {
  1265. if (tex->type != GS_TEXTURE_2D)
  1266. return;
  1267. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1268. tex2d->device->context->Unmap(tex2d->texture, 0);
  1269. }
  1270. void *texture_getobj(texture_t tex)
  1271. {
  1272. if (tex->type != GS_TEXTURE_2D)
  1273. return nullptr;
  1274. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1275. return tex2d->texture.Get();
  1276. }
  1277. void cubetexture_destroy(texture_t cubetex)
  1278. {
  1279. delete cubetex;
  1280. }
  1281. uint32_t cubetexture_getsize(texture_t cubetex)
  1282. {
  1283. if (cubetex->type != GS_TEXTURE_CUBE)
  1284. return 0;
  1285. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1286. return tex->width;
  1287. }
  1288. enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
  1289. {
  1290. if (cubetex->type != GS_TEXTURE_CUBE)
  1291. return GS_UNKNOWN;
  1292. gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
  1293. return tex->format;
  1294. }
  1295. void volumetexture_destroy(texture_t voltex)
  1296. {
  1297. delete voltex;
  1298. }
  1299. uint32_t volumetexture_getwidth(texture_t voltex)
  1300. {
  1301. /* TODO */
  1302. UNUSED_PARAMETER(voltex);
  1303. return 0;
  1304. }
  1305. uint32_t volumetexture_getheight(texture_t voltex)
  1306. {
  1307. /* TODO */
  1308. UNUSED_PARAMETER(voltex);
  1309. return 0;
  1310. }
  1311. uint32_t volumetexture_getdepth(texture_t voltex)
  1312. {
  1313. /* TODO */
  1314. UNUSED_PARAMETER(voltex);
  1315. return 0;
  1316. }
  1317. enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
  1318. {
  1319. /* TODO */
  1320. UNUSED_PARAMETER(voltex);
  1321. return GS_UNKNOWN;
  1322. }
  1323. void stagesurface_destroy(stagesurf_t stagesurf)
  1324. {
  1325. delete stagesurf;
  1326. }
  1327. uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
  1328. {
  1329. return stagesurf->width;
  1330. }
  1331. uint32_t stagesurface_getheight(stagesurf_t stagesurf)
  1332. {
  1333. return stagesurf->height;
  1334. }
  1335. enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
  1336. {
  1337. return stagesurf->format;
  1338. }
  1339. bool stagesurface_map(stagesurf_t stagesurf, uint8_t **data, uint32_t *linesize)
  1340. {
  1341. D3D11_MAPPED_SUBRESOURCE map;
  1342. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1343. D3D11_MAP_READ, 0, &map)))
  1344. return false;
  1345. *data = (uint8_t*)map.pData;
  1346. *linesize = map.RowPitch;
  1347. return true;
  1348. }
  1349. void stagesurface_unmap(stagesurf_t stagesurf)
  1350. {
  1351. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1352. }
  1353. void zstencil_destroy(zstencil_t zstencil)
  1354. {
  1355. delete zstencil;
  1356. }
  1357. void samplerstate_destroy(samplerstate_t samplerstate)
  1358. {
  1359. if (!samplerstate)
  1360. return;
  1361. if (samplerstate->device)
  1362. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  1363. if (samplerstate->device->curSamplers[i] ==
  1364. samplerstate)
  1365. samplerstate->device->curSamplers[i] = nullptr;
  1366. delete samplerstate;
  1367. }
  1368. void vertexbuffer_destroy(vertbuffer_t vertbuffer)
  1369. {
  1370. delete vertbuffer;
  1371. }
  1372. void vertexbuffer_flush(vertbuffer_t vertbuffer)
  1373. {
  1374. if (!vertbuffer->dynamic) {
  1375. blog(LOG_ERROR, "vertexbuffer_flush: vertex buffer is "
  1376. "not dynamic");
  1377. return;
  1378. }
  1379. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1380. vertbuffer->vbd.data->points, sizeof(vec3));
  1381. if (vertbuffer->normalBuffer)
  1382. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1383. vertbuffer->vbd.data->normals, sizeof(vec3));
  1384. if (vertbuffer->tangentBuffer)
  1385. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1386. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1387. if (vertbuffer->colorBuffer)
  1388. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1389. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1390. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1391. tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1392. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1393. tv.array, tv.width*sizeof(float));
  1394. }
  1395. }
  1396. struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
  1397. {
  1398. return vertbuffer->vbd.data;
  1399. }
  1400. void indexbuffer_destroy(indexbuffer_t indexbuffer)
  1401. {
  1402. delete indexbuffer;
  1403. }
  1404. void indexbuffer_flush(indexbuffer_t indexbuffer)
  1405. {
  1406. HRESULT hr;
  1407. if (!indexbuffer->dynamic)
  1408. return;
  1409. D3D11_MAPPED_SUBRESOURCE map;
  1410. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1411. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1412. if (FAILED(hr))
  1413. return;
  1414. memcpy(map.pData, indexbuffer->indices.data,
  1415. indexbuffer->num * indexbuffer->indexSize);
  1416. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1417. }
  1418. void *indexbuffer_getdata(indexbuffer_t indexbuffer)
  1419. {
  1420. return indexbuffer->indices.data;
  1421. }
  1422. size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
  1423. {
  1424. return indexbuffer->num;
  1425. }
  1426. enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
  1427. {
  1428. return indexbuffer->type;
  1429. }
  1430. extern "C" EXPORT bool gdi_texture_available(void)
  1431. {
  1432. return true;
  1433. }
  1434. extern "C" EXPORT texture_t device_create_gdi_texture(device_t device,
  1435. uint32_t width, uint32_t height)
  1436. {
  1437. gs_texture *texture = nullptr;
  1438. try {
  1439. texture = new gs_texture_2d(device, width, height, GS_BGRA,
  1440. 1, nullptr, GS_RENDERTARGET, GS_TEXTURE_2D,
  1441. true, false);
  1442. } catch (HRError error) {
  1443. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s (%08lX)",
  1444. error.str, error.hr);
  1445. } catch (const char *error) {
  1446. blog(LOG_ERROR, "device_create_gdi_texture (D3D11): %s", error);
  1447. }
  1448. return texture;
  1449. }
  1450. static inline bool TextureGDICompatible(gs_texture_2d *tex2d, const char *func)
  1451. {
  1452. if (!tex2d->isGDICompatible) {
  1453. blog(LOG_ERROR, "%s (D3D11): Texture is not GDI compatible",
  1454. func);
  1455. return false;
  1456. }
  1457. return true;
  1458. }
  1459. extern "C" EXPORT void *texture_get_dc(texture_t tex)
  1460. {
  1461. HDC hDC = nullptr;
  1462. if (tex->type != GS_TEXTURE_2D)
  1463. return nullptr;
  1464. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1465. if (!TextureGDICompatible(tex2d, "texture_get_dc"))
  1466. return nullptr;
  1467. tex2d->gdiSurface->GetDC(true, &hDC);
  1468. return hDC;
  1469. }
  1470. extern "C" EXPORT void texture_release_dc(texture_t tex)
  1471. {
  1472. if (tex->type != GS_TEXTURE_2D)
  1473. return;
  1474. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1475. if (!TextureGDICompatible(tex2d, "texture_release_dc"))
  1476. return;
  1477. tex2d->gdiSurface->ReleaseDC(nullptr);
  1478. }