/****************************************************************************** Copyright (C) 2013 by Hugh Bailey 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 . ******************************************************************************/ #include #include #include #include #include "d3d11-subsystem.hpp" struct UnsupportedHWError : HRError { inline UnsupportedHWError(const char *str, HRESULT hr) : HRError(str, hr) { } }; #ifdef _MSC_VER /* alignment warning - despite the fact that alignment is already fixed */ #pragma warning (disable : 4316) #endif 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, const 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; 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(const 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, const gs_init_data *data) : device (device), numBuffers (data->num_backbuffers), hwnd ((HWND)data->window.hwnd) { 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::InitCompiler() { char d3dcompiler[40] = {}; int ver = 49; while (ver > 30) { sprintf_s(d3dcompiler, 40, "D3DCompiler_%02d.dll", ver); HMODULE module = LoadLibraryA(d3dcompiler); if (module) { d3dCompile = (pD3DCompile)GetProcAddress(module, "D3DCompile"); if (d3dCompile) { return; } FreeLibrary(module); } ver--; } throw "Could not find any D3DCompiler libraries"; } 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 UnsupportedHWError("Failed to create DXGIFactory", hr); hr = factory->EnumAdapters1(adapterIdx, padapter); if (FAILED(hr)) throw UnsupportedHWError("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(const 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; #endif adapterName = (adapter->GetDesc(&desc) == S_OK) ? desc.Description : L""; char *adapterNameUTF8; os_wcs_to_utf8_ptr(adapterName.c_str(), 0, &adapterNameUTF8); blog(LOG_INFO, "Loading up D3D11 on adapter %s (%" PRIu32 ")", adapterNameUTF8, data->adapter); 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 UnsupportedHWError("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; 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)); /* 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; 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].SrcBlend = ConvertGSBlendType(blendState.srcFactor); bd.RenderTarget[i].DestBlend = ConvertGSBlendType(blendState.destFactor); bd.RenderTarget[i].SrcBlendAlpha = bd.RenderTarget[i].SrcBlend; bd.RenderTarget[i].DestBlendAlpha = bd.RenderTarget[i].DestBlend; 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() { gs_matrix_get(&curViewMatrix); /* 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; matrix4_mul(&curViewProjMatrix, &curViewMatrix, &curProjMatrix); matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix); if (curVertexShader->viewProj) gs_shader_set_matrix4(curVertexShader->viewProj, &curViewProjMatrix); } gs_device::gs_device(const 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 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++) { curTextures[i] = NULL; curSamplers[i] = NULL; } InitCompiler(); InitFactory(data->adapter, adapter.Assign()); InitDevice(data, adapter); device_set_render_target(this, NULL, NULL); } const char *device_get_name(void) { return "Direct3D 11"; } int device_get_type(void) { return GS_DEVICE_DIRECT3D_11; } const char *device_preprocessor_name(void) { return "_D3D11"; } static inline void EnumD3DAdapters( bool (*callback)(void*, const char*, uint32_t), void *param) { ComPtr factory; ComPtr adapter; HRESULT hr; UINT i = 0; IID factoryIID = (GetWinVer() >= 0x602) ? dxgiFactory2 : __uuidof(IDXGIFactory1); hr = CreateDXGIFactory1(factoryIID, (void**)factory.Assign()); if (FAILED(hr)) throw HRError("Failed to create DXGIFactory", hr); while (factory->EnumAdapters1(i++, adapter.Assign()) == S_OK) { DXGI_ADAPTER_DESC desc; char name[512] = ""; hr = adapter->GetDesc(&desc); if (FAILED(hr)) continue; /* ignore microsoft's 'basic' renderer' */ if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c) continue; os_wcs_to_utf8(desc.Description, 0, name, sizeof(name)); if (!callback(param, name, i - 1)) break; } } bool device_enum_adapters( bool (*callback)(void *param, const char *name, uint32_t id), void *param) { try { EnumD3DAdapters(callback, param); return true; } catch (HRError error) { blog(LOG_WARNING, "Failed enumerating devices: %s (%08lX)", error.str, error.hr); return false; } } static bool LogAdapterCallback(void *param, const char *name, uint32_t id) { blog(LOG_INFO, "\tAdapter %" PRIu32 ": %s", id, name); UNUSED_PARAMETER(param); return true; } int device_create(gs_device_t **p_device, const gs_init_data *data) { gs_device *device = NULL; int errorcode = GS_SUCCESS; try { blog(LOG_INFO, "---------------------------------"); blog(LOG_INFO, "Initializing D3D11.."); blog(LOG_INFO, "Available Video Adapters: "); device_enum_adapters(LogAdapterCallback, nullptr); device = new gs_device(data); } catch (UnsupportedHWError error) { blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str, error.hr); errorcode = GS_ERROR_NOT_SUPPORTED; } catch (HRError error) { blog(LOG_ERROR, "device_create (D3D11): %s (%08lX)", error.str, error.hr); errorcode = GS_ERROR_FAIL; } *p_device = device; return errorcode; } void device_destroy(gs_device_t *device) { delete device; } void device_enter_context(gs_device_t *device) { /* does nothing */ UNUSED_PARAMETER(device); } void device_leave_context(gs_device_t *device) { /* does nothing */ UNUSED_PARAMETER(device); } gs_swapchain_t *device_swapchain_create(gs_device_t *device, const 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_swapchain_create (D3D11): %s (%08lX)", error.str, error.hr); } return swap; } void device_resize(gs_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_get_size(const gs_device_t *device, uint32_t *cx, uint32_t *cy) { *cx = device->curSwapChain->target.width; *cy = device->curSwapChain->target.height; } uint32_t device_get_width(const gs_device_t *device) { return device->curSwapChain->target.width; } uint32_t device_get_height(const gs_device_t *device) { return device->curSwapChain->target.height; } gs_texture_t *device_texture_create(gs_device_t *device, uint32_t width, uint32_t height, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags) { gs_texture *texture = NULL; try { texture = new gs_texture_2d(device, width, height, color_format, levels, data, flags, GS_TEXTURE_2D, false, false); } catch (HRError error) { blog(LOG_ERROR, "device_texture_create (D3D11): %s (%08lX)", error.str, error.hr); } catch (const char *error) { blog(LOG_ERROR, "device_texture_create (D3D11): %s", error); } return texture; } gs_texture_t *device_cubetexture_create(gs_device_t *device, uint32_t size, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags) { gs_texture *texture = NULL; try { texture = new gs_texture_2d(device, size, size, color_format, levels, data, flags, GS_TEXTURE_CUBE, false, false); } catch (HRError error) { blog(LOG_ERROR, "device_cubetexture_create (D3D11): %s " "(%08lX)", error.str, error.hr); } catch (const char *error) { blog(LOG_ERROR, "device_cubetexture_create (D3D11): %s", error); } return texture; } gs_texture_t *device_voltexture_create(gs_device_t *device, uint32_t width, uint32_t height, uint32_t depth, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags) { /* TODO */ UNUSED_PARAMETER(device); UNUSED_PARAMETER(width); UNUSED_PARAMETER(height); UNUSED_PARAMETER(depth); UNUSED_PARAMETER(color_format); UNUSED_PARAMETER(levels); UNUSED_PARAMETER(data); UNUSED_PARAMETER(flags); return NULL; } gs_zstencil_t *device_zstencil_create(gs_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_zstencil_create (D3D11): %s (%08lX)", error.str, error.hr); } return zstencil; } gs_stagesurf_t *device_stagesurface_create(gs_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_stagesurface_create (D3D11): %s " "(%08lX)", error.str, error.hr); } return surf; } gs_samplerstate_t *device_samplerstate_create(gs_device_t *device, const 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_samplerstate_create (D3D11): %s " "(%08lX)", error.str, error.hr); } return ss; } gs_shader_t *device_vertexshader_create(gs_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_vertexshader_create (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_vertexshader_create (D3D11): " "Compile warnings/errors for %s:\n%s", file, buf); } catch (const char *error) { blog(LOG_ERROR, "device_vertexshader_create (D3D11): %s", error); } return shader; } gs_shader_t *device_pixelshader_create(gs_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_pixelshader_create (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_pixelshader_create (D3D11): " "Compiler warnings/errors for %s:\n%s", file, buf); } catch (const char *error) { blog(LOG_ERROR, "device_pixelshader_create (D3D11): %s", error); } return shader; } gs_vertbuffer_t *device_vertexbuffer_create(gs_device_t *device, struct gs_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_vertexbuffer_create (D3D11): %s " "(%08lX)", error.str, error.hr); } catch (const char *error) { blog(LOG_ERROR, "device_vertexbuffer_create (D3D11): %s", error); } return buffer; } gs_indexbuffer_t *device_indexbuffer_create(gs_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_indexbuffer_create (D3D11): %s (%08lX)", error.str, error.hr); } return buffer; } enum gs_texture_type device_get_texture_type(const gs_texture_t *texture) { return texture->type; } void device_load_vertexbuffer(gs_device_t *device, gs_vertbuffer_t *vertbuffer) { if (device->curVertexBuffer == vertbuffer) return; device->curVertexBuffer = vertbuffer; if (!device->curVertexShader) return; vector buffers; vector strides; vector 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(gs_device_t *device, gs_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; default: 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(gs_device_t *device, gs_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(gs_device_t *device, gs_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(gs_device_t *device, gs_shader_t *vertshader) { ID3D11VertexShader *shader = NULL; ID3D11InputLayout *layout = NULL; ID3D11Buffer *constants = NULL; if (device->curVertexShader == vertshader) return; gs_vertex_shader *vs = static_cast(vertshader); gs_vertex_buffer *curVB = device->curVertexBuffer; if (vertshader) { if (vertshader->type != GS_SHADER_VERTEX) { blog(LOG_ERROR, "device_load_vertexshader (D3D11): " "Specified shader is not a vertex " "shader"); 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(gs_device_t *device) { ID3D11ShaderResourceView *views[GS_MAX_TEXTURES]; memset(views, 0, sizeof(views)); memset(device->curTextures, 0, sizeof(device->curTextures)); device->context->PSSetShaderResources(0, GS_MAX_TEXTURES, views); } void device_load_pixelshader(gs_device_t *device, gs_shader_t *pixelshader) { ID3D11PixelShader *shader = NULL; ID3D11Buffer *constants = NULL; ID3D11SamplerState *states[GS_MAX_TEXTURES]; if (device->curPixelShader == pixelshader) return; gs_pixel_shader *ps = static_cast(pixelshader); if (pixelshader) { if (pixelshader->type != GS_SHADER_PIXEL) { blog(LOG_ERROR, "device_load_pixelshader (D3D11): " "Specified shader is not a pixel " "shader"); 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); for (int i = 0; i < GS_MAX_TEXTURES; i++) if (device->curSamplers[i] && device->curSamplers[i]->state != states[i]) device->curSamplers[i] = nullptr; } void device_load_default_samplerstate(gs_device_t *device, bool b_3d, int unit) { /* TODO */ UNUSED_PARAMETER(device); UNUSED_PARAMETER(b_3d); UNUSED_PARAMETER(unit); } gs_shader_t *device_get_vertex_shader(const gs_device_t *device) { return device->curVertexShader; } gs_shader_t *device_get_pixel_shader(const gs_device_t *device) { return device->curPixelShader; } gs_texture_t *device_get_render_target(const gs_device_t *device) { if (device->curRenderTarget == &device->curSwapChain->target) return NULL; return device->curRenderTarget; } gs_zstencil_t *device_get_zstencil_target(const gs_device_t *device) { if (device->curZStencilBuffer == &device->curSwapChain->zs) return NULL; return device->curZStencilBuffer; } void device_set_render_target(gs_device_t *device, gs_texture_t *tex, gs_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_set_render_target (D3D11): " "texture is not a 2D texture"); return; } gs_texture_2d *tex2d = static_cast(tex); if (!tex2d->renderTarget[0]) { blog(LOG_ERROR, "device_set_render_target (D3D11): " "texture is not a render target"); return; } ID3D11RenderTargetView *rt = tex2d->renderTarget[0]; device->curRenderTarget = tex2d; device->curRenderSide = 0; device->curZStencilBuffer = zstencil; device->context->OMSetRenderTargets(1, &rt, zstencil->view); } void device_set_cube_render_target(gs_device_t *device, gs_texture_t *tex, int side, gs_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_set_cube_render_target (D3D11): " "texture is not a cube texture"); return; } gs_texture_2d *tex2d = static_cast(tex); if (!tex2d->renderTarget[side]) { blog(LOG_ERROR, "device_set_cube_render_target (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, 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) { if (src->type != GS_TEXTURE_2D) throw "Source texture must be a 2D texture"; gs_texture_2d *tex2d = static_cast(src); if (dst_x == 0 && dst_y == 0 && src_x == 0 && src_y == 0 && src_w == 0 && src_h == 0) { context->CopyResource(dst, tex2d->texture); } else { D3D11_BOX sbox; sbox.left = src_x; if (src_w > 0) sbox.right = src_x + src_w; else sbox.right = tex2d->width - 1; sbox.top = src_y; if (src_h > 0) sbox.bottom = src_y + src_h; else sbox.bottom = tex2d->height - 1; sbox.front = 0; sbox.back = 1; context->CopySubresourceRegion(dst, 0, dst_x, dst_y, 0, tex2d->texture, 0, &sbox); } } void device_copy_texture_region(gs_device_t *device, gs_texture_t *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) { try { gs_texture_2d *src2d = static_cast(src); gs_texture_2d *dst2d = static_cast(dst); if (!src) throw "Source texture is NULL"; 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"; /* apparently casting to the same type that the variable * already exists as is supposed to prevent some warning * when used with the conditional operator? */ uint32_t copyWidth = (uint32_t)src_w ? (uint32_t)src_w : (src2d->width - src_x); uint32_t copyHeight = (uint32_t)src_h ? (uint32_t)src_h : (src2d->height - src_y); uint32_t dstWidth = dst2d->width - dst_x; uint32_t dstHeight = dst2d->height - dst_y; if (dstWidth < copyWidth || dstHeight < copyHeight) throw "Destination texture region is not big " "enough to hold the source region"; if (dst_x == 0 && dst_y == 0 && src_x == 0 && src_y == 0 && src_w == 0 && src_h == 0) { copyWidth = 0; copyHeight = 0; } device->CopyTex(dst2d->texture, dst_x, dst_y, src, src_x, src_y, copyWidth, copyHeight); } catch(const char *error) { blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error); } } void device_copy_texture(gs_device_t *device, gs_texture_t *dst, gs_texture_t *src) { device_copy_texture_region(device, dst, 0, 0, src, 0, 0, 0, 0); } void device_stage_texture(gs_device_t *device, gs_stagesurf_t *dst, gs_texture_t *src) { try { gs_texture_2d *src2d = static_cast(src); if (!src) throw "Source texture is NULL"; if (src->type != GS_TEXTURE_2D) throw "Source texture must be a 2D texture"; 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"; device->CopyTex(dst->texture, 0, 0, src, 0, 0, 0, 0); } catch (const char *error) { blog(LOG_ERROR, "device_copy_texture (D3D11): %s", error); } } void device_begin_scene(gs_device_t *device) { clear_textures(device); } void device_draw(gs_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"; gs_effect_t *effect = gs_get_effect(); if (effect) gs_effect_update_params(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; } D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode); 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; device->context->DrawIndexed(num_verts, start_vert, 0); } else { if (num_verts == 0) num_verts = (uint32_t)device->curVertexBuffer->numVerts; device->context->Draw(num_verts, start_vert); } } void device_end_scene(gs_device_t *device) { /* does nothing in D3D11 */ UNUSED_PARAMETER(device); } void device_load_swapchain(gs_device_t *device, gs_swapchain_t *swapchain) { gs_texture_t *target = device->curRenderTarget; gs_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_set_cube_render_target(device, target, device->curRenderSide, zs); else device_set_render_target(device, target, zs); } void device_clear(gs_device_t *device, uint32_t clear_flags, const 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(gs_device_t *device) { device->curSwapChain->swap->Present(0, 0); } void device_flush(gs_device_t *device) { device->context->Flush(); } void device_set_cull_mode(gs_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_get_cull_mode(const gs_device_t *device) { return device->rasterState.cullMode; } void device_enable_blending(gs_device_t *device, bool enable) { if (enable == device->blendState.blendEnabled) return; device->blendState.blendEnabled = enable; device->blendStateChanged = true; } void device_enable_depth_test(gs_device_t *device, bool enable) { if (enable == device->zstencilState.depthEnabled) return; device->zstencilState.depthEnabled = enable; device->zstencilStateChanged = true; } void device_enable_stencil_test(gs_device_t *device, bool enable) { if (enable == device->zstencilState.stencilEnabled) return; device->zstencilState.stencilEnabled = enable; device->zstencilStateChanged = true; } void device_enable_stencil_write(gs_device_t *device, bool enable) { if (enable == device->zstencilState.stencilWriteEnabled) return; device->zstencilState.stencilWriteEnabled = enable; device->zstencilStateChanged = true; } void device_enable_color(gs_device_t *device, bool red, bool green, bool blue, bool alpha) { 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_blend_function(gs_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_depth_function(gs_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(gs_device_t *device, StencilSide &side, gs_depth_test test) { if (side.test == test) return; side.test = test; device->zstencilStateChanged = true; } void device_stencil_function(gs_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(gs_device_t *device, StencilSide &side, enum gs_stencil_op_type fail, enum gs_stencil_op_type zfail, enum gs_stencil_op_type 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_stencil_op(gs_device_t *device, enum gs_stencil_side side, enum gs_stencil_op_type fail, enum gs_stencil_op_type zfail, enum gs_stencil_op_type 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_set_viewport(gs_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_get_viewport(const gs_device_t *device, struct gs_rect *rect) { memcpy(rect, &device->viewport, sizeof(gs_rect)); } void device_set_scissor_rect(gs_device_t *device, const struct gs_rect *rect) { D3D11_RECT d3drect; device->rasterState.scissorEnabled = (rect != NULL); if (rect != NULL) { 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); } device->rasterStateChanged = true; } void device_ortho(gs_device_t *device, float left, float right, float top, float bottom, float zNear, float zFar) { 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; } void device_frustum(gs_device_t *device, float left, float right, float top, float bottom, float zNear, float zFar) { matrix4 *dst = &device->curProjMatrix; 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; } void device_projection_push(gs_device_t *device) { mat4float mat; memcpy(&mat, &device->curProjMatrix, sizeof(matrix4)); device->projStack.push_back(mat); } void device_projection_pop(gs_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 gs_swapchain_destroy(gs_swapchain_t *swapchain) { if (!swapchain) return; gs_device *device = swapchain->device; if (device->curSwapChain == swapchain) device->curSwapChain = &device->defaultSwap; delete swapchain; } void gs_texture_destroy(gs_texture_t *tex) { delete tex; } uint32_t gs_texture_get_width(const gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return 0; return static_cast(tex)->width; } uint32_t gs_texture_get_height(const gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return 0; return static_cast(tex)->height; } enum gs_color_format gs_texture_get_color_format(const gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return GS_UNKNOWN; return static_cast(tex)->format; } bool gs_texture_map(gs_texture_t *tex, uint8_t **ptr, uint32_t *linesize) { HRESULT hr; if (tex->type != GS_TEXTURE_2D) return false; gs_texture_2d *tex2d = static_cast(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 = (uint8_t*)map.pData; *linesize = map.RowPitch; return true; } void gs_texture_unmap(gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return; gs_texture_2d *tex2d = static_cast(tex); tex2d->device->context->Unmap(tex2d->texture, 0); } void *gs_texture_get_obj(gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return nullptr; gs_texture_2d *tex2d = static_cast(tex); return tex2d->texture.Get(); } void gs_cubetexture_destroy(gs_texture_t *cubetex) { delete cubetex; } uint32_t gs_cubetexture_get_size(const gs_texture_t *cubetex) { if (cubetex->type != GS_TEXTURE_CUBE) return 0; const gs_texture_2d *tex = static_cast(cubetex); return tex->width; } enum gs_color_format gs_cubetexture_get_color_format( const gs_texture_t *cubetex) { if (cubetex->type != GS_TEXTURE_CUBE) return GS_UNKNOWN; const gs_texture_2d *tex = static_cast(cubetex); return tex->format; } void gs_voltexture_destroy(gs_texture_t *voltex) { delete voltex; } uint32_t gs_voltexture_get_width(const gs_texture_t *voltex) { /* TODO */ UNUSED_PARAMETER(voltex); return 0; } uint32_t gs_voltexture_get_height(const gs_texture_t *voltex) { /* TODO */ UNUSED_PARAMETER(voltex); return 0; } uint32_t gs_voltexture_getdepth(const gs_texture_t *voltex) { /* TODO */ UNUSED_PARAMETER(voltex); return 0; } enum gs_color_format gs_voltexture_get_color_format(const gs_texture_t *voltex) { /* TODO */ UNUSED_PARAMETER(voltex); return GS_UNKNOWN; } void gs_stagesurface_destroy(gs_stagesurf_t *stagesurf) { delete stagesurf; } uint32_t gs_stagesurface_get_width(const gs_stagesurf_t *stagesurf) { return stagesurf->width; } uint32_t gs_stagesurface_get_height(const gs_stagesurf_t *stagesurf) { return stagesurf->height; } enum gs_color_format gs_stagesurface_get_color_format( const gs_stagesurf_t *stagesurf) { return stagesurf->format; } bool gs_stagesurface_map(gs_stagesurf_t *stagesurf, uint8_t **data, uint32_t *linesize) { 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; return true; } void gs_stagesurface_unmap(gs_stagesurf_t *stagesurf) { stagesurf->device->context->Unmap(stagesurf->texture, 0); } void gs_zstencil_destroy(gs_zstencil_t *zstencil) { delete zstencil; } void gs_samplerstate_destroy(gs_samplerstate_t *samplerstate) { if (!samplerstate) return; if (samplerstate->device) for (int i = 0; i < GS_MAX_TEXTURES; i++) if (samplerstate->device->curSamplers[i] == samplerstate) samplerstate->device->curSamplers[i] = nullptr; delete samplerstate; } void gs_vertexbuffer_destroy(gs_vertbuffer_t *vertbuffer) { delete vertbuffer; } void gs_vertexbuffer_flush(gs_vertbuffer_t *vertbuffer) { if (!vertbuffer->dynamic) { blog(LOG_ERROR, "gs_vertexbuffer_flush: vertex buffer is " "not dynamic"); 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++) { gs_tvertarray &tv = vertbuffer->vbd.data->tvarray[i]; vertbuffer->FlushBuffer(vertbuffer->uvBuffers[i], tv.array, tv.width*sizeof(float)); } } struct gs_vb_data *gs_vertexbuffer_get_data(const gs_vertbuffer_t *vertbuffer) { return vertbuffer->vbd.data; } void gs_indexbuffer_destroy(gs_indexbuffer_t *indexbuffer) { delete indexbuffer; } void gs_indexbuffer_flush(gs_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 *gs_indexbuffer_get_data(const gs_indexbuffer_t *indexbuffer) { return indexbuffer->indices.data; } size_t gs_indexbuffer_get_num_indices(const gs_indexbuffer_t *indexbuffer) { return indexbuffer->num; } enum gs_index_type gs_indexbuffer_get_type(const gs_indexbuffer_t *indexbuffer) { return indexbuffer->type; } extern "C" EXPORT bool device_gdi_texture_available(void) { return true; } extern "C" EXPORT bool device_shared_texture_available(void) { return true; } extern "C" EXPORT gs_texture_t *device_texture_create_gdi(gs_device_t *device, uint32_t width, uint32_t height) { gs_texture *texture = nullptr; try { texture = new gs_texture_2d(device, width, height, GS_BGRA, 1, nullptr, GS_RENDER_TARGET, GS_TEXTURE_2D, true, false); } catch (HRError error) { blog(LOG_ERROR, "device_texture_create_gdi (D3D11): %s (%08lX)", error.str, error.hr); } catch (const char *error) { blog(LOG_ERROR, "device_texture_create_gdi (D3D11): %s", error); } return texture; } static inline bool TextureGDICompatible(gs_texture_2d *tex2d, const char *func) { if (!tex2d->isGDICompatible) { blog(LOG_ERROR, "%s (D3D11): Texture is not GDI compatible", func); return false; } return true; } extern "C" EXPORT void *gs_texture_get_dc(gs_texture_t *tex) { HDC hDC = nullptr; if (tex->type != GS_TEXTURE_2D) return nullptr; gs_texture_2d *tex2d = static_cast(tex); if (!TextureGDICompatible(tex2d, "gs_texture_get_dc")) return nullptr; tex2d->gdiSurface->GetDC(true, &hDC); return hDC; } extern "C" EXPORT void gs_texture_release_dc(gs_texture_t *tex) { if (tex->type != GS_TEXTURE_2D) return; gs_texture_2d *tex2d = static_cast(tex); if (!TextureGDICompatible(tex2d, "gs_texture_release_dc")) return; tex2d->gdiSurface->ReleaseDC(nullptr); } extern "C" EXPORT gs_texture_t *device_texture_open_shared(gs_device_t *device, uint32_t handle) { gs_texture *texture = nullptr; try { texture = new gs_texture_2d(device, handle); } catch (HRError error) { blog(LOG_ERROR, "gs_texture_open_shared (D3D11): %s (%08lX)", error.str, error.hr); } catch (const char *error) { blog(LOG_ERROR, "gs_texture_open_shared (D3D11): %s", error); } return texture; }