d3d11-subsystem.cpp 51 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 <cinttypes>
  15. #include <util/base.h>
  16. #include <util/platform.h>
  17. #include <graphics/matrix3.h>
  18. #include "d3d11-subsystem.hpp"
  19. struct UnsupportedHWError : HRError {
  20. inline UnsupportedHWError(const char *str, HRESULT hr)
  21. : HRError(str, hr)
  22. {
  23. }
  24. };
  25. #ifdef _MSC_VER
  26. /* alignment warning - despite the fact that alignment is already fixed */
  27. #pragma warning (disable : 4316)
  28. #endif
  29. static inline void LogD3D11ErrorDetails(HRError error, gs_device_t *device)
  30. {
  31. if (error.hr == DXGI_ERROR_DEVICE_REMOVED) {
  32. HRESULT DeviceRemovedReason =
  33. device->device->GetDeviceRemovedReason();
  34. blog(LOG_ERROR, " Device Removed Reason: %08lX",
  35. DeviceRemovedReason);
  36. }
  37. }
  38. static const IID dxgiFactory2 =
  39. {0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
  40. gs_obj::gs_obj(gs_device_t *device_, gs_type type) :
  41. device (device_),
  42. obj_type (type)
  43. {
  44. prev_next = &device->first_obj;
  45. next = device->first_obj;
  46. device->first_obj = this;
  47. if (next)
  48. next->prev_next = &next;
  49. }
  50. gs_obj::~gs_obj()
  51. {
  52. if (prev_next)
  53. *prev_next = next;
  54. if (next)
  55. next->prev_next = prev_next;
  56. }
  57. static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
  58. const gs_init_data *data)
  59. {
  60. memset(&desc, 0, sizeof(desc));
  61. desc.BufferCount = data->num_backbuffers;
  62. desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
  63. desc.BufferDesc.Width = data->cx;
  64. desc.BufferDesc.Height = data->cy;
  65. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  66. desc.OutputWindow = (HWND)data->window.hwnd;
  67. desc.SampleDesc.Count = 1;
  68. desc.Windowed = true;
  69. }
  70. void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
  71. {
  72. HRESULT hr;
  73. target.width = cx;
  74. target.height = cy;
  75. hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
  76. (void**)target.texture.Assign());
  77. if (FAILED(hr))
  78. throw HRError("Failed to get swap buffer texture", hr);
  79. hr = device->device->CreateRenderTargetView(target.texture, NULL,
  80. target.renderTarget[0].Assign());
  81. if (FAILED(hr))
  82. throw HRError("Failed to create swap render target view", hr);
  83. }
  84. void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
  85. {
  86. zs.width = cx;
  87. zs.height = cy;
  88. if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
  89. zs.InitBuffer();
  90. } else {
  91. zs.texture.Clear();
  92. zs.view.Clear();
  93. }
  94. }
  95. void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
  96. {
  97. RECT clientRect;
  98. HRESULT hr;
  99. target.texture.Clear();
  100. target.renderTarget[0].Clear();
  101. zs.texture.Clear();
  102. zs.view.Clear();
  103. initData.cx = cx;
  104. initData.cy = cy;
  105. if (cx == 0 || cy == 0) {
  106. GetClientRect(hwnd, &clientRect);
  107. if (cx == 0) cx = clientRect.right;
  108. if (cy == 0) cy = clientRect.bottom;
  109. }
  110. hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
  111. if (FAILED(hr))
  112. throw HRError("Failed to resize swap buffers", hr);
  113. InitTarget(cx, cy);
  114. InitZStencilBuffer(cx, cy);
  115. }
  116. void gs_swap_chain::Init()
  117. {
  118. target.device = device;
  119. target.isRenderTarget = true;
  120. target.format = initData.format;
  121. target.dxgiFormat = ConvertGSTextureFormat(initData.format);
  122. InitTarget(initData.cx, initData.cy);
  123. zs.device = device;
  124. zs.format = initData.zsformat;
  125. zs.dxgiFormat = ConvertGSZStencilFormat(initData.zsformat);
  126. InitZStencilBuffer(initData.cx, initData.cy);
  127. }
  128. gs_swap_chain::gs_swap_chain(gs_device *device, const gs_init_data *data)
  129. : gs_obj (device, gs_type::gs_swap_chain),
  130. numBuffers (data->num_backbuffers),
  131. hwnd ((HWND)data->window.hwnd),
  132. initData (*data)
  133. {
  134. HRESULT hr;
  135. make_swap_desc(swapDesc, data);
  136. hr = device->factory->CreateSwapChain(device->device, &swapDesc,
  137. swap.Assign());
  138. if (FAILED(hr))
  139. throw HRError("Failed to create swap chain", hr);
  140. Init();
  141. }
  142. void gs_device::InitCompiler()
  143. {
  144. char d3dcompiler[40] = {};
  145. int ver = 49;
  146. while (ver > 30) {
  147. sprintf(d3dcompiler, "D3DCompiler_%02d.dll", ver);
  148. HMODULE module = LoadLibraryA(d3dcompiler);
  149. if (module) {
  150. d3dCompile = (pD3DCompile)GetProcAddress(module,
  151. "D3DCompile");
  152. #ifdef DISASSEMBLE_SHADERS
  153. d3dDisassemble = (pD3DDisassemble)GetProcAddress(
  154. module, "D3DDisassemble");
  155. #endif
  156. if (d3dCompile) {
  157. return;
  158. }
  159. FreeLibrary(module);
  160. }
  161. ver--;
  162. }
  163. throw "Could not find any D3DCompiler libraries";
  164. }
  165. void gs_device::InitFactory(uint32_t adapterIdx)
  166. {
  167. HRESULT hr;
  168. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  169. __uuidof(IDXGIFactory1);
  170. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  171. if (FAILED(hr))
  172. throw UnsupportedHWError("Failed to create DXGIFactory", hr);
  173. hr = factory->EnumAdapters1(adapterIdx, &adapter);
  174. if (FAILED(hr))
  175. throw UnsupportedHWError("Failed to enumerate DXGIAdapter", hr);
  176. }
  177. const static D3D_FEATURE_LEVEL featureLevels[] =
  178. {
  179. D3D_FEATURE_LEVEL_11_0,
  180. D3D_FEATURE_LEVEL_10_1,
  181. D3D_FEATURE_LEVEL_10_0,
  182. D3D_FEATURE_LEVEL_9_3,
  183. };
  184. void gs_device::InitDevice(uint32_t adapterIdx)
  185. {
  186. wstring adapterName;
  187. DXGI_ADAPTER_DESC desc;
  188. D3D_FEATURE_LEVEL levelUsed = D3D_FEATURE_LEVEL_9_3;
  189. HRESULT hr = 0;
  190. adpIdx = adapterIdx;
  191. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  192. #ifdef _DEBUG
  193. //createFlags |= D3D11_CREATE_DEVICE_DEBUG;
  194. #endif
  195. adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
  196. L"<unknown>";
  197. char *adapterNameUTF8;
  198. os_wcs_to_utf8_ptr(adapterName.c_str(), 0, &adapterNameUTF8);
  199. blog(LOG_INFO, "Loading up D3D11 on adapter %s (%" PRIu32 ")",
  200. adapterNameUTF8, adapterIdx);
  201. bfree(adapterNameUTF8);
  202. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  203. NULL, createFlags, featureLevels,
  204. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  205. D3D11_SDK_VERSION, device.Assign(),
  206. &levelUsed, context.Assign());
  207. if (FAILED(hr))
  208. throw UnsupportedHWError("Failed to create device", hr);
  209. blog(LOG_INFO, "D3D11 loaded successfully, feature level used: %u",
  210. (unsigned int)levelUsed);
  211. }
  212. static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
  213. const StencilSide &side)
  214. {
  215. desc.StencilFunc = ConvertGSDepthTest(side.test);
  216. desc.StencilFailOp = ConvertGSStencilOp(side.fail);
  217. desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
  218. desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
  219. }
  220. ID3D11DepthStencilState *gs_device::AddZStencilState()
  221. {
  222. HRESULT hr;
  223. D3D11_DEPTH_STENCIL_DESC dsd;
  224. ID3D11DepthStencilState *state;
  225. dsd.DepthEnable = zstencilState.depthEnabled;
  226. dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
  227. dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
  228. D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  229. dsd.StencilEnable = zstencilState.stencilEnabled;
  230. dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  231. dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
  232. D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
  233. ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
  234. ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
  235. SavedZStencilState savedState(zstencilState, dsd);
  236. hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
  237. if (FAILED(hr))
  238. throw HRError("Failed to create depth stencil state", hr);
  239. state = savedState.state;
  240. zstencilStates.push_back(savedState);
  241. return state;
  242. }
  243. ID3D11RasterizerState *gs_device::AddRasterState()
  244. {
  245. HRESULT hr;
  246. D3D11_RASTERIZER_DESC rd;
  247. ID3D11RasterizerState *state;
  248. memset(&rd, 0, sizeof(rd));
  249. /* use CCW to convert to a right-handed coordinate system */
  250. rd.FrontCounterClockwise = true;
  251. rd.FillMode = D3D11_FILL_SOLID;
  252. rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
  253. rd.DepthClipEnable = true;
  254. rd.ScissorEnable = rasterState.scissorEnabled;
  255. SavedRasterState savedState(rasterState, rd);
  256. hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
  257. if (FAILED(hr))
  258. throw HRError("Failed to create rasterizer state", hr);
  259. state = savedState.state;
  260. rasterStates.push_back(savedState);
  261. return state;
  262. }
  263. ID3D11BlendState *gs_device::AddBlendState()
  264. {
  265. HRESULT hr;
  266. D3D11_BLEND_DESC bd;
  267. ID3D11BlendState *state;
  268. memset(&bd, 0, sizeof(bd));
  269. for (int i = 0; i < 8; i++) {
  270. bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
  271. bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
  272. bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  273. bd.RenderTarget[i].SrcBlend =
  274. ConvertGSBlendType(blendState.srcFactorC);
  275. bd.RenderTarget[i].DestBlend =
  276. ConvertGSBlendType(blendState.destFactorC);
  277. bd.RenderTarget[i].SrcBlendAlpha =
  278. ConvertGSBlendType(blendState.srcFactorA);
  279. bd.RenderTarget[i].DestBlendAlpha =
  280. ConvertGSBlendType(blendState.destFactorA);
  281. bd.RenderTarget[i].RenderTargetWriteMask =
  282. D3D11_COLOR_WRITE_ENABLE_ALL;
  283. }
  284. SavedBlendState savedState(blendState, bd);
  285. hr = device->CreateBlendState(&bd, savedState.state.Assign());
  286. if (FAILED(hr))
  287. throw HRError("Failed to create blend state", hr);
  288. state = savedState.state;
  289. blendStates.push_back(savedState);
  290. return state;
  291. }
  292. void gs_device::UpdateZStencilState()
  293. {
  294. ID3D11DepthStencilState *state = NULL;
  295. if (!zstencilStateChanged)
  296. return;
  297. for (size_t i = 0; i < zstencilStates.size(); i++) {
  298. SavedZStencilState &s = zstencilStates[i];
  299. if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
  300. state = s.state;
  301. break;
  302. }
  303. }
  304. if (!state)
  305. state = AddZStencilState();
  306. if (state != curDepthStencilState) {
  307. context->OMSetDepthStencilState(state, 0);
  308. curDepthStencilState = state;
  309. }
  310. zstencilStateChanged = false;
  311. }
  312. void gs_device::UpdateRasterState()
  313. {
  314. ID3D11RasterizerState *state = NULL;
  315. if (!rasterStateChanged)
  316. return;
  317. for (size_t i = 0; i < rasterStates.size(); i++) {
  318. SavedRasterState &s = rasterStates[i];
  319. if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
  320. state = s.state;
  321. break;
  322. }
  323. }
  324. if (!state)
  325. state = AddRasterState();
  326. if (state != curRasterState) {
  327. context->RSSetState(state);
  328. curRasterState = state;
  329. }
  330. rasterStateChanged = false;
  331. }
  332. void gs_device::UpdateBlendState()
  333. {
  334. ID3D11BlendState *state = NULL;
  335. if (!blendStateChanged)
  336. return;
  337. for (size_t i = 0; i < blendStates.size(); i++) {
  338. SavedBlendState &s = blendStates[i];
  339. if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
  340. state = s.state;
  341. break;
  342. }
  343. }
  344. if (!state)
  345. state = AddBlendState();
  346. if (state != curBlendState) {
  347. float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  348. context->OMSetBlendState(state, f, 0xFFFFFFFF);
  349. curBlendState = state;
  350. }
  351. blendStateChanged = false;
  352. }
  353. void gs_device::UpdateViewProjMatrix()
  354. {
  355. gs_matrix_get(&curViewMatrix);
  356. /* negate Z col of the view matrix for right-handed coordinate system */
  357. curViewMatrix.x.z = -curViewMatrix.x.z;
  358. curViewMatrix.y.z = -curViewMatrix.y.z;
  359. curViewMatrix.z.z = -curViewMatrix.z.z;
  360. curViewMatrix.t.z = -curViewMatrix.t.z;
  361. matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
  362. matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
  363. if (curVertexShader->viewProj)
  364. gs_shader_set_matrix4(curVertexShader->viewProj,
  365. &curViewProjMatrix);
  366. }
  367. gs_device::gs_device(uint32_t adapterIdx)
  368. : curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
  369. {
  370. matrix4_identity(&curProjMatrix);
  371. matrix4_identity(&curViewMatrix);
  372. matrix4_identity(&curViewProjMatrix);
  373. memset(&viewport, 0, sizeof(viewport));
  374. for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
  375. curTextures[i] = NULL;
  376. curSamplers[i] = NULL;
  377. }
  378. InitCompiler();
  379. InitFactory(adapterIdx);
  380. InitDevice(adapterIdx);
  381. device_set_render_target(this, NULL, NULL);
  382. }
  383. gs_device::~gs_device()
  384. {
  385. context->ClearState();
  386. }
  387. const char *device_get_name(void)
  388. {
  389. return "Direct3D 11";
  390. }
  391. int device_get_type(void)
  392. {
  393. return GS_DEVICE_DIRECT3D_11;
  394. }
  395. const char *device_preprocessor_name(void)
  396. {
  397. return "_D3D11";
  398. }
  399. static inline void EnumD3DAdapters(
  400. bool (*callback)(void*, const char*, uint32_t),
  401. void *param)
  402. {
  403. ComPtr<IDXGIFactory1> factory;
  404. ComPtr<IDXGIAdapter1> adapter;
  405. HRESULT hr;
  406. UINT i = 0;
  407. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  408. __uuidof(IDXGIFactory1);
  409. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  410. if (FAILED(hr))
  411. throw HRError("Failed to create DXGIFactory", hr);
  412. while (factory->EnumAdapters1(i++, adapter.Assign()) == S_OK) {
  413. DXGI_ADAPTER_DESC desc;
  414. char name[512] = "";
  415. hr = adapter->GetDesc(&desc);
  416. if (FAILED(hr))
  417. continue;
  418. /* ignore Microsoft's 'basic' renderer' */
  419. if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c)
  420. continue;
  421. os_wcs_to_utf8(desc.Description, 0, name, sizeof(name));
  422. if (!callback(param, name, i - 1))
  423. break;
  424. }
  425. }
  426. bool device_enum_adapters(
  427. bool (*callback)(void *param, const char *name, uint32_t id),
  428. void *param)
  429. {
  430. try {
  431. EnumD3DAdapters(callback, param);
  432. return true;
  433. } catch (HRError error) {
  434. blog(LOG_WARNING, "Failed enumerating devices: %s (%08lX)",
  435. error.str, error.hr);
  436. return false;
  437. }
  438. }
  439. static inline void LogAdapterMonitors(IDXGIAdapter1 *adapter)
  440. {
  441. UINT i = 0;
  442. ComPtr<IDXGIOutput> output;
  443. while (adapter->EnumOutputs(i++, &output) == S_OK) {
  444. DXGI_OUTPUT_DESC desc;
  445. if (FAILED(output->GetDesc(&desc)))
  446. continue;
  447. RECT rect = desc.DesktopCoordinates;
  448. blog(LOG_INFO, "\t output %u: "
  449. "pos={%d, %d}, "
  450. "size={%d, %d}, "
  451. "attached=%s",
  452. i,
  453. rect.left, rect.top,
  454. rect.right - rect.left, rect.bottom - rect.top,
  455. desc.AttachedToDesktop ? "true" : "false");
  456. }
  457. }
  458. static inline void LogD3DAdapters()
  459. {
  460. ComPtr<IDXGIFactory1> factory;
  461. ComPtr<IDXGIAdapter1> adapter;
  462. HRESULT hr;
  463. UINT i = 0;
  464. blog(LOG_INFO, "Available Video Adapters: ");
  465. IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
  466. __uuidof(IDXGIFactory1);
  467. hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
  468. if (FAILED(hr))
  469. throw HRError("Failed to create DXGIFactory", hr);
  470. while (factory->EnumAdapters1(i++, adapter.Assign()) == S_OK) {
  471. DXGI_ADAPTER_DESC desc;
  472. char name[512] = "";
  473. hr = adapter->GetDesc(&desc);
  474. if (FAILED(hr))
  475. continue;
  476. /* ignore Microsoft's 'basic' renderer' */
  477. if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c)
  478. continue;
  479. os_wcs_to_utf8(desc.Description, 0, name, sizeof(name));
  480. blog(LOG_INFO, "\tAdapter %u: %s", i, name);
  481. blog(LOG_INFO, "\t Dedicated VRAM: %u",
  482. desc.DedicatedVideoMemory);
  483. blog(LOG_INFO, "\t Shared VRAM: %u",
  484. desc.SharedSystemMemory);
  485. LogAdapterMonitors(adapter);
  486. }
  487. }
  488. int device_create(gs_device_t **p_device, uint32_t adapter)
  489. {
  490. gs_device *device = NULL;
  491. int errorcode = GS_SUCCESS;
  492. try {
  493. blog(LOG_INFO, "---------------------------------");
  494. blog(LOG_INFO, "Initializing D3D11...");
  495. LogD3DAdapters();
  496. device = new gs_device(adapter);
  497. } catch (UnsupportedHWError error) {
  498. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  499. error.hr);
  500. errorcode = GS_ERROR_NOT_SUPPORTED;
  501. } catch (HRError error) {
  502. blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
  503. error.hr);
  504. errorcode = GS_ERROR_FAIL;
  505. }
  506. *p_device = device;
  507. return errorcode;
  508. }
  509. void device_destroy(gs_device_t *device)
  510. {
  511. delete device;
  512. }
  513. void device_enter_context(gs_device_t *device)
  514. {
  515. /* does nothing */
  516. UNUSED_PARAMETER(device);
  517. }
  518. void device_leave_context(gs_device_t *device)
  519. {
  520. /* does nothing */
  521. UNUSED_PARAMETER(device);
  522. }
  523. gs_swapchain_t *device_swapchain_create(gs_device_t *device,
  524. const struct gs_init_data *data)
  525. {
  526. gs_swap_chain *swap = NULL;
  527. try {
  528. swap = new gs_swap_chain(device, data);
  529. } catch (HRError error) {
  530. blog(LOG_ERROR, "device_swapchain_create (D3D11): %s (%08lX)",
  531. error.str, error.hr);
  532. LogD3D11ErrorDetails(error, device);
  533. }
  534. return swap;
  535. }
  536. void device_resize(gs_device_t *device, uint32_t cx, uint32_t cy)
  537. {
  538. if (!device->curSwapChain) {
  539. blog(LOG_WARNING, "device_resize (D3D11): No active swap");
  540. return;
  541. }
  542. try {
  543. ID3D11RenderTargetView *renderView = NULL;
  544. ID3D11DepthStencilView *depthView = NULL;
  545. int i = device->curRenderSide;
  546. device->context->OMSetRenderTargets(1, &renderView, depthView);
  547. device->curSwapChain->Resize(cx, cy);
  548. if (device->curRenderTarget)
  549. renderView = device->curRenderTarget->renderTarget[i];
  550. if (device->curZStencilBuffer)
  551. depthView = device->curZStencilBuffer->view;
  552. device->context->OMSetRenderTargets(1, &renderView, depthView);
  553. } catch (HRError error) {
  554. blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
  555. error.str, error.hr);
  556. LogD3D11ErrorDetails(error, device);
  557. }
  558. }
  559. void device_get_size(const gs_device_t *device, uint32_t *cx, uint32_t *cy)
  560. {
  561. if (device->curSwapChain) {
  562. *cx = device->curSwapChain->target.width;
  563. *cy = device->curSwapChain->target.height;
  564. } else {
  565. blog(LOG_ERROR, "device_get_size (D3D11): no active swap");
  566. *cx = 0;
  567. *cy = 0;
  568. }
  569. }
  570. uint32_t device_get_width(const gs_device_t *device)
  571. {
  572. if (device->curSwapChain) {
  573. return device->curSwapChain->target.width;
  574. } else {
  575. blog(LOG_ERROR, "device_get_size (D3D11): no active swap");
  576. return 0;
  577. }
  578. }
  579. uint32_t device_get_height(const gs_device_t *device)
  580. {
  581. if (device->curSwapChain) {
  582. return device->curSwapChain->target.height;
  583. } else {
  584. blog(LOG_ERROR, "device_get_size (D3D11): no active swap");
  585. return 0;
  586. }
  587. }
  588. gs_texture_t *device_texture_create(gs_device_t *device, uint32_t width,
  589. uint32_t height, enum gs_color_format color_format,
  590. uint32_t levels, const uint8_t **data, uint32_t flags)
  591. {
  592. gs_texture *texture = NULL;
  593. try {
  594. texture = new gs_texture_2d(device, width, height, color_format,
  595. levels, data, flags, GS_TEXTURE_2D, false,
  596. false);
  597. } catch (HRError error) {
  598. blog(LOG_ERROR, "device_texture_create (D3D11): %s (%08lX)",
  599. error.str, error.hr);
  600. LogD3D11ErrorDetails(error, device);
  601. } catch (const char *error) {
  602. blog(LOG_ERROR, "device_texture_create (D3D11): %s", error);
  603. }
  604. return texture;
  605. }
  606. gs_texture_t *device_cubetexture_create(gs_device_t *device, uint32_t size,
  607. enum gs_color_format color_format, uint32_t levels,
  608. const uint8_t **data, uint32_t flags)
  609. {
  610. gs_texture *texture = NULL;
  611. try {
  612. texture = new gs_texture_2d(device, size, size, color_format,
  613. levels, data, flags, GS_TEXTURE_CUBE, false,
  614. false);
  615. } catch (HRError error) {
  616. blog(LOG_ERROR, "device_cubetexture_create (D3D11): %s "
  617. "(%08lX)",
  618. error.str, error.hr);
  619. LogD3D11ErrorDetails(error, device);
  620. } catch (const char *error) {
  621. blog(LOG_ERROR, "device_cubetexture_create (D3D11): %s",
  622. error);
  623. }
  624. return texture;
  625. }
  626. gs_texture_t *device_voltexture_create(gs_device_t *device, uint32_t width,
  627. uint32_t height, uint32_t depth,
  628. enum gs_color_format color_format, uint32_t levels,
  629. const uint8_t **data, uint32_t flags)
  630. {
  631. /* TODO */
  632. UNUSED_PARAMETER(device);
  633. UNUSED_PARAMETER(width);
  634. UNUSED_PARAMETER(height);
  635. UNUSED_PARAMETER(depth);
  636. UNUSED_PARAMETER(color_format);
  637. UNUSED_PARAMETER(levels);
  638. UNUSED_PARAMETER(data);
  639. UNUSED_PARAMETER(flags);
  640. return NULL;
  641. }
  642. gs_zstencil_t *device_zstencil_create(gs_device_t *device, uint32_t width,
  643. uint32_t height, enum gs_zstencil_format format)
  644. {
  645. gs_zstencil_buffer *zstencil = NULL;
  646. try {
  647. zstencil = new gs_zstencil_buffer(device, width, height,
  648. format);
  649. } catch (HRError error) {
  650. blog(LOG_ERROR, "device_zstencil_create (D3D11): %s (%08lX)",
  651. error.str, error.hr);
  652. LogD3D11ErrorDetails(error, device);
  653. }
  654. return zstencil;
  655. }
  656. gs_stagesurf_t *device_stagesurface_create(gs_device_t *device, uint32_t width,
  657. uint32_t height, enum gs_color_format color_format)
  658. {
  659. gs_stage_surface *surf = NULL;
  660. try {
  661. surf = new gs_stage_surface(device, width, height,
  662. color_format);
  663. } catch (HRError error) {
  664. blog(LOG_ERROR, "device_stagesurface_create (D3D11): %s "
  665. "(%08lX)",
  666. error.str, error.hr);
  667. LogD3D11ErrorDetails(error, device);
  668. }
  669. return surf;
  670. }
  671. gs_samplerstate_t *device_samplerstate_create(gs_device_t *device,
  672. const struct gs_sampler_info *info)
  673. {
  674. gs_sampler_state *ss = NULL;
  675. try {
  676. ss = new gs_sampler_state(device, info);
  677. } catch (HRError error) {
  678. blog(LOG_ERROR, "device_samplerstate_create (D3D11): %s "
  679. "(%08lX)",
  680. error.str, error.hr);
  681. LogD3D11ErrorDetails(error, device);
  682. }
  683. return ss;
  684. }
  685. gs_shader_t *device_vertexshader_create(gs_device_t *device,
  686. const char *shader_string, const char *file,
  687. char **error_string)
  688. {
  689. gs_vertex_shader *shader = NULL;
  690. try {
  691. shader = new gs_vertex_shader(device, file, shader_string);
  692. } catch (HRError error) {
  693. blog(LOG_ERROR, "device_vertexshader_create (D3D11): %s "
  694. "(%08lX)",
  695. error.str, error.hr);
  696. LogD3D11ErrorDetails(error, device);
  697. } catch (ShaderError error) {
  698. const char *buf = (const char*)error.errors->GetBufferPointer();
  699. if (error_string)
  700. *error_string = bstrdup(buf);
  701. blog(LOG_ERROR, "device_vertexshader_create (D3D11): "
  702. "Compile warnings/errors for %s:\n%s",
  703. file, buf);
  704. } catch (const char *error) {
  705. blog(LOG_ERROR, "device_vertexshader_create (D3D11): %s",
  706. error);
  707. }
  708. return shader;
  709. }
  710. gs_shader_t *device_pixelshader_create(gs_device_t *device,
  711. const char *shader_string, const char *file,
  712. char **error_string)
  713. {
  714. gs_pixel_shader *shader = NULL;
  715. try {
  716. shader = new gs_pixel_shader(device, file, shader_string);
  717. } catch (HRError error) {
  718. blog(LOG_ERROR, "device_pixelshader_create (D3D11): %s "
  719. "(%08lX)",
  720. error.str, error.hr);
  721. LogD3D11ErrorDetails(error, device);
  722. } catch (ShaderError error) {
  723. const char *buf = (const char*)error.errors->GetBufferPointer();
  724. if (error_string)
  725. *error_string = bstrdup(buf);
  726. blog(LOG_ERROR, "device_pixelshader_create (D3D11): "
  727. "Compiler warnings/errors for %s:\n%s",
  728. file, buf);
  729. } catch (const char *error) {
  730. blog(LOG_ERROR, "device_pixelshader_create (D3D11): %s",
  731. error);
  732. }
  733. return shader;
  734. }
  735. gs_vertbuffer_t *device_vertexbuffer_create(gs_device_t *device,
  736. struct gs_vb_data *data, uint32_t flags)
  737. {
  738. gs_vertex_buffer *buffer = NULL;
  739. try {
  740. buffer = new gs_vertex_buffer(device, data, flags);
  741. } catch (HRError error) {
  742. blog(LOG_ERROR, "device_vertexbuffer_create (D3D11): %s "
  743. "(%08lX)",
  744. error.str, error.hr);
  745. LogD3D11ErrorDetails(error, device);
  746. } catch (const char *error) {
  747. blog(LOG_ERROR, "device_vertexbuffer_create (D3D11): %s",
  748. error);
  749. }
  750. return buffer;
  751. }
  752. gs_indexbuffer_t *device_indexbuffer_create(gs_device_t *device,
  753. enum gs_index_type type, void *indices, size_t num,
  754. uint32_t flags)
  755. {
  756. gs_index_buffer *buffer = NULL;
  757. try {
  758. buffer = new gs_index_buffer(device, type, indices, num, flags);
  759. } catch (HRError error) {
  760. blog(LOG_ERROR, "device_indexbuffer_create (D3D11): %s (%08lX)",
  761. error.str, error.hr);
  762. LogD3D11ErrorDetails(error, device);
  763. }
  764. return buffer;
  765. }
  766. enum gs_texture_type device_get_texture_type(const gs_texture_t *texture)
  767. {
  768. return texture->type;
  769. }
  770. void gs_device::LoadVertexBufferData()
  771. {
  772. if (curVertexBuffer == lastVertexBuffer &&
  773. curVertexShader == lastVertexShader)
  774. return;
  775. vector<ID3D11Buffer*> buffers;
  776. vector<uint32_t> strides;
  777. vector<uint32_t> offsets;
  778. if (curVertexBuffer && curVertexShader) {
  779. curVertexBuffer->MakeBufferList(curVertexShader,
  780. buffers, strides);
  781. } else {
  782. size_t buffersToClear = curVertexShader
  783. ? curVertexShader->NumBuffersExpected() : 0;
  784. buffers.resize(buffersToClear);
  785. strides.resize(buffersToClear);
  786. }
  787. offsets.resize(buffers.size());
  788. context->IASetVertexBuffers(0, (UINT)buffers.size(),
  789. buffers.data(), strides.data(), offsets.data());
  790. lastVertexBuffer = curVertexBuffer;
  791. lastVertexShader = curVertexShader;
  792. }
  793. void device_load_vertexbuffer(gs_device_t *device, gs_vertbuffer_t *vertbuffer)
  794. {
  795. if (device->curVertexBuffer == vertbuffer)
  796. return;
  797. device->curVertexBuffer = vertbuffer;
  798. }
  799. void device_load_indexbuffer(gs_device_t *device, gs_indexbuffer_t *indexbuffer)
  800. {
  801. DXGI_FORMAT format;
  802. ID3D11Buffer *buffer;
  803. if (device->curIndexBuffer == indexbuffer)
  804. return;
  805. if (indexbuffer) {
  806. switch (indexbuffer->indexSize) {
  807. case 2: format = DXGI_FORMAT_R16_UINT; break;
  808. default:
  809. case 4: format = DXGI_FORMAT_R32_UINT; break;
  810. }
  811. buffer = indexbuffer->indexBuffer;
  812. } else {
  813. buffer = NULL;
  814. format = DXGI_FORMAT_R32_UINT;
  815. }
  816. device->curIndexBuffer = indexbuffer;
  817. device->context->IASetIndexBuffer(buffer, format, 0);
  818. }
  819. void device_load_texture(gs_device_t *device, gs_texture_t *tex, int unit)
  820. {
  821. ID3D11ShaderResourceView *view = NULL;
  822. if (device->curTextures[unit] == tex)
  823. return;
  824. if (tex)
  825. view = tex->shaderRes;
  826. device->curTextures[unit] = tex;
  827. device->context->PSSetShaderResources(unit, 1, &view);
  828. }
  829. void device_load_samplerstate(gs_device_t *device,
  830. gs_samplerstate_t *samplerstate, int unit)
  831. {
  832. ID3D11SamplerState *state = NULL;
  833. if (device->curSamplers[unit] == samplerstate)
  834. return;
  835. if (samplerstate)
  836. state = samplerstate->state;
  837. device->curSamplers[unit] = samplerstate;
  838. device->context->PSSetSamplers(unit, 1, &state);
  839. }
  840. void device_load_vertexshader(gs_device_t *device, gs_shader_t *vertshader)
  841. {
  842. ID3D11VertexShader *shader = NULL;
  843. ID3D11InputLayout *layout = NULL;
  844. ID3D11Buffer *constants = NULL;
  845. if (device->curVertexShader == vertshader)
  846. return;
  847. gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
  848. gs_vertex_buffer *curVB = device->curVertexBuffer;
  849. if (vertshader) {
  850. if (vertshader->type != GS_SHADER_VERTEX) {
  851. blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
  852. "Specified shader is not a vertex "
  853. "shader");
  854. return;
  855. }
  856. if (curVB)
  857. device_load_vertexbuffer(device, NULL);
  858. shader = vs->shader;
  859. layout = vs->layout;
  860. constants = vs->constants;
  861. }
  862. device->curVertexShader = vs;
  863. device->context->VSSetShader(shader, NULL, 0);
  864. device->context->IASetInputLayout(layout);
  865. device->context->VSSetConstantBuffers(0, 1, &constants);
  866. }
  867. static inline void clear_textures(gs_device_t *device)
  868. {
  869. ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
  870. memset(views, 0, sizeof(views));
  871. memset(device->curTextures, 0, sizeof(device->curTextures));
  872. device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
  873. }
  874. void device_load_pixelshader(gs_device_t *device, gs_shader_t *pixelshader)
  875. {
  876. ID3D11PixelShader *shader = NULL;
  877. ID3D11Buffer *constants = NULL;
  878. ID3D11SamplerState *states[GS_MAX_TEXTURES];
  879. if (device->curPixelShader == pixelshader)
  880. return;
  881. gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
  882. if (pixelshader) {
  883. if (pixelshader->type != GS_SHADER_PIXEL) {
  884. blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
  885. "Specified shader is not a pixel "
  886. "shader");
  887. return;
  888. }
  889. shader = ps->shader;
  890. constants = ps->constants;
  891. ps->GetSamplerStates(states);
  892. } else {
  893. memset(states, 0, sizeof(states));
  894. }
  895. clear_textures(device);
  896. device->curPixelShader = ps;
  897. device->context->PSSetShader(shader, NULL, 0);
  898. device->context->PSSetConstantBuffers(0, 1, &constants);
  899. device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
  900. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  901. if (device->curSamplers[i] &&
  902. device->curSamplers[i]->state != states[i])
  903. device->curSamplers[i] = nullptr;
  904. }
  905. void device_load_default_samplerstate(gs_device_t *device, bool b_3d, int unit)
  906. {
  907. /* TODO */
  908. UNUSED_PARAMETER(device);
  909. UNUSED_PARAMETER(b_3d);
  910. UNUSED_PARAMETER(unit);
  911. }
  912. gs_shader_t *device_get_vertex_shader(const gs_device_t *device)
  913. {
  914. return device->curVertexShader;
  915. }
  916. gs_shader_t *device_get_pixel_shader(const gs_device_t *device)
  917. {
  918. return device->curPixelShader;
  919. }
  920. gs_texture_t *device_get_render_target(const gs_device_t *device)
  921. {
  922. if (device->curRenderTarget == &device->curSwapChain->target)
  923. return NULL;
  924. return device->curRenderTarget;
  925. }
  926. gs_zstencil_t *device_get_zstencil_target(const gs_device_t *device)
  927. {
  928. if (device->curZStencilBuffer == &device->curSwapChain->zs)
  929. return NULL;
  930. return device->curZStencilBuffer;
  931. }
  932. void device_set_render_target(gs_device_t *device, gs_texture_t *tex,
  933. gs_zstencil_t *zstencil)
  934. {
  935. if (device->curSwapChain) {
  936. if (!tex)
  937. tex = &device->curSwapChain->target;
  938. if (!zstencil)
  939. zstencil = &device->curSwapChain->zs;
  940. }
  941. if (device->curRenderTarget == tex &&
  942. device->curZStencilBuffer == zstencil)
  943. return;
  944. if (tex && tex->type != GS_TEXTURE_2D) {
  945. blog(LOG_ERROR, "device_set_render_target (D3D11): "
  946. "texture is not a 2D texture");
  947. return;
  948. }
  949. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  950. if (tex2d && !tex2d->renderTarget[0]) {
  951. blog(LOG_ERROR, "device_set_render_target (D3D11): "
  952. "texture is not a render target");
  953. return;
  954. }
  955. ID3D11RenderTargetView *rt = tex2d ? tex2d->renderTarget[0] : nullptr;
  956. device->curRenderTarget = tex2d;
  957. device->curRenderSide = 0;
  958. device->curZStencilBuffer = zstencil;
  959. device->context->OMSetRenderTargets(1, &rt,
  960. zstencil ? zstencil->view : nullptr);
  961. }
  962. void device_set_cube_render_target(gs_device_t *device, gs_texture_t *tex,
  963. int side, gs_zstencil_t *zstencil)
  964. {
  965. if (device->curSwapChain) {
  966. if (!tex) {
  967. tex = &device->curSwapChain->target;
  968. side = 0;
  969. }
  970. if (!zstencil)
  971. zstencil = &device->curSwapChain->zs;
  972. }
  973. if (device->curRenderTarget == tex &&
  974. device->curRenderSide == side &&
  975. device->curZStencilBuffer == zstencil)
  976. return;
  977. if (tex->type != GS_TEXTURE_CUBE) {
  978. blog(LOG_ERROR, "device_set_cube_render_target (D3D11): "
  979. "texture is not a cube texture");
  980. return;
  981. }
  982. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  983. if (!tex2d->renderTarget[side]) {
  984. blog(LOG_ERROR, "device_set_cube_render_target (D3D11): "
  985. "texture is not a render target");
  986. return;
  987. }
  988. ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
  989. device->curRenderTarget = tex2d;
  990. device->curRenderSide = side;
  991. device->curZStencilBuffer = zstencil;
  992. device->context->OMSetRenderTargets(1, &rt, zstencil->view);
  993. }
  994. inline void gs_device::CopyTex(ID3D11Texture2D *dst,
  995. uint32_t dst_x, uint32_t dst_y,
  996. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  997. uint32_t src_w, uint32_t src_h)
  998. {
  999. if (src->type != GS_TEXTURE_2D)
  1000. throw "Source texture must be a 2D texture";
  1001. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
  1002. if (dst_x == 0 && dst_y == 0 &&
  1003. src_x == 0 && src_y == 0 &&
  1004. src_w == 0 && src_h == 0) {
  1005. context->CopyResource(dst, tex2d->texture);
  1006. } else {
  1007. D3D11_BOX sbox;
  1008. sbox.left = src_x;
  1009. if (src_w > 0)
  1010. sbox.right = src_x + src_w;
  1011. else
  1012. sbox.right = tex2d->width - 1;
  1013. sbox.top = src_y;
  1014. if (src_h > 0)
  1015. sbox.bottom = src_y + src_h;
  1016. else
  1017. sbox.bottom = tex2d->height - 1;
  1018. sbox.front = 0;
  1019. sbox.back = 1;
  1020. context->CopySubresourceRegion(dst, 0, dst_x, dst_y, 0,
  1021. tex2d->texture, 0, &sbox);
  1022. }
  1023. }
  1024. void device_copy_texture_region(gs_device_t *device,
  1025. gs_texture_t *dst, uint32_t dst_x, uint32_t dst_y,
  1026. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  1027. uint32_t src_w, uint32_t src_h)
  1028. {
  1029. try {
  1030. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  1031. gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
  1032. if (!src)
  1033. throw "Source texture is NULL";
  1034. if (!dst)
  1035. throw "Destination texture is NULL";
  1036. if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
  1037. throw "Source and destination textures must be a 2D "
  1038. "textures";
  1039. if (dst->format != src->format)
  1040. throw "Source and destination formats do not match";
  1041. /* apparently casting to the same type that the variable
  1042. * already exists as is supposed to prevent some warning
  1043. * when used with the conditional operator? */
  1044. uint32_t copyWidth = (uint32_t)src_w ?
  1045. (uint32_t)src_w : (src2d->width - src_x);
  1046. uint32_t copyHeight = (uint32_t)src_h ?
  1047. (uint32_t)src_h : (src2d->height - src_y);
  1048. uint32_t dstWidth = dst2d->width - dst_x;
  1049. uint32_t dstHeight = dst2d->height - dst_y;
  1050. if (dstWidth < copyWidth || dstHeight < copyHeight)
  1051. throw "Destination texture region is not big "
  1052. "enough to hold the source region";
  1053. if (dst_x == 0 && dst_y == 0 &&
  1054. src_x == 0 && src_y == 0 &&
  1055. src_w == 0 && src_h == 0) {
  1056. copyWidth = 0;
  1057. copyHeight = 0;
  1058. }
  1059. device->CopyTex(dst2d->texture, dst_x, dst_y,
  1060. src, src_x, src_y, copyWidth, copyHeight);
  1061. } catch(const char *error) {
  1062. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  1063. }
  1064. }
  1065. void device_copy_texture(gs_device_t *device, gs_texture_t *dst,
  1066. gs_texture_t *src)
  1067. {
  1068. device_copy_texture_region(device, dst, 0, 0, src, 0, 0, 0, 0);
  1069. }
  1070. void device_stage_texture(gs_device_t *device, gs_stagesurf_t *dst,
  1071. gs_texture_t *src)
  1072. {
  1073. try {
  1074. gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
  1075. if (!src)
  1076. throw "Source texture is NULL";
  1077. if (src->type != GS_TEXTURE_2D)
  1078. throw "Source texture must be a 2D texture";
  1079. if (!dst)
  1080. throw "Destination surface is NULL";
  1081. if (dst->format != src->format)
  1082. throw "Source and destination formats do not match";
  1083. if (dst->width != src2d->width ||
  1084. dst->height != src2d->height)
  1085. throw "Source and destination must have the same "
  1086. "dimensions";
  1087. device->CopyTex(dst->texture, 0, 0, src, 0, 0, 0, 0);
  1088. } catch (const char *error) {
  1089. blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
  1090. }
  1091. }
  1092. void device_begin_scene(gs_device_t *device)
  1093. {
  1094. clear_textures(device);
  1095. }
  1096. void device_draw(gs_device_t *device, enum gs_draw_mode draw_mode,
  1097. uint32_t start_vert, uint32_t num_verts)
  1098. {
  1099. try {
  1100. if (!device->curVertexShader)
  1101. throw "No vertex shader specified";
  1102. if (!device->curPixelShader)
  1103. throw "No pixel shader specified";
  1104. if (!device->curVertexBuffer)
  1105. throw "No vertex buffer specified";
  1106. if (!device->curSwapChain && !device->curRenderTarget)
  1107. throw "No render target or swap chain to render to";
  1108. gs_effect_t *effect = gs_get_effect();
  1109. if (effect)
  1110. gs_effect_update_params(effect);
  1111. device->LoadVertexBufferData();
  1112. device->UpdateBlendState();
  1113. device->UpdateRasterState();
  1114. device->UpdateZStencilState();
  1115. device->UpdateViewProjMatrix();
  1116. device->curVertexShader->UploadParams();
  1117. device->curPixelShader->UploadParams();
  1118. } catch (const char *error) {
  1119. blog(LOG_ERROR, "device_draw (D3D11): %s", error);
  1120. return;
  1121. } catch (HRError error) {
  1122. blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
  1123. error.hr);
  1124. LogD3D11ErrorDetails(error, device);
  1125. return;
  1126. }
  1127. D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
  1128. if (device->curToplogy != newTopology) {
  1129. device->context->IASetPrimitiveTopology(newTopology);
  1130. device->curToplogy = newTopology;
  1131. }
  1132. if (device->curIndexBuffer) {
  1133. if (num_verts == 0)
  1134. num_verts = (uint32_t)device->curIndexBuffer->num;
  1135. device->context->DrawIndexed(num_verts, start_vert, 0);
  1136. } else {
  1137. if (num_verts == 0)
  1138. num_verts = (uint32_t)device->curVertexBuffer->numVerts;
  1139. device->context->Draw(num_verts, start_vert);
  1140. }
  1141. }
  1142. void device_end_scene(gs_device_t *device)
  1143. {
  1144. /* does nothing in D3D11 */
  1145. UNUSED_PARAMETER(device);
  1146. }
  1147. void device_load_swapchain(gs_device_t *device, gs_swapchain_t *swapchain)
  1148. {
  1149. gs_texture_t *target = device->curRenderTarget;
  1150. gs_zstencil_t *zs = device->curZStencilBuffer;
  1151. bool is_cube = device->curRenderTarget ?
  1152. (device->curRenderTarget->type == GS_TEXTURE_CUBE) : false;
  1153. if (device->curSwapChain) {
  1154. if (target == &device->curSwapChain->target)
  1155. target = NULL;
  1156. if (zs == &device->curSwapChain->zs)
  1157. zs = NULL;
  1158. }
  1159. device->curSwapChain = swapchain;
  1160. if (is_cube)
  1161. device_set_cube_render_target(device, target,
  1162. device->curRenderSide, zs);
  1163. else
  1164. device_set_render_target(device, target, zs);
  1165. }
  1166. void device_clear(gs_device_t *device, uint32_t clear_flags,
  1167. const struct vec4 *color, float depth, uint8_t stencil)
  1168. {
  1169. int side = device->curRenderSide;
  1170. if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
  1171. device->context->ClearRenderTargetView(
  1172. device->curRenderTarget->renderTarget[side],
  1173. color->ptr);
  1174. if (device->curZStencilBuffer) {
  1175. uint32_t flags = 0;
  1176. if ((clear_flags & GS_CLEAR_DEPTH) != 0)
  1177. flags |= D3D11_CLEAR_DEPTH;
  1178. if ((clear_flags & GS_CLEAR_STENCIL) != 0)
  1179. flags |= D3D11_CLEAR_STENCIL;
  1180. if (flags && device->curZStencilBuffer->view)
  1181. device->context->ClearDepthStencilView(
  1182. device->curZStencilBuffer->view,
  1183. flags, depth, stencil);
  1184. }
  1185. }
  1186. void device_present(gs_device_t *device)
  1187. {
  1188. HRESULT hr;
  1189. if (device->curSwapChain) {
  1190. hr = device->curSwapChain->swap->Present(0, 0);
  1191. if (hr == DXGI_ERROR_DEVICE_REMOVED ||
  1192. hr == DXGI_ERROR_DEVICE_RESET) {
  1193. device->RebuildDevice();
  1194. }
  1195. } else {
  1196. blog(LOG_WARNING, "device_present (D3D11): No active swap");
  1197. }
  1198. }
  1199. void device_flush(gs_device_t *device)
  1200. {
  1201. device->context->Flush();
  1202. }
  1203. void device_set_cull_mode(gs_device_t *device, enum gs_cull_mode mode)
  1204. {
  1205. if (mode == device->rasterState.cullMode)
  1206. return;
  1207. device->rasterState.cullMode = mode;
  1208. device->rasterStateChanged = true;
  1209. }
  1210. enum gs_cull_mode device_get_cull_mode(const gs_device_t *device)
  1211. {
  1212. return device->rasterState.cullMode;
  1213. }
  1214. void device_enable_blending(gs_device_t *device, bool enable)
  1215. {
  1216. if (enable == device->blendState.blendEnabled)
  1217. return;
  1218. device->blendState.blendEnabled = enable;
  1219. device->blendStateChanged = true;
  1220. }
  1221. void device_enable_depth_test(gs_device_t *device, bool enable)
  1222. {
  1223. if (enable == device->zstencilState.depthEnabled)
  1224. return;
  1225. device->zstencilState.depthEnabled = enable;
  1226. device->zstencilStateChanged = true;
  1227. }
  1228. void device_enable_stencil_test(gs_device_t *device, bool enable)
  1229. {
  1230. if (enable == device->zstencilState.stencilEnabled)
  1231. return;
  1232. device->zstencilState.stencilEnabled = enable;
  1233. device->zstencilStateChanged = true;
  1234. }
  1235. void device_enable_stencil_write(gs_device_t *device, bool enable)
  1236. {
  1237. if (enable == device->zstencilState.stencilWriteEnabled)
  1238. return;
  1239. device->zstencilState.stencilWriteEnabled = enable;
  1240. device->zstencilStateChanged = true;
  1241. }
  1242. void device_enable_color(gs_device_t *device, bool red, bool green,
  1243. bool blue, bool alpha)
  1244. {
  1245. if (device->blendState.redEnabled == red &&
  1246. device->blendState.greenEnabled == green &&
  1247. device->blendState.blueEnabled == blue &&
  1248. device->blendState.alphaEnabled == alpha)
  1249. return;
  1250. device->blendState.redEnabled = red;
  1251. device->blendState.greenEnabled = green;
  1252. device->blendState.blueEnabled = blue;
  1253. device->blendState.alphaEnabled = alpha;
  1254. device->blendStateChanged = true;
  1255. }
  1256. void device_blend_function(gs_device_t *device, enum gs_blend_type src,
  1257. enum gs_blend_type dest)
  1258. {
  1259. if (device->blendState.srcFactorC == src &&
  1260. device->blendState.destFactorC == dest &&
  1261. device->blendState.srcFactorA == src &&
  1262. device->blendState.destFactorA == dest)
  1263. return;
  1264. device->blendState.srcFactorC = src;
  1265. device->blendState.destFactorC= dest;
  1266. device->blendState.srcFactorA = src;
  1267. device->blendState.destFactorA= dest;
  1268. device->blendStateChanged = true;
  1269. }
  1270. void device_blend_function_separate(gs_device_t *device,
  1271. enum gs_blend_type src_c, enum gs_blend_type dest_c,
  1272. enum gs_blend_type src_a, enum gs_blend_type dest_a)
  1273. {
  1274. if (device->blendState.srcFactorC == src_c &&
  1275. device->blendState.destFactorC == dest_c &&
  1276. device->blendState.srcFactorA == src_a &&
  1277. device->blendState.destFactorA == dest_a)
  1278. return;
  1279. device->blendState.srcFactorC = src_c;
  1280. device->blendState.destFactorC = dest_c;
  1281. device->blendState.srcFactorA = src_a;
  1282. device->blendState.destFactorA = dest_a;
  1283. device->blendStateChanged = true;
  1284. }
  1285. void device_depth_function(gs_device_t *device, enum gs_depth_test test)
  1286. {
  1287. if (device->zstencilState.depthFunc == test)
  1288. return;
  1289. device->zstencilState.depthFunc = test;
  1290. device->zstencilStateChanged = true;
  1291. }
  1292. static inline void update_stencilside_test(gs_device_t *device,
  1293. StencilSide &side, gs_depth_test test)
  1294. {
  1295. if (side.test == test)
  1296. return;
  1297. side.test = test;
  1298. device->zstencilStateChanged = true;
  1299. }
  1300. void device_stencil_function(gs_device_t *device, enum gs_stencil_side side,
  1301. enum gs_depth_test test)
  1302. {
  1303. int sideVal = (int)side;
  1304. if (sideVal & GS_STENCIL_FRONT)
  1305. update_stencilside_test(device,
  1306. device->zstencilState.stencilFront, test);
  1307. if (sideVal & GS_STENCIL_BACK)
  1308. update_stencilside_test(device,
  1309. device->zstencilState.stencilBack, test);
  1310. }
  1311. static inline void update_stencilside_op(gs_device_t *device, StencilSide &side,
  1312. enum gs_stencil_op_type fail, enum gs_stencil_op_type zfail,
  1313. enum gs_stencil_op_type zpass)
  1314. {
  1315. if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
  1316. return;
  1317. side.fail = fail;
  1318. side.zfail = zfail;
  1319. side.zpass = zpass;
  1320. device->zstencilStateChanged = true;
  1321. }
  1322. void device_stencil_op(gs_device_t *device, enum gs_stencil_side side,
  1323. enum gs_stencil_op_type fail, enum gs_stencil_op_type zfail,
  1324. enum gs_stencil_op_type zpass)
  1325. {
  1326. int sideVal = (int)side;
  1327. if (sideVal & GS_STENCIL_FRONT)
  1328. update_stencilside_op(device,
  1329. device->zstencilState.stencilFront,
  1330. fail, zfail, zpass);
  1331. if (sideVal & GS_STENCIL_BACK)
  1332. update_stencilside_op(device,
  1333. device->zstencilState.stencilBack,
  1334. fail, zfail, zpass);
  1335. }
  1336. void device_set_viewport(gs_device_t *device, int x, int y, int width,
  1337. int height)
  1338. {
  1339. D3D11_VIEWPORT vp;
  1340. memset(&vp, 0, sizeof(vp));
  1341. vp.MaxDepth = 1.0f;
  1342. vp.TopLeftX = (float)x;
  1343. vp.TopLeftY = (float)y;
  1344. vp.Width = (float)width;
  1345. vp.Height = (float)height;
  1346. device->context->RSSetViewports(1, &vp);
  1347. device->viewport.x = x;
  1348. device->viewport.y = y;
  1349. device->viewport.cx = width;
  1350. device->viewport.cy = height;
  1351. }
  1352. void device_get_viewport(const gs_device_t *device, struct gs_rect *rect)
  1353. {
  1354. memcpy(rect, &device->viewport, sizeof(gs_rect));
  1355. }
  1356. void device_set_scissor_rect(gs_device_t *device, const struct gs_rect *rect)
  1357. {
  1358. D3D11_RECT d3drect;
  1359. device->rasterState.scissorEnabled = (rect != NULL);
  1360. if (rect != NULL) {
  1361. d3drect.left = rect->x;
  1362. d3drect.top = rect->y;
  1363. d3drect.right = rect->x + rect->cx;
  1364. d3drect.bottom = rect->y + rect->cy;
  1365. device->context->RSSetScissorRects(1, &d3drect);
  1366. }
  1367. device->rasterStateChanged = true;
  1368. }
  1369. void device_ortho(gs_device_t *device, float left, float right, float top,
  1370. float bottom, float zNear, float zFar)
  1371. {
  1372. matrix4 *dst = &device->curProjMatrix;
  1373. float rml = right-left;
  1374. float bmt = bottom-top;
  1375. float fmn = zFar-zNear;
  1376. vec4_zero(&dst->x);
  1377. vec4_zero(&dst->y);
  1378. vec4_zero(&dst->z);
  1379. vec4_zero(&dst->t);
  1380. dst->x.x = 2.0f / rml;
  1381. dst->t.x = (left+right) / -rml;
  1382. dst->y.y = 2.0f / -bmt;
  1383. dst->t.y = (bottom+top) / bmt;
  1384. dst->z.z = 1.0f / fmn;
  1385. dst->t.z = zNear / -fmn;
  1386. dst->t.w = 1.0f;
  1387. }
  1388. void device_frustum(gs_device_t *device, float left, float right, float top,
  1389. float bottom, float zNear, float zFar)
  1390. {
  1391. matrix4 *dst = &device->curProjMatrix;
  1392. float rml = right-left;
  1393. float bmt = bottom-top;
  1394. float fmn = zFar-zNear;
  1395. float nearx2 = 2.0f*zNear;
  1396. vec4_zero(&dst->x);
  1397. vec4_zero(&dst->y);
  1398. vec4_zero(&dst->z);
  1399. vec4_zero(&dst->t);
  1400. dst->x.x = nearx2 / rml;
  1401. dst->z.x = (left+right) / -rml;
  1402. dst->y.y = nearx2 / -bmt;
  1403. dst->z.y = (bottom+top) / bmt;
  1404. dst->z.z = zFar / fmn;
  1405. dst->t.z = (zNear*zFar) / -fmn;
  1406. dst->z.w = 1.0f;
  1407. }
  1408. void device_projection_push(gs_device_t *device)
  1409. {
  1410. mat4float mat;
  1411. memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
  1412. device->projStack.push_back(mat);
  1413. }
  1414. void device_projection_pop(gs_device_t *device)
  1415. {
  1416. if (!device->projStack.size())
  1417. return;
  1418. mat4float *mat = device->projStack.data();
  1419. size_t end = device->projStack.size()-1;
  1420. /* XXX - does anyone know a better way of doing this? */
  1421. memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
  1422. device->projStack.pop_back();
  1423. }
  1424. void gs_swapchain_destroy(gs_swapchain_t *swapchain)
  1425. {
  1426. if (swapchain->device->curSwapChain == swapchain)
  1427. device_load_swapchain(swapchain->device, nullptr);
  1428. delete swapchain;
  1429. }
  1430. void gs_texture_destroy(gs_texture_t *tex)
  1431. {
  1432. delete tex;
  1433. }
  1434. uint32_t gs_texture_get_width(const gs_texture_t *tex)
  1435. {
  1436. if (tex->type != GS_TEXTURE_2D)
  1437. return 0;
  1438. return static_cast<const gs_texture_2d*>(tex)->width;
  1439. }
  1440. uint32_t gs_texture_get_height(const gs_texture_t *tex)
  1441. {
  1442. if (tex->type != GS_TEXTURE_2D)
  1443. return 0;
  1444. return static_cast<const gs_texture_2d*>(tex)->height;
  1445. }
  1446. enum gs_color_format gs_texture_get_color_format(const gs_texture_t *tex)
  1447. {
  1448. if (tex->type != GS_TEXTURE_2D)
  1449. return GS_UNKNOWN;
  1450. return static_cast<const gs_texture_2d*>(tex)->format;
  1451. }
  1452. bool gs_texture_map(gs_texture_t *tex, uint8_t **ptr, uint32_t *linesize)
  1453. {
  1454. HRESULT hr;
  1455. if (tex->type != GS_TEXTURE_2D)
  1456. return false;
  1457. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1458. D3D11_MAPPED_SUBRESOURCE map;
  1459. hr = tex2d->device->context->Map(tex2d->texture, 0,
  1460. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1461. if (FAILED(hr))
  1462. return false;
  1463. *ptr = (uint8_t*)map.pData;
  1464. *linesize = map.RowPitch;
  1465. return true;
  1466. }
  1467. void gs_texture_unmap(gs_texture_t *tex)
  1468. {
  1469. if (tex->type != GS_TEXTURE_2D)
  1470. return;
  1471. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1472. tex2d->device->context->Unmap(tex2d->texture, 0);
  1473. }
  1474. void *gs_texture_get_obj(gs_texture_t *tex)
  1475. {
  1476. if (tex->type != GS_TEXTURE_2D)
  1477. return nullptr;
  1478. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1479. return tex2d->texture.Get();
  1480. }
  1481. void gs_cubetexture_destroy(gs_texture_t *cubetex)
  1482. {
  1483. delete cubetex;
  1484. }
  1485. uint32_t gs_cubetexture_get_size(const gs_texture_t *cubetex)
  1486. {
  1487. if (cubetex->type != GS_TEXTURE_CUBE)
  1488. return 0;
  1489. const gs_texture_2d *tex = static_cast<const gs_texture_2d*>(cubetex);
  1490. return tex->width;
  1491. }
  1492. enum gs_color_format gs_cubetexture_get_color_format(
  1493. const gs_texture_t *cubetex)
  1494. {
  1495. if (cubetex->type != GS_TEXTURE_CUBE)
  1496. return GS_UNKNOWN;
  1497. const gs_texture_2d *tex = static_cast<const gs_texture_2d*>(cubetex);
  1498. return tex->format;
  1499. }
  1500. void gs_voltexture_destroy(gs_texture_t *voltex)
  1501. {
  1502. delete voltex;
  1503. }
  1504. uint32_t gs_voltexture_get_width(const gs_texture_t *voltex)
  1505. {
  1506. /* TODO */
  1507. UNUSED_PARAMETER(voltex);
  1508. return 0;
  1509. }
  1510. uint32_t gs_voltexture_get_height(const gs_texture_t *voltex)
  1511. {
  1512. /* TODO */
  1513. UNUSED_PARAMETER(voltex);
  1514. return 0;
  1515. }
  1516. uint32_t gs_voltexture_get_depth(const gs_texture_t *voltex)
  1517. {
  1518. /* TODO */
  1519. UNUSED_PARAMETER(voltex);
  1520. return 0;
  1521. }
  1522. enum gs_color_format gs_voltexture_get_color_format(const gs_texture_t *voltex)
  1523. {
  1524. /* TODO */
  1525. UNUSED_PARAMETER(voltex);
  1526. return GS_UNKNOWN;
  1527. }
  1528. void gs_stagesurface_destroy(gs_stagesurf_t *stagesurf)
  1529. {
  1530. delete stagesurf;
  1531. }
  1532. uint32_t gs_stagesurface_get_width(const gs_stagesurf_t *stagesurf)
  1533. {
  1534. return stagesurf->width;
  1535. }
  1536. uint32_t gs_stagesurface_get_height(const gs_stagesurf_t *stagesurf)
  1537. {
  1538. return stagesurf->height;
  1539. }
  1540. enum gs_color_format gs_stagesurface_get_color_format(
  1541. const gs_stagesurf_t *stagesurf)
  1542. {
  1543. return stagesurf->format;
  1544. }
  1545. bool gs_stagesurface_map(gs_stagesurf_t *stagesurf, uint8_t **data,
  1546. uint32_t *linesize)
  1547. {
  1548. D3D11_MAPPED_SUBRESOURCE map;
  1549. if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
  1550. D3D11_MAP_READ, 0, &map)))
  1551. return false;
  1552. *data = (uint8_t*)map.pData;
  1553. *linesize = map.RowPitch;
  1554. return true;
  1555. }
  1556. void gs_stagesurface_unmap(gs_stagesurf_t *stagesurf)
  1557. {
  1558. stagesurf->device->context->Unmap(stagesurf->texture, 0);
  1559. }
  1560. void gs_zstencil_destroy(gs_zstencil_t *zstencil)
  1561. {
  1562. delete zstencil;
  1563. }
  1564. void gs_samplerstate_destroy(gs_samplerstate_t *samplerstate)
  1565. {
  1566. if (!samplerstate)
  1567. return;
  1568. if (samplerstate->device)
  1569. for (int i = 0; i < GS_MAX_TEXTURES; i++)
  1570. if (samplerstate->device->curSamplers[i] ==
  1571. samplerstate)
  1572. samplerstate->device->curSamplers[i] = nullptr;
  1573. delete samplerstate;
  1574. }
  1575. void gs_vertexbuffer_destroy(gs_vertbuffer_t *vertbuffer)
  1576. {
  1577. if (vertbuffer && vertbuffer->device->lastVertexBuffer == vertbuffer)
  1578. vertbuffer->device->lastVertexBuffer = nullptr;
  1579. delete vertbuffer;
  1580. }
  1581. void gs_vertexbuffer_flush(gs_vertbuffer_t *vertbuffer)
  1582. {
  1583. if (!vertbuffer->dynamic) {
  1584. blog(LOG_ERROR, "gs_vertexbuffer_flush: vertex buffer is "
  1585. "not dynamic");
  1586. return;
  1587. }
  1588. vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
  1589. vertbuffer->vbd.data->points, sizeof(vec3));
  1590. if (vertbuffer->normalBuffer)
  1591. vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
  1592. vertbuffer->vbd.data->normals, sizeof(vec3));
  1593. if (vertbuffer->tangentBuffer)
  1594. vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
  1595. vertbuffer->vbd.data->tangents, sizeof(vec3));
  1596. if (vertbuffer->colorBuffer)
  1597. vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
  1598. vertbuffer->vbd.data->colors, sizeof(uint32_t));
  1599. for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
  1600. gs_tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
  1601. vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
  1602. tv.array, tv.width*sizeof(float));
  1603. }
  1604. }
  1605. struct gs_vb_data *gs_vertexbuffer_get_data(const gs_vertbuffer_t *vertbuffer)
  1606. {
  1607. return vertbuffer->vbd.data;
  1608. }
  1609. void gs_indexbuffer_destroy(gs_indexbuffer_t *indexbuffer)
  1610. {
  1611. delete indexbuffer;
  1612. }
  1613. void gs_indexbuffer_flush(gs_indexbuffer_t *indexbuffer)
  1614. {
  1615. HRESULT hr;
  1616. if (!indexbuffer->dynamic)
  1617. return;
  1618. D3D11_MAPPED_SUBRESOURCE map;
  1619. hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
  1620. D3D11_MAP_WRITE_DISCARD, 0, &map);
  1621. if (FAILED(hr))
  1622. return;
  1623. memcpy(map.pData, indexbuffer->indices.data,
  1624. indexbuffer->num * indexbuffer->indexSize);
  1625. indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
  1626. }
  1627. void *gs_indexbuffer_get_data(const gs_indexbuffer_t *indexbuffer)
  1628. {
  1629. return indexbuffer->indices.data;
  1630. }
  1631. size_t gs_indexbuffer_get_num_indices(const gs_indexbuffer_t *indexbuffer)
  1632. {
  1633. return indexbuffer->num;
  1634. }
  1635. enum gs_index_type gs_indexbuffer_get_type(const gs_indexbuffer_t *indexbuffer)
  1636. {
  1637. return indexbuffer->type;
  1638. }
  1639. extern "C" EXPORT bool device_gdi_texture_available(void)
  1640. {
  1641. return true;
  1642. }
  1643. extern "C" EXPORT bool device_shared_texture_available(void)
  1644. {
  1645. return true;
  1646. }
  1647. extern "C" EXPORT gs_texture_t *device_texture_create_gdi(gs_device_t *device,
  1648. uint32_t width, uint32_t height)
  1649. {
  1650. gs_texture *texture = nullptr;
  1651. try {
  1652. texture = new gs_texture_2d(device, width, height, GS_BGRA,
  1653. 1, nullptr, GS_RENDER_TARGET, GS_TEXTURE_2D,
  1654. true, false);
  1655. } catch (HRError error) {
  1656. blog(LOG_ERROR, "device_texture_create_gdi (D3D11): %s (%08lX)",
  1657. error.str, error.hr);
  1658. LogD3D11ErrorDetails(error, device);
  1659. } catch (const char *error) {
  1660. blog(LOG_ERROR, "device_texture_create_gdi (D3D11): %s", error);
  1661. }
  1662. return texture;
  1663. }
  1664. static inline bool TextureGDICompatible(gs_texture_2d *tex2d, const char *func)
  1665. {
  1666. if (!tex2d->isGDICompatible) {
  1667. blog(LOG_ERROR, "%s (D3D11): Texture is not GDI compatible",
  1668. func);
  1669. return false;
  1670. }
  1671. return true;
  1672. }
  1673. extern "C" EXPORT void *gs_texture_get_dc(gs_texture_t *tex)
  1674. {
  1675. HDC hDC = nullptr;
  1676. if (tex->type != GS_TEXTURE_2D)
  1677. return nullptr;
  1678. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1679. if (!TextureGDICompatible(tex2d, "gs_texture_get_dc"))
  1680. return nullptr;
  1681. if (!tex2d->gdiSurface)
  1682. return nullptr;
  1683. tex2d->gdiSurface->GetDC(true, &hDC);
  1684. return hDC;
  1685. }
  1686. extern "C" EXPORT void gs_texture_release_dc(gs_texture_t *tex)
  1687. {
  1688. if (tex->type != GS_TEXTURE_2D)
  1689. return;
  1690. gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
  1691. if (!TextureGDICompatible(tex2d, "gs_texture_release_dc"))
  1692. return;
  1693. tex2d->gdiSurface->ReleaseDC(nullptr);
  1694. }
  1695. extern "C" EXPORT gs_texture_t *device_texture_open_shared(gs_device_t *device,
  1696. uint32_t handle)
  1697. {
  1698. gs_texture *texture = nullptr;
  1699. try {
  1700. texture = new gs_texture_2d(device, handle);
  1701. } catch (HRError error) {
  1702. blog(LOG_ERROR, "gs_texture_open_shared (D3D11): %s (%08lX)",
  1703. error.str, error.hr);
  1704. LogD3D11ErrorDetails(error, device);
  1705. } catch (const char *error) {
  1706. blog(LOG_ERROR, "gs_texture_open_shared (D3D11): %s", error);
  1707. }
  1708. return texture;
  1709. }