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- /******************************************************************************
- Copyright (C) 2013 by Hugh Bailey <[email protected]>
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- ******************************************************************************/
- #pragma once
- #include <util/AlignedNew.hpp>
- #include <util/windows/win-version.h>
- #include <vector>
- #include <string>
- #include <memory>
- #include <windows.h>
- #include <dxgi.h>
- #include <dxgi1_2.h>
- #include <d3d11_1.h>
- #include <d3dcompiler.h>
- #include <util/base.h>
- #include <graphics/matrix4.h>
- #include <graphics/graphics.h>
- #include <graphics/device-exports.h>
- #include <util/windows/ComPtr.hpp>
- #include <util/windows/HRError.hpp>
- // #define DISASSEMBLE_SHADERS
- struct shader_var;
- struct shader_sampler;
- struct gs_vertex_shader;
- using namespace std;
- /*
- * Just to clarify, all structs, and all public. These are exporting only
- * via encapsulated C bindings, not C++ bindings, so the whole concept of
- * "public" and "private" does not matter at all for this subproject.
- */
- static inline uint32_t GetWinVer()
- {
- struct win_version_info ver;
- get_win_ver(&ver);
- return (ver.major << 8) | ver.minor;
- }
- static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
- {
- switch (format) {
- case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
- case GS_A8: return DXGI_FORMAT_A8_UNORM;
- case GS_R8: return DXGI_FORMAT_R8_UNORM;
- case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
- case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
- case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
- case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
- case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
- case GS_R16: return DXGI_FORMAT_R16_UNORM;
- case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
- case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
- case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
- case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
- case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
- case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
- case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
- case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
- case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
- case GS_R8G8: return DXGI_FORMAT_R8G8_UNORM;
- }
- return DXGI_FORMAT_UNKNOWN;
- }
- static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
- {
- switch ((unsigned long)format) {
- case DXGI_FORMAT_A8_UNORM: return GS_A8;
- case DXGI_FORMAT_R8_UNORM: return GS_R8;
- case DXGI_FORMAT_R8G8_UNORM: return GS_R8G8;
- case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
- case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
- case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
- case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
- case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
- case DXGI_FORMAT_R16_UNORM: return GS_R16;
- case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
- case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
- case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
- case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
- case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
- case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
- case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
- case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
- case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
- }
- return GS_UNKNOWN;
- }
- static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
- {
- switch (format) {
- case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
- case GS_Z16: return DXGI_FORMAT_D16_UNORM;
- case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
- case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
- case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
- }
- return DXGI_FORMAT_UNKNOWN;
- }
- static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
- {
- switch (test) {
- case GS_NEVER: return D3D11_COMPARISON_NEVER;
- case GS_LESS: return D3D11_COMPARISON_LESS;
- case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
- case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
- case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
- case GS_GREATER: return D3D11_COMPARISON_GREATER;
- case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
- case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
- }
- return D3D11_COMPARISON_NEVER;
- }
- static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
- {
- switch (op) {
- case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
- case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
- case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
- case GS_INCR: return D3D11_STENCIL_OP_INCR;
- case GS_DECR: return D3D11_STENCIL_OP_DECR;
- case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
- }
- return D3D11_STENCIL_OP_KEEP;
- }
- static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
- {
- switch (type) {
- case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
- case GS_BLEND_ONE: return D3D11_BLEND_ONE;
- case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
- case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
- case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
- case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
- case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
- case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
- case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
- case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
- case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
- }
- return D3D11_BLEND_ONE;
- }
- static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
- {
- switch (mode) {
- case GS_BACK: return D3D11_CULL_BACK;
- case GS_FRONT: return D3D11_CULL_FRONT;
- case GS_NEITHER: return D3D11_CULL_NONE;
- }
- return D3D11_CULL_BACK;
- }
- static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
- {
- switch (mode) {
- case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
- case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
- case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
- case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
- }
- return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
- }
- /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
- struct VBDataPtr {
- gs_vb_data *data;
- inline VBDataPtr(gs_vb_data *data) : data(data) {}
- inline ~VBDataPtr() {gs_vbdata_destroy(data);}
- };
- enum class gs_type {
- gs_vertex_buffer,
- gs_index_buffer,
- gs_texture_2d,
- gs_zstencil_buffer,
- gs_stage_surface,
- gs_sampler_state,
- gs_vertex_shader,
- gs_pixel_shader,
- gs_duplicator,
- gs_swap_chain,
- };
- struct gs_obj {
- gs_device_t *device;
- gs_type obj_type;
- gs_obj *next;
- gs_obj **prev_next;
- inline gs_obj() :
- device(nullptr),
- next(nullptr),
- prev_next(nullptr)
- {}
- gs_obj(gs_device_t *device, gs_type type);
- virtual ~gs_obj();
- };
- struct gs_vertex_buffer : gs_obj {
- ComPtr<ID3D11Buffer> vertexBuffer;
- ComPtr<ID3D11Buffer> normalBuffer;
- ComPtr<ID3D11Buffer> colorBuffer;
- ComPtr<ID3D11Buffer> tangentBuffer;
- vector<ComPtr<ID3D11Buffer>> uvBuffers;
- bool dynamic;
- VBDataPtr vbd;
- size_t numVerts;
- vector<size_t> uvSizes;
- void FlushBuffer(ID3D11Buffer *buffer, void *array,
- size_t elementSize);
- void MakeBufferList(gs_vertex_shader *shader,
- vector<ID3D11Buffer*> &buffers,
- vector<uint32_t> &strides);
- void InitBuffer(const size_t elementSize,
- const size_t numVerts, void *array,
- ID3D11Buffer **buffer);
- void BuildBuffers();
- inline void Release()
- {
- vertexBuffer.Release();
- normalBuffer.Release();
- colorBuffer.Release();
- tangentBuffer.Release();
- uvBuffers.clear();
- }
- void Rebuild();
- gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
- uint32_t flags);
- };
- /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
- struct DataPtr {
- void *data;
- inline DataPtr(void *data) : data(data) {}
- inline ~DataPtr() {bfree(data);}
- };
- struct gs_index_buffer : gs_obj {
- ComPtr<ID3D11Buffer> indexBuffer;
- bool dynamic;
- gs_index_type type;
- size_t indexSize;
- size_t num;
- DataPtr indices;
- D3D11_BUFFER_DESC bd = {};
- D3D11_SUBRESOURCE_DATA srd = {};
- void InitBuffer();
- void Rebuild(ID3D11Device *dev);
- inline void Release() {indexBuffer.Release();}
- gs_index_buffer(gs_device_t *device, enum gs_index_type type,
- void *indices, size_t num, uint32_t flags);
- };
- struct gs_texture : gs_obj {
- gs_texture_type type;
- uint32_t levels;
- gs_color_format format;
- ComPtr<ID3D11ShaderResourceView> shaderRes;
- D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
- void Rebuild(ID3D11Device *dev);
- inline gs_texture(gs_texture_type type, uint32_t levels,
- gs_color_format format)
- : type (type),
- levels (levels),
- format (format)
- {
- }
- inline gs_texture(gs_device *device, gs_type obj_type,
- gs_texture_type type)
- : gs_obj (device, obj_type),
- type (type)
- {
- }
- inline gs_texture(gs_device *device, gs_type obj_type,
- gs_texture_type type,
- uint32_t levels, gs_color_format format)
- : gs_obj (device, obj_type),
- type (type),
- levels (levels),
- format (format)
- {
- }
- };
- struct gs_texture_2d : gs_texture {
- ComPtr<ID3D11Texture2D> texture;
- ComPtr<ID3D11RenderTargetView> renderTarget[6];
- ComPtr<IDXGISurface1> gdiSurface;
- uint32_t width = 0, height = 0;
- uint32_t flags = 0;
- DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
- bool isRenderTarget = false;
- bool isGDICompatible = false;
- bool isDynamic = false;
- bool isShared = false;
- bool genMipmaps = false;
- uint32_t sharedHandle = GS_INVALID_HANDLE;
- gs_texture_2d *pairedNV12texture = nullptr;
- bool nv12 = false;
- bool chroma = false;
- bool acquired = false;
- vector<vector<uint8_t>> data;
- vector<D3D11_SUBRESOURCE_DATA> srd;
- D3D11_TEXTURE2D_DESC td = {};
- void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
- void InitTexture(const uint8_t **data);
- void InitResourceView();
- void InitRenderTargets();
- void BackupTexture(const uint8_t **data);
- void GetSharedHandle(IDXGIResource *dxgi_res);
- void RebuildSharedTextureFallback();
- void Rebuild(ID3D11Device *dev);
- void RebuildNV12_Y(ID3D11Device *dev);
- void RebuildNV12_UV(ID3D11Device *dev);
- inline void Release()
- {
- texture.Release();
- for (auto &rt : renderTarget)
- rt.Release();
- gdiSurface.Release();
- shaderRes.Release();
- }
- inline gs_texture_2d()
- : gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
- {
- }
- gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
- gs_color_format colorFormat, uint32_t levels,
- const uint8_t **data, uint32_t flags,
- gs_texture_type type, bool gdiCompatible,
- bool nv12 = false);
- gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
- uint32_t flags);
- gs_texture_2d(gs_device_t *device, uint32_t handle);
- };
- struct gs_zstencil_buffer : gs_obj {
- ComPtr<ID3D11Texture2D> texture;
- ComPtr<ID3D11DepthStencilView> view;
- uint32_t width, height;
- gs_zstencil_format format;
- DXGI_FORMAT dxgiFormat;
- D3D11_TEXTURE2D_DESC td = {};
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
- void InitBuffer();
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- texture.Release();
- view.Release();
- }
- inline gs_zstencil_buffer()
- : width (0),
- height (0),
- dxgiFormat (DXGI_FORMAT_UNKNOWN)
- {
- }
- gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
- gs_zstencil_format format);
- };
- struct gs_stage_surface : gs_obj {
- ComPtr<ID3D11Texture2D> texture;
- D3D11_TEXTURE2D_DESC td = {};
- uint32_t width, height;
- gs_color_format format;
- DXGI_FORMAT dxgiFormat;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- texture.Release();
- }
- gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
- gs_color_format colorFormat);
- gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
- };
- struct gs_sampler_state : gs_obj {
- ComPtr<ID3D11SamplerState> state;
- D3D11_SAMPLER_DESC sd = {};
- gs_sampler_info info;
- void Rebuild(ID3D11Device *dev);
- inline void Release() {state.Release();}
- gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
- };
- struct gs_shader_param {
- string name;
- gs_shader_param_type type;
- uint32_t textureID;
- struct gs_sampler_state *nextSampler = nullptr;
- int arrayCount;
- size_t pos;
- vector<uint8_t> curValue;
- vector<uint8_t> defaultValue;
- bool changed;
- gs_shader_param(shader_var &var, uint32_t &texCounter);
- };
- struct ShaderError {
- ComPtr<ID3D10Blob> errors;
- HRESULT hr;
- inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
- : errors (errors),
- hr (hr)
- {
- }
- };
- struct gs_shader : gs_obj {
- gs_shader_type type;
- vector<gs_shader_param> params;
- ComPtr<ID3D11Buffer> constants;
- size_t constantSize;
- D3D11_BUFFER_DESC bd = {};
- vector<uint8_t> data;
- inline void UpdateParam(vector<uint8_t> &constData,
- gs_shader_param ¶m, bool &upload);
- void UploadParams();
- void BuildConstantBuffer();
- void Compile(const char *shaderStr, const char *file,
- const char *target, ID3D10Blob **shader);
- inline gs_shader(gs_device_t *device, gs_type obj_type,
- gs_shader_type type)
- : gs_obj (device, obj_type),
- type (type),
- constantSize (0)
- {
- }
- virtual ~gs_shader() {}
- };
- struct ShaderSampler {
- string name;
- gs_sampler_state sampler;
- inline ShaderSampler(const char *name, gs_device_t *device,
- gs_sampler_info *info)
- : name (name),
- sampler (device, info)
- {
- }
- };
- struct gs_vertex_shader : gs_shader {
- ComPtr<ID3D11VertexShader> shader;
- ComPtr<ID3D11InputLayout> layout;
- gs_shader_param *world, *viewProj;
- vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
- bool hasNormals;
- bool hasColors;
- bool hasTangents;
- uint32_t nTexUnits;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- shader.Release();
- layout.Release();
- constants.Release();
- }
- inline uint32_t NumBuffersExpected() const
- {
- uint32_t count = nTexUnits+1;
- if (hasNormals) count++;
- if (hasColors) count++;
- if (hasTangents) count++;
- return count;
- }
- void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
- gs_vertex_shader(gs_device_t *device, const char *file,
- const char *shaderString);
- };
- struct gs_duplicator : gs_obj {
- ComPtr<IDXGIOutputDuplication> duplicator;
- gs_texture_2d *texture;
- int idx;
- long refs;
- bool updated;
- void Start();
- inline void Release()
- {
- duplicator.Release();
- }
- gs_duplicator(gs_device_t *device, int monitor_idx);
- ~gs_duplicator();
- };
- struct gs_pixel_shader : gs_shader {
- ComPtr<ID3D11PixelShader> shader;
- vector<unique_ptr<ShaderSampler>> samplers;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- shader.Release();
- constants.Release();
- }
- inline void GetSamplerStates(ID3D11SamplerState **states)
- {
- size_t i;
- for (i = 0; i < samplers.size(); i++)
- states[i] = samplers[i]->sampler.state;
- for (; i < GS_MAX_TEXTURES; i++)
- states[i] = NULL;
- }
- gs_pixel_shader(gs_device_t *device, const char *file,
- const char *shaderString);
- };
- struct gs_swap_chain : gs_obj {
- uint32_t numBuffers;
- HWND hwnd;
- gs_init_data initData;
- DXGI_SWAP_CHAIN_DESC swapDesc = {};
- gs_texture_2d target;
- gs_zstencil_buffer zs;
- ComPtr<IDXGISwapChain> swap;
- void InitTarget(uint32_t cx, uint32_t cy);
- void InitZStencilBuffer(uint32_t cx, uint32_t cy);
- void Resize(uint32_t cx, uint32_t cy);
- void Init();
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- target.Release();
- zs.Release();
- swap.Release();
- }
- gs_swap_chain(gs_device *device, const gs_init_data *data);
- };
- struct BlendState {
- bool blendEnabled;
- gs_blend_type srcFactorC;
- gs_blend_type destFactorC;
- gs_blend_type srcFactorA;
- gs_blend_type destFactorA;
- bool redEnabled;
- bool greenEnabled;
- bool blueEnabled;
- bool alphaEnabled;
- inline BlendState()
- : blendEnabled (true),
- srcFactorC (GS_BLEND_SRCALPHA),
- destFactorC (GS_BLEND_INVSRCALPHA),
- srcFactorA (GS_BLEND_ONE),
- destFactorA (GS_BLEND_ONE),
- redEnabled (true),
- greenEnabled (true),
- blueEnabled (true),
- alphaEnabled (true)
- {
- }
- inline BlendState(const BlendState &state)
- {
- memcpy(this, &state, sizeof(BlendState));
- }
- };
- struct SavedBlendState : BlendState {
- ComPtr<ID3D11BlendState> state;
- D3D11_BLEND_DESC bd;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- state.Release();
- }
- inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
- : BlendState(val), bd(desc)
- {
- }
- };
- struct StencilSide {
- gs_depth_test test;
- gs_stencil_op_type fail;
- gs_stencil_op_type zfail;
- gs_stencil_op_type zpass;
- inline StencilSide()
- : test (GS_ALWAYS),
- fail (GS_KEEP),
- zfail (GS_KEEP),
- zpass (GS_KEEP)
- {
- }
- };
- struct ZStencilState {
- bool depthEnabled;
- bool depthWriteEnabled;
- gs_depth_test depthFunc;
- bool stencilEnabled;
- bool stencilWriteEnabled;
- StencilSide stencilFront;
- StencilSide stencilBack;
- inline ZStencilState()
- : depthEnabled (true),
- depthWriteEnabled (true),
- depthFunc (GS_LESS),
- stencilEnabled (false),
- stencilWriteEnabled (true)
- {
- }
- inline ZStencilState(const ZStencilState &state)
- {
- memcpy(this, &state, sizeof(ZStencilState));
- }
- };
- struct SavedZStencilState : ZStencilState {
- ComPtr<ID3D11DepthStencilState> state;
- D3D11_DEPTH_STENCIL_DESC dsd;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- state.Release();
- }
- inline SavedZStencilState(const ZStencilState &val,
- D3D11_DEPTH_STENCIL_DESC desc)
- : ZStencilState (val),
- dsd (desc)
- {
- }
- };
- struct RasterState {
- gs_cull_mode cullMode;
- bool scissorEnabled;
- inline RasterState()
- : cullMode (GS_BACK),
- scissorEnabled (false)
- {
- }
- inline RasterState(const RasterState &state)
- {
- memcpy(this, &state, sizeof(RasterState));
- }
- };
- struct SavedRasterState : RasterState {
- ComPtr<ID3D11RasterizerState> state;
- D3D11_RASTERIZER_DESC rd;
- void Rebuild(ID3D11Device *dev);
- inline void Release()
- {
- state.Release();
- }
- inline SavedRasterState(const RasterState &val,
- D3D11_RASTERIZER_DESC &desc)
- : RasterState (val),
- rd (desc)
- {
- }
- };
- struct mat4float {
- float mat[16];
- };
- struct gs_device {
- ComPtr<IDXGIFactory1> factory;
- ComPtr<IDXGIAdapter1> adapter;
- ComPtr<ID3D11Device> device;
- ComPtr<ID3D11DeviceContext> context;
- uint32_t adpIdx = 0;
- bool nv12Supported = false;
- gs_texture_2d *curRenderTarget = nullptr;
- gs_zstencil_buffer *curZStencilBuffer = nullptr;
- int curRenderSide = 0;
- gs_texture *curTextures[GS_MAX_TEXTURES];
- gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
- gs_vertex_buffer *curVertexBuffer = nullptr;
- gs_index_buffer *curIndexBuffer = nullptr;
- gs_vertex_shader *curVertexShader = nullptr;
- gs_pixel_shader *curPixelShader = nullptr;
- gs_swap_chain *curSwapChain = nullptr;
- gs_vertex_buffer *lastVertexBuffer = nullptr;
- gs_vertex_shader *lastVertexShader = nullptr;
- bool zstencilStateChanged = true;
- bool rasterStateChanged = true;
- bool blendStateChanged = true;
- ZStencilState zstencilState;
- RasterState rasterState;
- BlendState blendState;
- vector<SavedZStencilState> zstencilStates;
- vector<SavedRasterState> rasterStates;
- vector<SavedBlendState> blendStates;
- ID3D11DepthStencilState *curDepthStencilState = nullptr;
- ID3D11RasterizerState *curRasterState = nullptr;
- ID3D11BlendState *curBlendState = nullptr;
- D3D11_PRIMITIVE_TOPOLOGY curToplogy;
- pD3DCompile d3dCompile = nullptr;
- #ifdef DISASSEMBLE_SHADERS
- pD3DDisassemble d3dDisassemble = nullptr;
- #endif
- gs_rect viewport;
- vector<mat4float> projStack;
- matrix4 curProjMatrix;
- matrix4 curViewMatrix;
- matrix4 curViewProjMatrix;
- gs_obj *first_obj = nullptr;
- void InitCompiler();
- void InitFactory(uint32_t adapterIdx);
- void InitDevice(uint32_t adapterIdx);
- ID3D11DepthStencilState *AddZStencilState();
- ID3D11RasterizerState *AddRasterState();
- ID3D11BlendState *AddBlendState();
- void UpdateZStencilState();
- void UpdateRasterState();
- void UpdateBlendState();
- void LoadVertexBufferData();
- inline void CopyTex(ID3D11Texture2D *dst,
- uint32_t dst_x, uint32_t dst_y,
- gs_texture_t *src, uint32_t src_x, uint32_t src_y,
- uint32_t src_w, uint32_t src_h);
- void UpdateViewProjMatrix();
- void RebuildDevice();
- bool HasBadNV12Output();
- gs_device(uint32_t adapterIdx);
- ~gs_device();
- };
- extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
- uint64_t key, uint32_t ms);
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