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d3d11-subsystem.hpp 22 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #pragma once
  15. #include <util/AlignedNew.hpp>
  16. #include <util/windows/win-version.h>
  17. #include <vector>
  18. #include <string>
  19. #include <memory>
  20. #include <windows.h>
  21. #include <dxgi.h>
  22. #include <dxgi1_2.h>
  23. #include <d3d11_1.h>
  24. #include <d3dcompiler.h>
  25. #include <util/base.h>
  26. #include <graphics/matrix4.h>
  27. #include <graphics/graphics.h>
  28. #include <graphics/device-exports.h>
  29. #include <util/windows/ComPtr.hpp>
  30. #include <util/windows/HRError.hpp>
  31. // #define DISASSEMBLE_SHADERS
  32. struct shader_var;
  33. struct shader_sampler;
  34. struct gs_vertex_shader;
  35. using namespace std;
  36. /*
  37. * Just to clarify, all structs, and all public. These are exporting only
  38. * via encapsulated C bindings, not C++ bindings, so the whole concept of
  39. * "public" and "private" does not matter at all for this subproject.
  40. */
  41. static inline uint32_t GetWinVer()
  42. {
  43. struct win_version_info ver;
  44. get_win_ver(&ver);
  45. return (ver.major << 8) | ver.minor;
  46. }
  47. static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
  48. {
  49. switch (format) {
  50. case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
  51. case GS_A8: return DXGI_FORMAT_A8_UNORM;
  52. case GS_R8: return DXGI_FORMAT_R8_UNORM;
  53. case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
  54. case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
  55. case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
  56. case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
  57. case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
  58. case GS_R16: return DXGI_FORMAT_R16_UNORM;
  59. case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
  60. case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
  61. case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
  62. case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
  63. case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
  64. case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
  65. case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
  66. case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
  67. case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
  68. case GS_R8G8: return DXGI_FORMAT_R8G8_UNORM;
  69. }
  70. return DXGI_FORMAT_UNKNOWN;
  71. }
  72. static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
  73. {
  74. switch ((unsigned long)format) {
  75. case DXGI_FORMAT_A8_UNORM: return GS_A8;
  76. case DXGI_FORMAT_R8_UNORM: return GS_R8;
  77. case DXGI_FORMAT_R8G8_UNORM: return GS_R8G8;
  78. case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
  79. case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
  80. case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
  81. case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
  82. case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
  83. case DXGI_FORMAT_R16_UNORM: return GS_R16;
  84. case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
  85. case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
  86. case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
  87. case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
  88. case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
  89. case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
  90. case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
  91. case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
  92. case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
  93. }
  94. return GS_UNKNOWN;
  95. }
  96. static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
  97. {
  98. switch (format) {
  99. case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
  100. case GS_Z16: return DXGI_FORMAT_D16_UNORM;
  101. case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
  102. case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
  103. case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
  104. }
  105. return DXGI_FORMAT_UNKNOWN;
  106. }
  107. static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
  108. {
  109. switch (test) {
  110. case GS_NEVER: return D3D11_COMPARISON_NEVER;
  111. case GS_LESS: return D3D11_COMPARISON_LESS;
  112. case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
  113. case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
  114. case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
  115. case GS_GREATER: return D3D11_COMPARISON_GREATER;
  116. case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
  117. case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
  118. }
  119. return D3D11_COMPARISON_NEVER;
  120. }
  121. static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
  122. {
  123. switch (op) {
  124. case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
  125. case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
  126. case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
  127. case GS_INCR: return D3D11_STENCIL_OP_INCR;
  128. case GS_DECR: return D3D11_STENCIL_OP_DECR;
  129. case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
  130. }
  131. return D3D11_STENCIL_OP_KEEP;
  132. }
  133. static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
  134. {
  135. switch (type) {
  136. case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
  137. case GS_BLEND_ONE: return D3D11_BLEND_ONE;
  138. case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
  139. case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
  140. case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
  141. case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
  142. case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
  143. case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
  144. case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
  145. case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
  146. case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
  147. }
  148. return D3D11_BLEND_ONE;
  149. }
  150. static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
  151. {
  152. switch (mode) {
  153. case GS_BACK: return D3D11_CULL_BACK;
  154. case GS_FRONT: return D3D11_CULL_FRONT;
  155. case GS_NEITHER: return D3D11_CULL_NONE;
  156. }
  157. return D3D11_CULL_BACK;
  158. }
  159. static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
  160. {
  161. switch (mode) {
  162. case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  163. case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
  164. case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
  165. case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  166. case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
  167. }
  168. return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
  169. }
  170. /* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
  171. struct VBDataPtr {
  172. gs_vb_data *data;
  173. inline VBDataPtr(gs_vb_data *data) : data(data) {}
  174. inline ~VBDataPtr() {gs_vbdata_destroy(data);}
  175. };
  176. enum class gs_type {
  177. gs_vertex_buffer,
  178. gs_index_buffer,
  179. gs_texture_2d,
  180. gs_zstencil_buffer,
  181. gs_stage_surface,
  182. gs_sampler_state,
  183. gs_vertex_shader,
  184. gs_pixel_shader,
  185. gs_duplicator,
  186. gs_swap_chain,
  187. };
  188. struct gs_obj {
  189. gs_device_t *device;
  190. gs_type obj_type;
  191. gs_obj *next;
  192. gs_obj **prev_next;
  193. inline gs_obj() :
  194. device(nullptr),
  195. next(nullptr),
  196. prev_next(nullptr)
  197. {}
  198. gs_obj(gs_device_t *device, gs_type type);
  199. virtual ~gs_obj();
  200. };
  201. struct gs_vertex_buffer : gs_obj {
  202. ComPtr<ID3D11Buffer> vertexBuffer;
  203. ComPtr<ID3D11Buffer> normalBuffer;
  204. ComPtr<ID3D11Buffer> colorBuffer;
  205. ComPtr<ID3D11Buffer> tangentBuffer;
  206. vector<ComPtr<ID3D11Buffer>> uvBuffers;
  207. bool dynamic;
  208. VBDataPtr vbd;
  209. size_t numVerts;
  210. vector<size_t> uvSizes;
  211. void FlushBuffer(ID3D11Buffer *buffer, void *array,
  212. size_t elementSize);
  213. void MakeBufferList(gs_vertex_shader *shader,
  214. vector<ID3D11Buffer*> &buffers,
  215. vector<uint32_t> &strides);
  216. void InitBuffer(const size_t elementSize,
  217. const size_t numVerts, void *array,
  218. ID3D11Buffer **buffer);
  219. void BuildBuffers();
  220. inline void Release()
  221. {
  222. vertexBuffer.Release();
  223. normalBuffer.Release();
  224. colorBuffer.Release();
  225. tangentBuffer.Release();
  226. uvBuffers.clear();
  227. }
  228. void Rebuild();
  229. gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  230. uint32_t flags);
  231. };
  232. /* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
  233. struct DataPtr {
  234. void *data;
  235. inline DataPtr(void *data) : data(data) {}
  236. inline ~DataPtr() {bfree(data);}
  237. };
  238. struct gs_index_buffer : gs_obj {
  239. ComPtr<ID3D11Buffer> indexBuffer;
  240. bool dynamic;
  241. gs_index_type type;
  242. size_t indexSize;
  243. size_t num;
  244. DataPtr indices;
  245. D3D11_BUFFER_DESC bd = {};
  246. D3D11_SUBRESOURCE_DATA srd = {};
  247. void InitBuffer();
  248. void Rebuild(ID3D11Device *dev);
  249. inline void Release() {indexBuffer.Release();}
  250. gs_index_buffer(gs_device_t *device, enum gs_index_type type,
  251. void *indices, size_t num, uint32_t flags);
  252. };
  253. struct gs_texture : gs_obj {
  254. gs_texture_type type;
  255. uint32_t levels;
  256. gs_color_format format;
  257. ComPtr<ID3D11ShaderResourceView> shaderRes;
  258. D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
  259. void Rebuild(ID3D11Device *dev);
  260. inline gs_texture(gs_texture_type type, uint32_t levels,
  261. gs_color_format format)
  262. : type (type),
  263. levels (levels),
  264. format (format)
  265. {
  266. }
  267. inline gs_texture(gs_device *device, gs_type obj_type,
  268. gs_texture_type type)
  269. : gs_obj (device, obj_type),
  270. type (type)
  271. {
  272. }
  273. inline gs_texture(gs_device *device, gs_type obj_type,
  274. gs_texture_type type,
  275. uint32_t levels, gs_color_format format)
  276. : gs_obj (device, obj_type),
  277. type (type),
  278. levels (levels),
  279. format (format)
  280. {
  281. }
  282. };
  283. struct gs_texture_2d : gs_texture {
  284. ComPtr<ID3D11Texture2D> texture;
  285. ComPtr<ID3D11RenderTargetView> renderTarget[6];
  286. ComPtr<IDXGISurface1> gdiSurface;
  287. uint32_t width = 0, height = 0;
  288. uint32_t flags = 0;
  289. DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
  290. bool isRenderTarget = false;
  291. bool isGDICompatible = false;
  292. bool isDynamic = false;
  293. bool isShared = false;
  294. bool genMipmaps = false;
  295. uint32_t sharedHandle = GS_INVALID_HANDLE;
  296. gs_texture_2d *pairedNV12texture = nullptr;
  297. bool nv12 = false;
  298. bool chroma = false;
  299. bool acquired = false;
  300. vector<vector<uint8_t>> data;
  301. vector<D3D11_SUBRESOURCE_DATA> srd;
  302. D3D11_TEXTURE2D_DESC td = {};
  303. void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
  304. void InitTexture(const uint8_t **data);
  305. void InitResourceView();
  306. void InitRenderTargets();
  307. void BackupTexture(const uint8_t **data);
  308. void GetSharedHandle(IDXGIResource *dxgi_res);
  309. void RebuildSharedTextureFallback();
  310. void Rebuild(ID3D11Device *dev);
  311. void RebuildNV12_Y(ID3D11Device *dev);
  312. void RebuildNV12_UV(ID3D11Device *dev);
  313. inline void Release()
  314. {
  315. texture.Release();
  316. for (auto &rt : renderTarget)
  317. rt.Release();
  318. gdiSurface.Release();
  319. shaderRes.Release();
  320. }
  321. inline gs_texture_2d()
  322. : gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
  323. {
  324. }
  325. gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
  326. gs_color_format colorFormat, uint32_t levels,
  327. const uint8_t **data, uint32_t flags,
  328. gs_texture_type type, bool gdiCompatible,
  329. bool nv12 = false);
  330. gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
  331. uint32_t flags);
  332. gs_texture_2d(gs_device_t *device, uint32_t handle);
  333. };
  334. struct gs_zstencil_buffer : gs_obj {
  335. ComPtr<ID3D11Texture2D> texture;
  336. ComPtr<ID3D11DepthStencilView> view;
  337. uint32_t width, height;
  338. gs_zstencil_format format;
  339. DXGI_FORMAT dxgiFormat;
  340. D3D11_TEXTURE2D_DESC td = {};
  341. D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
  342. void InitBuffer();
  343. void Rebuild(ID3D11Device *dev);
  344. inline void Release()
  345. {
  346. texture.Release();
  347. view.Release();
  348. }
  349. inline gs_zstencil_buffer()
  350. : width (0),
  351. height (0),
  352. dxgiFormat (DXGI_FORMAT_UNKNOWN)
  353. {
  354. }
  355. gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
  356. gs_zstencil_format format);
  357. };
  358. struct gs_stage_surface : gs_obj {
  359. ComPtr<ID3D11Texture2D> texture;
  360. D3D11_TEXTURE2D_DESC td = {};
  361. uint32_t width, height;
  362. gs_color_format format;
  363. DXGI_FORMAT dxgiFormat;
  364. void Rebuild(ID3D11Device *dev);
  365. inline void Release()
  366. {
  367. texture.Release();
  368. }
  369. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
  370. gs_color_format colorFormat);
  371. gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
  372. };
  373. struct gs_sampler_state : gs_obj {
  374. ComPtr<ID3D11SamplerState> state;
  375. D3D11_SAMPLER_DESC sd = {};
  376. gs_sampler_info info;
  377. void Rebuild(ID3D11Device *dev);
  378. inline void Release() {state.Release();}
  379. gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
  380. };
  381. struct gs_shader_param {
  382. string name;
  383. gs_shader_param_type type;
  384. uint32_t textureID;
  385. struct gs_sampler_state *nextSampler = nullptr;
  386. int arrayCount;
  387. size_t pos;
  388. vector<uint8_t> curValue;
  389. vector<uint8_t> defaultValue;
  390. bool changed;
  391. gs_shader_param(shader_var &var, uint32_t &texCounter);
  392. };
  393. struct ShaderError {
  394. ComPtr<ID3D10Blob> errors;
  395. HRESULT hr;
  396. inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
  397. : errors (errors),
  398. hr (hr)
  399. {
  400. }
  401. };
  402. struct gs_shader : gs_obj {
  403. gs_shader_type type;
  404. vector<gs_shader_param> params;
  405. ComPtr<ID3D11Buffer> constants;
  406. size_t constantSize;
  407. D3D11_BUFFER_DESC bd = {};
  408. vector<uint8_t> data;
  409. inline void UpdateParam(vector<uint8_t> &constData,
  410. gs_shader_param &param, bool &upload);
  411. void UploadParams();
  412. void BuildConstantBuffer();
  413. void Compile(const char *shaderStr, const char *file,
  414. const char *target, ID3D10Blob **shader);
  415. inline gs_shader(gs_device_t *device, gs_type obj_type,
  416. gs_shader_type type)
  417. : gs_obj (device, obj_type),
  418. type (type),
  419. constantSize (0)
  420. {
  421. }
  422. virtual ~gs_shader() {}
  423. };
  424. struct ShaderSampler {
  425. string name;
  426. gs_sampler_state sampler;
  427. inline ShaderSampler(const char *name, gs_device_t *device,
  428. gs_sampler_info *info)
  429. : name (name),
  430. sampler (device, info)
  431. {
  432. }
  433. };
  434. struct gs_vertex_shader : gs_shader {
  435. ComPtr<ID3D11VertexShader> shader;
  436. ComPtr<ID3D11InputLayout> layout;
  437. gs_shader_param *world, *viewProj;
  438. vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
  439. bool hasNormals;
  440. bool hasColors;
  441. bool hasTangents;
  442. uint32_t nTexUnits;
  443. void Rebuild(ID3D11Device *dev);
  444. inline void Release()
  445. {
  446. shader.Release();
  447. layout.Release();
  448. constants.Release();
  449. }
  450. inline uint32_t NumBuffersExpected() const
  451. {
  452. uint32_t count = nTexUnits+1;
  453. if (hasNormals) count++;
  454. if (hasColors) count++;
  455. if (hasTangents) count++;
  456. return count;
  457. }
  458. void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
  459. gs_vertex_shader(gs_device_t *device, const char *file,
  460. const char *shaderString);
  461. };
  462. struct gs_duplicator : gs_obj {
  463. ComPtr<IDXGIOutputDuplication> duplicator;
  464. gs_texture_2d *texture;
  465. int idx;
  466. long refs;
  467. bool updated;
  468. void Start();
  469. inline void Release()
  470. {
  471. duplicator.Release();
  472. }
  473. gs_duplicator(gs_device_t *device, int monitor_idx);
  474. ~gs_duplicator();
  475. };
  476. struct gs_pixel_shader : gs_shader {
  477. ComPtr<ID3D11PixelShader> shader;
  478. vector<unique_ptr<ShaderSampler>> samplers;
  479. void Rebuild(ID3D11Device *dev);
  480. inline void Release()
  481. {
  482. shader.Release();
  483. constants.Release();
  484. }
  485. inline void GetSamplerStates(ID3D11SamplerState **states)
  486. {
  487. size_t i;
  488. for (i = 0; i < samplers.size(); i++)
  489. states[i] = samplers[i]->sampler.state;
  490. for (; i < GS_MAX_TEXTURES; i++)
  491. states[i] = NULL;
  492. }
  493. gs_pixel_shader(gs_device_t *device, const char *file,
  494. const char *shaderString);
  495. };
  496. struct gs_swap_chain : gs_obj {
  497. uint32_t numBuffers;
  498. HWND hwnd;
  499. gs_init_data initData;
  500. DXGI_SWAP_CHAIN_DESC swapDesc = {};
  501. gs_texture_2d target;
  502. gs_zstencil_buffer zs;
  503. ComPtr<IDXGISwapChain> swap;
  504. void InitTarget(uint32_t cx, uint32_t cy);
  505. void InitZStencilBuffer(uint32_t cx, uint32_t cy);
  506. void Resize(uint32_t cx, uint32_t cy);
  507. void Init();
  508. void Rebuild(ID3D11Device *dev);
  509. inline void Release()
  510. {
  511. target.Release();
  512. zs.Release();
  513. swap.Release();
  514. }
  515. gs_swap_chain(gs_device *device, const gs_init_data *data);
  516. };
  517. struct BlendState {
  518. bool blendEnabled;
  519. gs_blend_type srcFactorC;
  520. gs_blend_type destFactorC;
  521. gs_blend_type srcFactorA;
  522. gs_blend_type destFactorA;
  523. bool redEnabled;
  524. bool greenEnabled;
  525. bool blueEnabled;
  526. bool alphaEnabled;
  527. inline BlendState()
  528. : blendEnabled (true),
  529. srcFactorC (GS_BLEND_SRCALPHA),
  530. destFactorC (GS_BLEND_INVSRCALPHA),
  531. srcFactorA (GS_BLEND_ONE),
  532. destFactorA (GS_BLEND_ONE),
  533. redEnabled (true),
  534. greenEnabled (true),
  535. blueEnabled (true),
  536. alphaEnabled (true)
  537. {
  538. }
  539. inline BlendState(const BlendState &state)
  540. {
  541. memcpy(this, &state, sizeof(BlendState));
  542. }
  543. };
  544. struct SavedBlendState : BlendState {
  545. ComPtr<ID3D11BlendState> state;
  546. D3D11_BLEND_DESC bd;
  547. void Rebuild(ID3D11Device *dev);
  548. inline void Release()
  549. {
  550. state.Release();
  551. }
  552. inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
  553. : BlendState(val), bd(desc)
  554. {
  555. }
  556. };
  557. struct StencilSide {
  558. gs_depth_test test;
  559. gs_stencil_op_type fail;
  560. gs_stencil_op_type zfail;
  561. gs_stencil_op_type zpass;
  562. inline StencilSide()
  563. : test (GS_ALWAYS),
  564. fail (GS_KEEP),
  565. zfail (GS_KEEP),
  566. zpass (GS_KEEP)
  567. {
  568. }
  569. };
  570. struct ZStencilState {
  571. bool depthEnabled;
  572. bool depthWriteEnabled;
  573. gs_depth_test depthFunc;
  574. bool stencilEnabled;
  575. bool stencilWriteEnabled;
  576. StencilSide stencilFront;
  577. StencilSide stencilBack;
  578. inline ZStencilState()
  579. : depthEnabled (true),
  580. depthWriteEnabled (true),
  581. depthFunc (GS_LESS),
  582. stencilEnabled (false),
  583. stencilWriteEnabled (true)
  584. {
  585. }
  586. inline ZStencilState(const ZStencilState &state)
  587. {
  588. memcpy(this, &state, sizeof(ZStencilState));
  589. }
  590. };
  591. struct SavedZStencilState : ZStencilState {
  592. ComPtr<ID3D11DepthStencilState> state;
  593. D3D11_DEPTH_STENCIL_DESC dsd;
  594. void Rebuild(ID3D11Device *dev);
  595. inline void Release()
  596. {
  597. state.Release();
  598. }
  599. inline SavedZStencilState(const ZStencilState &val,
  600. D3D11_DEPTH_STENCIL_DESC desc)
  601. : ZStencilState (val),
  602. dsd (desc)
  603. {
  604. }
  605. };
  606. struct RasterState {
  607. gs_cull_mode cullMode;
  608. bool scissorEnabled;
  609. inline RasterState()
  610. : cullMode (GS_BACK),
  611. scissorEnabled (false)
  612. {
  613. }
  614. inline RasterState(const RasterState &state)
  615. {
  616. memcpy(this, &state, sizeof(RasterState));
  617. }
  618. };
  619. struct SavedRasterState : RasterState {
  620. ComPtr<ID3D11RasterizerState> state;
  621. D3D11_RASTERIZER_DESC rd;
  622. void Rebuild(ID3D11Device *dev);
  623. inline void Release()
  624. {
  625. state.Release();
  626. }
  627. inline SavedRasterState(const RasterState &val,
  628. D3D11_RASTERIZER_DESC &desc)
  629. : RasterState (val),
  630. rd (desc)
  631. {
  632. }
  633. };
  634. struct mat4float {
  635. float mat[16];
  636. };
  637. struct gs_device {
  638. ComPtr<IDXGIFactory1> factory;
  639. ComPtr<IDXGIAdapter1> adapter;
  640. ComPtr<ID3D11Device> device;
  641. ComPtr<ID3D11DeviceContext> context;
  642. uint32_t adpIdx = 0;
  643. bool nv12Supported = false;
  644. gs_texture_2d *curRenderTarget = nullptr;
  645. gs_zstencil_buffer *curZStencilBuffer = nullptr;
  646. int curRenderSide = 0;
  647. gs_texture *curTextures[GS_MAX_TEXTURES];
  648. gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
  649. gs_vertex_buffer *curVertexBuffer = nullptr;
  650. gs_index_buffer *curIndexBuffer = nullptr;
  651. gs_vertex_shader *curVertexShader = nullptr;
  652. gs_pixel_shader *curPixelShader = nullptr;
  653. gs_swap_chain *curSwapChain = nullptr;
  654. gs_vertex_buffer *lastVertexBuffer = nullptr;
  655. gs_vertex_shader *lastVertexShader = nullptr;
  656. bool zstencilStateChanged = true;
  657. bool rasterStateChanged = true;
  658. bool blendStateChanged = true;
  659. ZStencilState zstencilState;
  660. RasterState rasterState;
  661. BlendState blendState;
  662. vector<SavedZStencilState> zstencilStates;
  663. vector<SavedRasterState> rasterStates;
  664. vector<SavedBlendState> blendStates;
  665. ID3D11DepthStencilState *curDepthStencilState = nullptr;
  666. ID3D11RasterizerState *curRasterState = nullptr;
  667. ID3D11BlendState *curBlendState = nullptr;
  668. D3D11_PRIMITIVE_TOPOLOGY curToplogy;
  669. pD3DCompile d3dCompile = nullptr;
  670. #ifdef DISASSEMBLE_SHADERS
  671. pD3DDisassemble d3dDisassemble = nullptr;
  672. #endif
  673. gs_rect viewport;
  674. vector<mat4float> projStack;
  675. matrix4 curProjMatrix;
  676. matrix4 curViewMatrix;
  677. matrix4 curViewProjMatrix;
  678. gs_obj *first_obj = nullptr;
  679. void InitCompiler();
  680. void InitFactory(uint32_t adapterIdx);
  681. void InitDevice(uint32_t adapterIdx);
  682. ID3D11DepthStencilState *AddZStencilState();
  683. ID3D11RasterizerState *AddRasterState();
  684. ID3D11BlendState *AddBlendState();
  685. void UpdateZStencilState();
  686. void UpdateRasterState();
  687. void UpdateBlendState();
  688. void LoadVertexBufferData();
  689. inline void CopyTex(ID3D11Texture2D *dst,
  690. uint32_t dst_x, uint32_t dst_y,
  691. gs_texture_t *src, uint32_t src_x, uint32_t src_y,
  692. uint32_t src_w, uint32_t src_h);
  693. void UpdateViewProjMatrix();
  694. void RebuildDevice();
  695. bool HasBadNV12Output();
  696. gs_device(uint32_t adapterIdx);
  697. ~gs_device();
  698. };
  699. extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
  700. uint64_t key, uint32_t ms);