obs-studio/libobs-d3d11/d3d11-subsystem.cpp

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/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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
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(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/>.
******************************************************************************/
#include <util/base.h>
#include <util/platform.h>
#include <graphics/matrix3.h>
#include "d3d11-subsystem.hpp"
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#ifdef _MSC_VER
/* alignment warning - despite the fact that alignment is already fixed */
#pragma warning (disable : 4316)
#endif
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static const IID dxgiFactory2 =
{0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
static inline void make_swap_desc(DXGI_SWAP_CHAIN_DESC &desc,
gs_init_data *data)
{
memset(&desc, 0, sizeof(desc));
desc.BufferCount = data->num_backbuffers;
desc.BufferDesc.Format = ConvertGSTextureFormat(data->format);
desc.BufferDesc.Width = data->cx;
desc.BufferDesc.Height = data->cy;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.OutputWindow = (HWND)data->window.hwnd;
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desc.SampleDesc.Count = 1;
desc.Windowed = true;
}
void gs_swap_chain::InitTarget(uint32_t cx, uint32_t cy)
{
HRESULT hr;
target.width = cx;
target.height = cy;
hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D),
(void**)target.texture.Assign());
if (FAILED(hr))
throw HRError("Failed to get swap buffer texture", hr);
hr = device->device->CreateRenderTargetView(target.texture, NULL,
target.renderTarget[0].Assign());
if (FAILED(hr))
throw HRError("Failed to create swap render target view", hr);
}
void gs_swap_chain::InitZStencilBuffer(uint32_t cx, uint32_t cy)
{
zs.width = cx;
zs.height = cy;
if (zs.format != GS_ZS_NONE && cx != 0 && cy != 0) {
zs.InitBuffer();
} else {
zs.texture.Clear();
zs.view.Clear();
}
}
void gs_swap_chain::Resize(uint32_t cx, uint32_t cy)
{
RECT clientRect;
HRESULT hr;
target.texture.Clear();
target.renderTarget[0].Clear();
zs.texture.Clear();
zs.view.Clear();
if (cx == 0 || cy == 0) {
GetClientRect(hwnd, &clientRect);
if (cx == 0) cx = clientRect.right;
if (cy == 0) cy = clientRect.bottom;
}
hr = swap->ResizeBuffers(numBuffers, cx, cy, target.dxgiFormat, 0);
if (FAILED(hr))
throw HRError("Failed to resize swap buffers", hr);
InitTarget(cx, cy);
InitZStencilBuffer(cx, cy);
}
void gs_swap_chain::Init(gs_init_data *data)
{
target.device = device;
target.isRenderTarget = true;
target.format = data->format;
target.dxgiFormat = ConvertGSTextureFormat(data->format);
InitTarget(data->cx, data->cy);
zs.device = device;
zs.format = data->zsformat;
zs.dxgiFormat = ConvertGSZStencilFormat(data->zsformat);
InitZStencilBuffer(data->cx, data->cy);
}
gs_swap_chain::gs_swap_chain(gs_device *device, gs_init_data *data)
: device (device),
numBuffers (data->num_backbuffers),
hwnd ((HWND)data->window.hwnd)
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{
HRESULT hr;
DXGI_SWAP_CHAIN_DESC swapDesc;
make_swap_desc(swapDesc, data);
hr = device->factory->CreateSwapChain(device->device, &swapDesc,
swap.Assign());
if (FAILED(hr))
throw HRError("Failed to create swap chain", hr);
Init(data);
}
void gs_device::InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **padapter)
{
HRESULT hr;
IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 :
__uuidof(IDXGIFactory1);
hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign());
if (FAILED(hr))
throw HRError("Failed to create DXGIFactory", hr);
hr = factory->EnumAdapters1(adapterIdx, padapter);
if (FAILED(hr))
throw HRError("Failed to enumerate DXGIAdapter", hr);
}
const static D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
};
void gs_device::InitDevice(gs_init_data *data, IDXGIAdapter *adapter)
{
wstring adapterName;
DXGI_SWAP_CHAIN_DESC swapDesc;
DXGI_ADAPTER_DESC desc;
D3D_FEATURE_LEVEL levelUsed;
HRESULT hr;
make_swap_desc(swapDesc, data);
uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef _DEBUG
//createFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description :
L"<unknown>";
char *adapterNameUTF8;
os_wcs_to_utf8(adapterName.c_str(), 0, &adapterNameUTF8);
blog(LOG_INFO, "Loading up D3D11 on adapter %s", adapterNameUTF8);
bfree(adapterNameUTF8);
hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN,
NULL, createFlags, featureLevels,
sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
D3D11_SDK_VERSION, &swapDesc,
defaultSwap.swap.Assign(), device.Assign(),
&levelUsed, context.Assign());
if (FAILED(hr))
throw HRError("Failed to create device and swap chain", hr);
blog(LOG_INFO, "D3D11 loaded sucessfully, feature level used: %u",
(uint32_t)levelUsed);
defaultSwap.device = this;
defaultSwap.hwnd = (HWND)data->window.hwnd;
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defaultSwap.numBuffers = data->num_backbuffers;
defaultSwap.Init(data);
}
static inline void ConvertStencilSide(D3D11_DEPTH_STENCILOP_DESC &desc,
const StencilSide &side)
{
desc.StencilFunc = ConvertGSDepthTest(side.test);
desc.StencilFailOp = ConvertGSStencilOp(side.fail);
desc.StencilDepthFailOp = ConvertGSStencilOp(side.zfail);
desc.StencilPassOp = ConvertGSStencilOp(side.zpass);
}
ID3D11DepthStencilState *gs_device::AddZStencilState()
{
HRESULT hr;
D3D11_DEPTH_STENCIL_DESC dsd;
SavedZStencilState savedState(zstencilState);
ID3D11DepthStencilState *state;
dsd.DepthEnable = zstencilState.depthEnabled;
dsd.DepthFunc = ConvertGSDepthTest(zstencilState.depthFunc);
dsd.DepthWriteMask = zstencilState.depthWriteEnabled ?
D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dsd.StencilEnable = zstencilState.stencilEnabled;
dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsd.StencilWriteMask = zstencilState.stencilWriteEnabled ?
D3D11_DEFAULT_STENCIL_WRITE_MASK : 0;
ConvertStencilSide(dsd.FrontFace, zstencilState.stencilFront);
ConvertStencilSide(dsd.BackFace, zstencilState.stencilBack);
hr = device->CreateDepthStencilState(&dsd, savedState.state.Assign());
if (FAILED(hr))
throw HRError("Failed to create depth stencil state", hr);
state = savedState.state;
zstencilStates.push_back(savedState);
return state;
}
ID3D11RasterizerState *gs_device::AddRasterState()
{
HRESULT hr;
D3D11_RASTERIZER_DESC rd;
SavedRasterState savedState(rasterState);
ID3D11RasterizerState *state;
memset(&rd, 0, sizeof(rd));
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/* use CCW to convert to a right-handed coordinate system */
rd.FrontCounterClockwise = true;
rd.FillMode = D3D11_FILL_SOLID;
rd.CullMode = ConvertGSCullMode(rasterState.cullMode);
rd.DepthClipEnable = true;
rd.ScissorEnable = rasterState.scissorEnabled;
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hr = device->CreateRasterizerState(&rd, savedState.state.Assign());
if (FAILED(hr))
throw HRError("Failed to create rasterizer state", hr);
state = savedState.state;
rasterStates.push_back(savedState);
return state;
}
ID3D11BlendState *gs_device::AddBlendState()
{
HRESULT hr;
D3D11_BLEND_DESC bd;
SavedBlendState savedState(blendState);
ID3D11BlendState *state;
memset(&bd, 0, sizeof(bd));
for (int i = 0; i < 8; i++) {
bd.RenderTarget[i].BlendEnable = blendState.blendEnabled;
bd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
bd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
bd.RenderTarget[i].SrcBlend =
ConvertGSBlendType(blendState.srcFactor);
bd.RenderTarget[i].DestBlend =
ConvertGSBlendType(blendState.destFactor);
bd.RenderTarget[i].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_ALL;
}
hr = device->CreateBlendState(&bd, savedState.state.Assign());
if (FAILED(hr))
throw HRError("Failed to create disabled blend state", hr);
state = savedState.state;
blendStates.push_back(savedState);
return state;
}
void gs_device::UpdateZStencilState()
{
ID3D11DepthStencilState *state = NULL;
if (!zstencilStateChanged)
return;
for (size_t i = 0; i < zstencilStates.size(); i++) {
SavedZStencilState &s = zstencilStates[i];
if (memcmp(&s, &zstencilState, sizeof(zstencilState)) == 0) {
state = s.state;
break;
}
}
if (!state)
state = AddZStencilState();
if (state != curDepthStencilState) {
context->OMSetDepthStencilState(state, 0);
curDepthStencilState = state;
}
zstencilStateChanged = false;
}
void gs_device::UpdateRasterState()
{
ID3D11RasterizerState *state = NULL;
if (!rasterStateChanged)
return;
for (size_t i = 0; i < rasterStates.size(); i++) {
SavedRasterState &s = rasterStates[i];
if (memcmp(&s, &rasterState, sizeof(rasterState)) == 0) {
state = s.state;
break;
}
}
if (!state)
state = AddRasterState();
if (state != curRasterState) {
context->RSSetState(state);
curRasterState = state;
}
rasterStateChanged = false;
}
void gs_device::UpdateBlendState()
{
ID3D11BlendState *state = NULL;
if (!blendStateChanged)
return;
for (size_t i = 0; i < blendStates.size(); i++) {
SavedBlendState &s = blendStates[i];
if (memcmp(&s, &blendState, sizeof(blendState)) == 0) {
state = s.state;
break;
}
}
if (!state)
state = AddBlendState();
if (state != curBlendState) {
float f[4] = {1.0f, 1.0f, 1.0f, 1.0f};
context->OMSetBlendState(state, f, 0xFFFFFFFF);
curBlendState = state;
}
blendStateChanged = false;
}
void gs_device::UpdateViewProjMatrix()
{
matrix3 cur_matrix;
gs_matrix_get(&cur_matrix);
matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
/* negate Z col of the view matrix for right-handed coordinate system */
curViewMatrix.x.z = -curViewMatrix.x.z;
curViewMatrix.y.z = -curViewMatrix.y.z;
curViewMatrix.z.z = -curViewMatrix.z.z;
curViewMatrix.t.z = -curViewMatrix.t.z;
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matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix);
matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
if (curVertexShader->viewProj)
shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
&curViewProjMatrix);
}
gs_device::gs_device(gs_init_data *data)
: curRenderTarget (NULL),
curZStencilBuffer (NULL),
curRenderSide (0),
curIndexBuffer (NULL),
curVertexBuffer (NULL),
curVertexShader (NULL),
curPixelShader (NULL),
curSwapChain (&defaultSwap),
zstencilStateChanged (true),
rasterStateChanged (true),
blendStateChanged (true),
curDepthStencilState (NULL),
curRasterState (NULL),
curBlendState (NULL),
curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
{
ComPtr<IDXGIAdapter1> adapter;
matrix4_identity(&curProjMatrix);
matrix4_identity(&curViewMatrix);
matrix4_identity(&curViewProjMatrix);
memset(&viewport, 0, sizeof(viewport));
for (size_t i = 0; i < GS_MAX_TEXTURES; i++) {
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curTextures[i] = NULL;
curSamplers[i] = NULL;
}
InitFactory(data->adapter, adapter.Assign());
InitDevice(data, adapter);
device_setrendertarget(this, NULL, NULL);
}
const char *device_preprocessor_name(void)
{
return "_D3D11";
}
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gs_device *device_create(gs_init_data *data)
{
gs_device *device = NULL;
try {
device = new gs_device(data);
} catch (HRError error) {
blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str,
error.hr);
}
return device;
}
void device_destroy(device_t device)
{
delete device;
}
void device_entercontext(device_t device)
{
/* does nothing */
}
void device_leavecontext(device_t device)
{
/* does nothing */
}
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swapchain_t device_create_swapchain(device_t device, struct gs_init_data *data)
{
gs_swap_chain *swap = NULL;
try {
swap = new gs_swap_chain(device, data);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_swapchain (D3D11): %s (%08lX)",
error.str, error.hr);
}
return swap;
}
void device_resize(device_t device, uint32_t cx, uint32_t cy)
{
try {
ID3D11RenderTargetView *renderView = NULL;
ID3D11DepthStencilView *depthView = NULL;
int i = device->curRenderSide;
device->context->OMSetRenderTargets(1, &renderView, depthView);
device->curSwapChain->Resize(cx, cy);
if (device->curRenderTarget)
renderView = device->curRenderTarget->renderTarget[i];
if (device->curZStencilBuffer)
depthView = device->curZStencilBuffer->view;
device->context->OMSetRenderTargets(1, &renderView, depthView);
} catch (HRError error) {
blog(LOG_ERROR, "device_resize (D3D11): %s (%08lX)",
error.str, error.hr);
}
}
void device_getsize(device_t device, uint32_t *cx, uint32_t *cy)
{
*cx = device->curSwapChain->target.width;
*cy = device->curSwapChain->target.height;
}
uint32_t device_getwidth(device_t device)
{
return device->curSwapChain->target.width;
}
uint32_t device_getheight(device_t device)
{
return device->curSwapChain->target.height;
}
texture_t device_create_texture(device_t device, uint32_t width,
uint32_t height, enum gs_color_format color_format,
uint32_t levels, const void **data, uint32_t flags)
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{
gs_texture *texture = NULL;
try {
texture = new gs_texture_2d(device, width, height, color_format,
levels, data, flags, GS_TEXTURE_2D, false,
false);
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} catch (HRError error) {
blog(LOG_ERROR, "device_create_texture (D3D11): %s (%08lX)",
error.str, error.hr);
} catch (const char *error) {
blog(LOG_ERROR, "device_create_texture (D3D11): %s", error);
}
return texture;
}
texture_t device_create_cubetexture(device_t device, uint32_t size,
enum gs_color_format color_format, uint32_t levels,
const void **data, uint32_t flags)
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{
gs_texture *texture = NULL;
try {
texture = new gs_texture_2d(device, size, size, color_format,
levels, data, flags, GS_TEXTURE_CUBE, false,
false);
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} catch (HRError error) {
blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s "
"(%08lX)",
error.str, error.hr);
} catch (const char *error) {
blog(LOG_ERROR, "device_create_cubetexture (D3D11): %s",
error);
}
return texture;
}
texture_t device_create_volumetexture(device_t device, uint32_t width,
uint32_t height, uint32_t depth,
enum gs_color_format color_format, uint32_t levels,
const void **data, uint32_t flags)
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{
/* TODO */
return NULL;
}
zstencil_t device_create_zstencil(device_t device, uint32_t width,
uint32_t height, enum gs_zstencil_format format)
{
gs_zstencil_buffer *zstencil = NULL;
try {
zstencil = new gs_zstencil_buffer(device, width, height,
format);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_zstencil (D3D11): %s (%08lX)",
error.str, error.hr);
}
return zstencil;
}
stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
uint32_t height, enum gs_color_format color_format)
{
gs_stage_surface *surf = NULL;
try {
surf = new gs_stage_surface(device, width, height,
color_format);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_stagesurface (D3D11): %s "
"(%08lX)",
error.str, error.hr);
}
return surf;
}
samplerstate_t device_create_samplerstate(device_t device,
struct gs_sampler_info *info)
{
gs_sampler_state *ss = NULL;
try {
ss = new gs_sampler_state(device, info);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_samplerstate (D3D11): %s "
"(%08lX)",
error.str, error.hr);
}
return ss;
}
shader_t device_create_vertexshader(device_t device,
const char *shader_string, const char *file,
char **error_string)
{
gs_vertex_shader *shader = NULL;
try {
shader = new gs_vertex_shader(device, file, shader_string);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s "
"(%08lX)",
error.str, error.hr);
} catch (ShaderError error) {
const char *buf = (const char*)error.errors->GetBufferPointer();
if (error_string)
*error_string = bstrdup(buf);
blog(LOG_ERROR, "device_create_vertexshader (D3D11): "
"Compile warnings/errors for %s:\n%s",
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file, buf);
} catch (const char *error) {
blog(LOG_ERROR, "device_create_vertexshader (D3D11): %s",
error);
}
return shader;
}
shader_t device_create_pixelshader(device_t device,
const char *shader_string, const char *file,
char **error_string)
{
gs_pixel_shader *shader = NULL;
try {
shader = new gs_pixel_shader(device, file, shader_string);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s "
"(%08lX)",
error.str, error.hr);
} catch (ShaderError error) {
const char *buf = (const char*)error.errors->GetBufferPointer();
if (error_string)
*error_string = bstrdup(buf);
blog(LOG_ERROR, "device_create_pixelshader (D3D11): "
"Compiler warnings/errors for %s:\n%s",
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file, buf);
} catch (const char *error) {
blog(LOG_ERROR, "device_create_pixelshader (D3D11): %s",
error);
}
return shader;
}
vertbuffer_t device_create_vertexbuffer(device_t device,
struct vb_data *data, uint32_t flags)
{
gs_vertex_buffer *buffer = NULL;
try {
buffer = new gs_vertex_buffer(device, data, flags);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s "
"(%08lX)",
error.str, error.hr);
} catch (const char *error) {
blog(LOG_ERROR, "device_create_vertexbuffer (D3D11): %s",
error);
}
return buffer;
}
indexbuffer_t device_create_indexbuffer(device_t device,
enum gs_index_type type, void *indices, size_t num,
uint32_t flags)
{
gs_index_buffer *buffer = NULL;
try {
buffer = new gs_index_buffer(device, type, indices, num, flags);
} catch (HRError error) {
blog(LOG_ERROR, "device_create_indexbuffer (D3D11): %s (%08lX)",
error.str, error.hr);
}
return buffer;
}
enum gs_texture_type device_gettexturetype(texture_t texture)
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{
return texture->type;
}
void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
{
if (device->curVertexBuffer == vertbuffer)
return;
device->curVertexBuffer = vertbuffer;
if (!device->curVertexShader)
return;
vector<ID3D11Buffer*> buffers;
vector<uint32_t> strides;
vector<uint32_t> offsets;
if (vertbuffer) {
vertbuffer->MakeBufferList(device->curVertexShader,
buffers, strides);
} else {
size_t buffersToClear =
device->curVertexShader->NumBuffersExpected();
buffers.resize(buffersToClear);
strides.resize(buffersToClear);
}
offsets.resize(buffers.size());
device->context->IASetVertexBuffers(0, (UINT)buffers.size(),
buffers.data(), strides.data(), offsets.data());
}
void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
{
DXGI_FORMAT format;
ID3D11Buffer *buffer;
if (device->curIndexBuffer == indexbuffer)
return;
if (indexbuffer) {
switch (indexbuffer->indexSize) {
case 2: format = DXGI_FORMAT_R16_UINT; break;
case 4: format = DXGI_FORMAT_R32_UINT; break;
}
buffer = indexbuffer->indexBuffer;
} else {
buffer = NULL;
format = DXGI_FORMAT_R32_UINT;
}
device->curIndexBuffer = indexbuffer;
device->context->IASetIndexBuffer(buffer, format, 0);
}
void device_load_texture(device_t device, texture_t tex, int unit)
{
ID3D11ShaderResourceView *view = NULL;
if (device->curTextures[unit] == tex)
return;
if (tex)
view = tex->shaderRes;
device->curTextures[unit] = tex;
device->context->PSSetShaderResources(unit, 1, &view);
}
void device_load_samplerstate(device_t device,
samplerstate_t samplerstate, int unit)
{
ID3D11SamplerState *state = NULL;
if (device->curSamplers[unit] == samplerstate)
return;
if (samplerstate)
state = samplerstate->state;
device->curSamplers[unit] = samplerstate;
device->context->PSSetSamplers(unit, 1, &state);
}
void device_load_vertexshader(device_t device, shader_t vertshader)
{
ID3D11VertexShader *shader = NULL;
ID3D11InputLayout *layout = NULL;
ID3D11Buffer *constants = NULL;
if (device->curVertexShader == vertshader)
return;
gs_vertex_shader *vs = static_cast<gs_vertex_shader*>(vertshader);
gs_vertex_buffer *curVB = device->curVertexBuffer;
if (vertshader) {
if (vertshader->type != SHADER_VERTEX) {
blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
"Specified shader is not a vertex "
"shader");
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return;
}
if (curVB)
device_load_vertexbuffer(device, NULL);
shader = vs->shader;
layout = vs->layout;
constants = vs->constants;
}
device->curVertexShader = vs;
device->context->VSSetShader(shader, NULL, 0);
device->context->IASetInputLayout(layout);
device->context->VSSetConstantBuffers(0, 1, &constants);
if (vertshader && curVB)
device_load_vertexbuffer(device, curVB);
}
static inline void clear_textures(device_t device)
{
ID3D11ShaderResourceView *views[GS_MAX_TEXTURES];
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memset(views, 0, sizeof(views));
memset(device->curTextures, 0, sizeof(device->curTextures));
device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views);
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}
void device_load_pixelshader(device_t device, shader_t pixelshader)
{
ID3D11PixelShader *shader = NULL;
ID3D11Buffer *constants = NULL;
ID3D11SamplerState *states[GS_MAX_TEXTURES];
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if (device->curPixelShader == pixelshader)
return;
gs_pixel_shader *ps = static_cast<gs_pixel_shader*>(pixelshader);
if (pixelshader) {
if (pixelshader->type != SHADER_PIXEL) {
blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
"Specified shader is not a pixel "
"shader");
2013-09-30 19:37:13 -07:00
return;
}
shader = ps->shader;
constants = ps->constants;
ps->GetSamplerStates(states);
} else {
memset(states, 0, sizeof(states));
}
clear_textures(device);
device->curPixelShader = ps;
device->context->PSSetShader(shader, NULL, 0);
device->context->PSSetConstantBuffers(0, 1, &constants);
device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
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}
void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
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{
/* TODO */
}
shader_t device_getvertexshader(device_t device)
{
return device->curVertexShader;
}
shader_t device_getpixelshader(device_t device)
{
return device->curPixelShader;
}
texture_t device_getrendertarget(device_t device)
{
if (device->curRenderTarget == &device->curSwapChain->target)
return NULL;
return device->curRenderTarget;
}
zstencil_t device_getzstenciltarget(device_t device)
{
if (device->curZStencilBuffer == &device->curSwapChain->zs)
return NULL;
return device->curZStencilBuffer;
}
void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil)
{
if (!tex)
tex = &device->curSwapChain->target;
if (!zstencil)
zstencil = &device->curSwapChain->zs;
if (device->curRenderTarget == tex &&
device->curZStencilBuffer == zstencil)
return;
if (tex->type != GS_TEXTURE_2D) {
blog(LOG_ERROR, "device_setrendertarget (D3D11): "
"texture is not a 2D texture");
2013-09-30 19:37:13 -07:00
return;
}
gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
if (!tex2d->renderTarget[0]) {
blog(LOG_ERROR, "device_setrendertarget (D3D11): "
"texture is not a render target");
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return;
}
ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
device->curRenderTarget = tex2d;
device->curRenderSide = 0;
device->curZStencilBuffer = zstencil;
device->context->OMSetRenderTargets(1, &rt, zstencil->view);
}
void device_setcuberendertarget(device_t device, texture_t tex, int side,
zstencil_t zstencil)
{
if (!tex) {
tex = &device->curSwapChain->target;
side = 0;
}
if (!zstencil)
zstencil = &device->curSwapChain->zs;
if (device->curRenderTarget == tex &&
device->curRenderSide == side &&
device->curZStencilBuffer == zstencil)
return;
if (tex->type != GS_TEXTURE_CUBE) {
blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
"texture is not a cube texture");
return;
}
gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
if (!tex2d->renderTarget[side]) {
blog(LOG_ERROR, "device_setcuberendertarget (D3D11): "
"texture is not a render target");
return;
}
ID3D11RenderTargetView *rt = tex2d->renderTarget[0];
device->curRenderTarget = tex2d;
device->curRenderSide = side;
device->curZStencilBuffer = zstencil;
device->context->OMSetRenderTargets(1, &rt, zstencil->view);
}
inline void gs_device::CopyTex(ID3D11Texture2D *dst, texture_t src)
{
if (src->type != GS_TEXTURE_2D)
throw "Source texture must be a 2D texture";
gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(src);
context->CopyResource(dst, tex2d->texture);
}
void device_copy_texture(device_t device, texture_t dst, texture_t src)
{
try {
gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
gs_texture_2d *dst2d = static_cast<gs_texture_2d*>(dst);
if (!src)
throw "Source texture is NULL";
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if (!dst)
throw "Destination texture is NULL";
if (src->type != GS_TEXTURE_2D || dst->type != GS_TEXTURE_2D)
throw "Source and destination textures must be a 2D "
"textures";
if (dst->format != src->format)
throw "Source and destination formats do not match";
if (dst2d->width != src2d->width ||
dst2d->height != src2d->height)
throw "Source and destination must have the same "
"dimensions";
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gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(dst);
device->CopyTex(tex2d->texture, src);
} catch (const char *error) {
blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
}
}
void device_stage_texture(device_t device, stagesurf_t dst, texture_t src)
{
try {
gs_texture_2d *src2d = static_cast<gs_texture_2d*>(src);
if (!src)
throw "Source texture is NULL";
if (src->type != GS_TEXTURE_2D)
throw "Source texture must be a 2D texture";
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if (!dst)
throw "Destination surface is NULL";
if (dst->format != src->format)
throw "Source and destination formats do not match";
if (dst->width != src2d->width ||
dst->height != src2d->height)
throw "Source and destination must have the same "
"dimensions";
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device->CopyTex(dst->texture, src);
} catch (const char *error) {
blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error);
}
}
void device_beginscene(device_t device)
{
clear_textures(device);
}
void device_draw(device_t device, enum gs_draw_mode draw_mode,
uint32_t start_vert, uint32_t num_verts)
{
try {
if (!device->curVertexShader)
throw "No vertex shader specified";
if (!device->curPixelShader)
throw "No pixel shader specified";
if (!device->curVertexBuffer)
throw "No vertex buffer specified";
effect_t effect = gs_geteffect();
if (effect)
effect_updateparams(effect);
device->UpdateBlendState();
device->UpdateRasterState();
device->UpdateZStencilState();
device->UpdateViewProjMatrix();
device->curVertexShader->UploadParams();
device->curPixelShader->UploadParams();
} catch (const char *error) {
blog(LOG_ERROR, "device_draw (D3D11): %s", error);
return;
} catch (HRError error) {
blog(LOG_ERROR, "device_draw (D3D11): %s (%08lX)", error.str,
error.hr);
return;
}
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D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
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if (device->curToplogy != newTopology) {
device->context->IASetPrimitiveTopology(newTopology);
device->curToplogy = newTopology;
}
if (device->curIndexBuffer) {
if (num_verts == 0)
num_verts = (uint32_t)device->curIndexBuffer->num;
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device->context->DrawIndexed(num_verts, start_vert, 0);
} else {
if (num_verts == 0)
num_verts = (uint32_t)device->curVertexBuffer->numVerts;
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device->context->Draw(num_verts, start_vert);
}
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}
void device_endscene(device_t device)
{
/* does nothing in D3D11 */
}
void device_load_swapchain(device_t device, swapchain_t swapchain)
{
texture_t target = device->curRenderTarget;
zstencil_t zs = device->curZStencilBuffer;
bool is_cube = device->curRenderTarget->type == GS_TEXTURE_CUBE;
if (target == &device->curSwapChain->target)
target = NULL;
if (zs == &device->curSwapChain->zs)
zs = NULL;
if (swapchain == NULL)
swapchain = &device->defaultSwap;
device->curSwapChain = swapchain;
if (is_cube)
device_setcuberendertarget(device, target,
device->curRenderSide, zs);
else
device_setrendertarget(device, target, zs);
}
void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color,
float depth, uint8_t stencil)
{
int side = device->curRenderSide;
if ((clear_flags & GS_CLEAR_COLOR) != 0 && device->curRenderTarget)
device->context->ClearRenderTargetView(
device->curRenderTarget->renderTarget[side],
color->ptr);
if (device->curZStencilBuffer) {
uint32_t flags = 0;
if ((clear_flags & GS_CLEAR_DEPTH) != 0)
flags |= D3D11_CLEAR_DEPTH;
if ((clear_flags & GS_CLEAR_STENCIL) != 0)
flags |= D3D11_CLEAR_STENCIL;
if (flags && device->curZStencilBuffer->view)
device->context->ClearDepthStencilView(
device->curZStencilBuffer->view,
flags, depth, stencil);
}
}
void device_present(device_t device)
{
device->curSwapChain->swap->Present(0, 0);
}
void device_setcullmode(device_t device, enum gs_cull_mode mode)
{
if (mode == device->rasterState.cullMode)
return;
device->rasterState.cullMode = mode;
device->rasterStateChanged = true;
}
enum gs_cull_mode device_getcullmode(device_t device)
{
return device->rasterState.cullMode;
}
void device_enable_blending(device_t device, bool enable)
{
if (enable == device->blendState.blendEnabled)
return;
device->blendState.blendEnabled = enable;
device->blendStateChanged = true;
}
void device_enable_depthtest(device_t device, bool enable)
{
if (enable == device->zstencilState.depthEnabled)
return;
device->zstencilState.depthEnabled = enable;
device->zstencilStateChanged = true;
}
void device_enable_stenciltest(device_t device, bool enable)
{
if (enable == device->zstencilState.stencilEnabled)
return;
device->zstencilState.stencilEnabled = enable;
device->zstencilStateChanged = true;
}
void device_enable_stencilwrite(device_t device, bool enable)
{
if (enable == device->zstencilState.stencilWriteEnabled)
return;
device->zstencilState.stencilWriteEnabled = enable;
device->zstencilStateChanged = true;
}
void device_enable_color(device_t device, bool red, bool green,
bool blue, bool alpha)
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{
if (device->blendState.redEnabled == red &&
device->blendState.greenEnabled == green &&
device->blendState.blueEnabled == blue &&
device->blendState.alphaEnabled == alpha)
return;
device->blendState.redEnabled = red;
device->blendState.greenEnabled = green;
device->blendState.blueEnabled = blue;
device->blendState.alphaEnabled = alpha;
device->blendStateChanged = true;
}
void device_blendfunction(device_t device, enum gs_blend_type src,
enum gs_blend_type dest)
{
if (device->blendState.srcFactor == src &&
device->blendState.destFactor == dest)
return;
device->blendState.srcFactor = src;
device->blendState.destFactor = dest;
device->blendStateChanged = true;
}
void device_depthfunction(device_t device, enum gs_depth_test test)
{
if (device->zstencilState.depthFunc == test)
return;
device->zstencilState.depthFunc = test;
device->zstencilStateChanged = true;
}
static inline void update_stencilside_test(device_t device, StencilSide &side,
gs_depth_test test)
{
if (side.test == test)
return;
side.test = test;
device->zstencilStateChanged = true;
}
void device_stencilfunction(device_t device, enum gs_stencil_side side,
enum gs_depth_test test)
{
int sideVal = (int)side;
if (sideVal & GS_STENCIL_FRONT)
update_stencilside_test(device,
device->zstencilState.stencilFront, test);
if (sideVal & GS_STENCIL_BACK)
update_stencilside_test(device,
device->zstencilState.stencilBack, test);
}
static inline void update_stencilside_op(device_t device, StencilSide &side,
enum gs_stencil_op fail, enum gs_stencil_op zfail,
enum gs_stencil_op zpass)
{
if (side.fail == fail && side.zfail == zfail && side.zpass == zpass)
return;
side.fail = fail;
side.zfail = zfail;
side.zpass = zpass;
device->zstencilStateChanged = true;
}
void device_stencilop(device_t device, enum gs_stencil_side side,
enum gs_stencil_op fail, enum gs_stencil_op zfail,
enum gs_stencil_op zpass)
{
int sideVal = (int)side;
if (sideVal & GS_STENCIL_FRONT)
update_stencilside_op(device,
device->zstencilState.stencilFront,
fail, zfail, zpass);
if (sideVal & GS_STENCIL_BACK)
update_stencilside_op(device,
device->zstencilState.stencilBack,
fail, zfail, zpass);
}
void device_enable_fullscreen(device_t device, bool enable)
{
/* TODO */
}
int device_fullscreen_enabled(device_t device)
{
/* TODO */
return 0;
}
void device_setdisplaymode(device_t device,
const struct gs_display_mode *mode)
{
/* TODO */
}
void device_getdisplaymode(device_t device,
struct gs_display_mode *mode)
{
/* TODO */
}
void device_setcolorramp(device_t device, float gamma, float brightness,
float contrast)
{
/* TODO */
}
void device_setviewport(device_t device, int x, int y, int width,
int height)
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.MaxDepth = 1.0f;
vp.TopLeftX = (float)x;
vp.TopLeftY = (float)y;
vp.Width = (float)width;
vp.Height = (float)height;
device->context->RSSetViewports(1, &vp);
device->viewport.x = x;
device->viewport.y = y;
device->viewport.cx = width;
device->viewport.cy = height;
}
void device_getviewport(device_t device, struct gs_rect *rect)
{
memcpy(rect, &device->viewport, sizeof(gs_rect));
}
void device_setscissorrect(device_t device, struct gs_rect *rect)
{
D3D11_RECT d3drect;
d3drect.left = rect->x;
d3drect.top = rect->y;
d3drect.right = rect->x + rect->cx;
d3drect.bottom = rect->y + rect->cy;
device->context->RSSetScissorRects(1, &d3drect);
}
void device_ortho(device_t device, float left, float right, float top,
float bottom, float zNear, float zFar)
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{
matrix4 *dst = &device->curProjMatrix;
float rml = right-left;
float bmt = bottom-top;
float fmn = zFar-zNear;
vec4_zero(&dst->x);
vec4_zero(&dst->y);
vec4_zero(&dst->z);
vec4_zero(&dst->t);
dst->x.x = 2.0f / rml;
dst->t.x = (left+right) / -rml;
dst->y.y = 2.0f / -bmt;
dst->t.y = (bottom+top) / bmt;
dst->z.z = 1.0f / fmn;
dst->t.z = zNear / -fmn;
dst->t.w = 1.0f;
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}
void device_frustum(device_t device, float left, float right, float top,
float bottom, float zNear, float zFar)
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{
matrix4 *dst = &device->curProjMatrix;
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float rml = right-left;
float bmt = bottom-top;
float fmn = zFar-zNear;
float nearx2 = 2.0f*zNear;
vec4_zero(&dst->x);
vec4_zero(&dst->y);
vec4_zero(&dst->z);
vec4_zero(&dst->t);
dst->x.x = nearx2 / rml;
dst->z.x = (left+right) / -rml;
dst->y.y = nearx2 / -bmt;
dst->z.y = (bottom+top) / bmt;
dst->z.z = zFar / fmn;
dst->t.z = (zNear*zFar) / -fmn;
dst->z.w = 1.0f;
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}
void device_projection_push(device_t device)
{
mat4float mat;
memcpy(&mat, &device->curProjMatrix, sizeof(matrix4));
device->projStack.push_back(mat);
}
void device_projection_pop(device_t device)
{
if (!device->projStack.size())
return;
mat4float *mat = device->projStack.data();
size_t end = device->projStack.size()-1;
/* XXX - does anyone know a better way of doing this? */
memcpy(&device->curProjMatrix, mat+end, sizeof(matrix4));
device->projStack.pop_back();
}
void swapchain_destroy(swapchain_t swapchain)
{
if (!swapchain)
return;
gs_device *device = swapchain->device;
if (device->curSwapChain == swapchain)
device->curSwapChain = &device->defaultSwap;
delete swapchain;
}
void texture_destroy(texture_t tex)
{
delete tex;
}
uint32_t texture_getwidth(texture_t tex)
{
if (tex->type != GS_TEXTURE_2D)
return 0;
return static_cast<gs_texture_2d*>(tex)->width;
}
uint32_t texture_getheight(texture_t tex)
{
if (tex->type != GS_TEXTURE_2D)
return 0;
return static_cast<gs_texture_2d*>(tex)->height;
}
enum gs_color_format texture_getcolorformat(texture_t tex)
{
if (tex->type != GS_TEXTURE_2D)
return GS_UNKNOWN;
return static_cast<gs_texture_2d*>(tex)->format;
}
bool texture_map(texture_t tex, void **ptr, uint32_t *linesize)
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{
HRESULT hr;
if (tex->type != GS_TEXTURE_2D)
return false;
gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
D3D11_MAPPED_SUBRESOURCE map;
hr = tex2d->device->context->Map(tex2d->texture, 0,
D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr))
return false;
*ptr = map.pData;
*linesize = map.RowPitch;
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return true;
}
void texture_unmap(texture_t tex)
{
if (tex->type != GS_TEXTURE_2D)
return;
gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
tex2d->device->context->Unmap(tex2d->texture, 0);
}
void cubetexture_destroy(texture_t cubetex)
{
delete cubetex;
}
uint32_t cubetexture_getsize(texture_t cubetex)
{
if (cubetex->type != GS_TEXTURE_CUBE)
return 0;
gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
return tex->width;
}
enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
{
if (cubetex->type != GS_TEXTURE_CUBE)
return GS_UNKNOWN;
gs_texture_2d *tex = static_cast<gs_texture_2d*>(cubetex);
return tex->format;
}
void volumetexture_destroy(texture_t voltex)
{
delete voltex;
}
uint32_t volumetexture_getwidth(texture_t voltex)
{
/* TODO */
return 0;
}
uint32_t volumetexture_getheight(texture_t voltex)
{
/* TODO */
return 0;
}
uint32_t volumetexture_getdepth(texture_t voltex)
{
/* TODO */
return 0;
}
enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
{
/* TODO */
return GS_UNKNOWN;
}
void stagesurface_destroy(stagesurf_t stagesurf)
{
delete stagesurf;
}
uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
{
return stagesurf->width;
}
uint32_t stagesurface_getheight(stagesurf_t stagesurf)
{
return stagesurf->height;
}
enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
{
return stagesurf->format;
}
bool stagesurface_map(stagesurf_t stagesurf, const uint8_t **data,
uint32_t *linesize)
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{
D3D11_MAPPED_SUBRESOURCE map;
if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
D3D11_MAP_READ, 0, &map)))
return false;
*data = (uint8_t*)map.pData;
*linesize = map.RowPitch;
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return true;
}
void stagesurface_unmap(stagesurf_t stagesurf)
{
stagesurf->device->context->Unmap(stagesurf->texture, 0);
}
void zstencil_destroy(zstencil_t zstencil)
{
delete zstencil;
}
void samplerstate_destroy(samplerstate_t samplerstate)
{
delete samplerstate;
}
void vertexbuffer_destroy(vertbuffer_t vertbuffer)
{
delete vertbuffer;
}
void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
{
if (!vertbuffer->dynamic) {
blog(LOG_ERROR, "vertexbuffer_flush: vertex buffer is "
"not dynamic");
2013-09-30 19:37:13 -07:00
return;
}
vertbuffer->FlushBuffer(vertbuffer->vertexBuffer,
vertbuffer->vbd.data->points, sizeof(vec3));
if (vertbuffer->normalBuffer)
vertbuffer->FlushBuffer(vertbuffer->normalBuffer,
vertbuffer->vbd.data->normals, sizeof(vec3));
if (vertbuffer->tangentBuffer)
vertbuffer->FlushBuffer(vertbuffer->tangentBuffer,
vertbuffer->vbd.data->tangents, sizeof(vec3));
if (vertbuffer->colorBuffer)
vertbuffer->FlushBuffer(vertbuffer->colorBuffer,
vertbuffer->vbd.data->colors, sizeof(uint32_t));
for (size_t i = 0; i < vertbuffer->uvBuffers.size(); i++) {
tvertarray &tv = vertbuffer->vbd.data->tvarray[i];
vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i],
tv.array, tv.width*sizeof(float));
}
}
struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
{
return vertbuffer->vbd.data;
}
void indexbuffer_destroy(indexbuffer_t indexbuffer)
{
delete indexbuffer;
}
void indexbuffer_flush(indexbuffer_t indexbuffer)
{
HRESULT hr;
if (!indexbuffer->dynamic)
return;
D3D11_MAPPED_SUBRESOURCE map;
hr = indexbuffer->device->context->Map(indexbuffer->indexBuffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr))
return;
memcpy(map.pData, indexbuffer->indices.data,
indexbuffer->num * indexbuffer->indexSize);
indexbuffer->device->context->Unmap(indexbuffer->indexBuffer, 0);
}
void *indexbuffer_getdata(indexbuffer_t indexbuffer)
{
return indexbuffer->indices.data;
}
size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
{
return indexbuffer->num;
}
enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
{
return indexbuffer->type;
}