obs-studio/libobs-d3d11/d3d11-subsystem.hpp
jp9000 2838a95066 D3D11: Fix constant position code for good
I had forgotten how constants worked when compiled; constants are
uploaded as constant registers.  When constants are used with shaders,
multiple constants are often packed in to a single register when
possible to reduce constant register count.

For example, one 'float' constant and one 'float3' constant will be
packed in to a single register (c0.x for constant 1, c0.yzw for constant
2), but two 'float' constants and one 'float3' constant must inhabit two
registers (c0.xy for constant 1, c1.xyz for constant 2), so it must
start on a new register boundry (every 16 bytes).

I had first instinctively thought it was just a simple case of
alignment like it is on the CPU, but then I realized that it didn't
sound right, so I went back and did some more tests and then ultimately
remembered how constants actually are uploaded.
2014-05-02 21:38:05 -07:00

631 lines
16 KiB
C++

/******************************************************************************
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
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <util/AlignedNew.hpp>
#include <vector>
#include <string>
#include <windows.h>
#include <dxgi.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <util/base.h>
#include <graphics/matrix4.h>
#include <graphics/graphics.h>
#include <graphics/device-exports.h>
#include <util/windows/ComPtr.hpp>
#include <util/windows/HRError.hpp>
struct shader_var;
struct shader_sampler;
struct gs_vertex_shader;
using namespace std;
/*
* Just to clarify, all structs, and all public. These are exporting only
* via encapsulated C bindings, not C++ bindings, so the whole concept of
* "public" and "private" does not matter at all for this subproject.
*/
static inline uint32_t GetWinVer()
{
OSVERSIONINFO ovi;
ovi.dwOSVersionInfoSize = sizeof(ovi);
GetVersionEx(&ovi);
return (ovi.dwMajorVersion << 8) | (ovi.dwMinorVersion);
}
static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
{
switch (format) {
case GS_A8: return DXGI_FORMAT_A8_UNORM;
case GS_R8: return DXGI_FORMAT_R8_UNORM;
case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
case GS_R16: return DXGI_FORMAT_R16_UNORM;
case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
{
switch (format) {
case GS_Z16: return DXGI_FORMAT_D16_UNORM;
case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
{
switch (test) {
case GS_NEVER: return D3D11_COMPARISON_NEVER;
case GS_LESS: return D3D11_COMPARISON_LESS;
case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
case GS_GREATER: return D3D11_COMPARISON_GREATER;
case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
}
return D3D11_COMPARISON_NEVER;
}
static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op op)
{
switch (op) {
case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
case GS_INCR: return D3D11_STENCIL_OP_INCR;
case GS_DECR: return D3D11_STENCIL_OP_DECR;
case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
}
return D3D11_STENCIL_OP_KEEP;
}
static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
{
switch (type) {
case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
case GS_BLEND_ONE: return D3D11_BLEND_ONE;
case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
}
return D3D11_BLEND_ONE;
}
static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
{
switch (mode) {
case GS_BACK: return D3D11_CULL_BACK;
case GS_FRONT: return D3D11_CULL_FRONT;
case GS_NEITHER: return D3D11_CULL_NONE;
}
return D3D11_CULL_BACK;
}
static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
{
switch (mode) {
case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
}
/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
struct VBDataPtr {
vb_data *data;
inline VBDataPtr(vb_data *data) : data(data) {}
inline ~VBDataPtr() {vbdata_destroy(data);}
};
struct gs_vertex_buffer {
ComPtr<ID3D11Buffer> vertexBuffer;
ComPtr<ID3D11Buffer> normalBuffer;
ComPtr<ID3D11Buffer> colorBuffer;
ComPtr<ID3D11Buffer> tangentBuffer;
vector<ComPtr<ID3D11Buffer>> uvBuffers;
device_t device;
bool dynamic;
VBDataPtr vbd;
size_t numVerts;
vector<size_t> uvSizes;
void FlushBuffer(ID3D11Buffer *buffer, void *array,
size_t elementSize);
void MakeBufferList(gs_vertex_shader *shader,
vector<ID3D11Buffer*> &buffers,
vector<uint32_t> &strides);
inline void InitBuffer(const size_t elementSize,
const size_t numVerts, void *array,
ID3D11Buffer **buffer);
gs_vertex_buffer(device_t device, struct vb_data *data, uint32_t flags);
};
/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
struct DataPtr {
void *data;
inline DataPtr(void *data) : data(data) {}
inline ~DataPtr() {bfree(data);}
};
struct gs_index_buffer {
ComPtr<ID3D11Buffer> indexBuffer;
device_t device;
bool dynamic;
gs_index_type type;
size_t indexSize;
size_t num;
DataPtr indices;
void InitBuffer();
gs_index_buffer(device_t device, enum gs_index_type type,
void *indices, size_t num, uint32_t flags);
};
struct gs_texture {
gs_texture_type type;
gs_device *device;
uint32_t levels;
gs_color_format format;
ComPtr<ID3D11ShaderResourceView> shaderRes;
inline gs_texture(gs_device *device, gs_texture_type type,
uint32_t levels, gs_color_format format)
: device (device),
type (type),
levels (levels),
format (format)
{
}
virtual ~gs_texture() {}
};
struct gs_texture_2d : gs_texture {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11RenderTargetView> renderTarget[6];
ComPtr<IDXGISurface1> gdiSurface;
uint32_t width, height;
DXGI_FORMAT dxgiFormat;
bool isRenderTarget;
bool isGDICompatible;
bool isDynamic;
bool isShared;
bool genMipmaps;
HANDLE sharedHandle;
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const void **data);
void InitTexture(const void **data);
void InitResourceView();
void InitRenderTargets();
inline gs_texture_2d()
: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN),
width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN),
isRenderTarget (false),
isGDICompatible (false),
isDynamic (false),
isShared (false),
genMipmaps (false),
sharedHandle (NULL)
{
}
gs_texture_2d(device_t device, uint32_t width, uint32_t height,
gs_color_format colorFormat, uint32_t levels,
const void **data, uint32_t flags, gs_texture_type type,
bool gdiCompatible, bool shared);
};
struct gs_zstencil_buffer {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11DepthStencilView> view;
gs_device *device;
uint32_t width, height;
gs_zstencil_format format;
DXGI_FORMAT dxgiFormat;
void InitBuffer();
inline gs_zstencil_buffer()
: device (NULL),
width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN)
{
}
gs_zstencil_buffer(device_t device, uint32_t width, uint32_t height,
gs_zstencil_format format);
};
struct gs_stage_surface {
ComPtr<ID3D11Texture2D> texture;
gs_device *device;
uint32_t width, height;
gs_color_format format;
DXGI_FORMAT dxgiFormat;
gs_stage_surface(device_t device, uint32_t width, uint32_t height,
gs_color_format colorFormat);
};
struct gs_sampler_state {
ComPtr<ID3D11SamplerState> state;
device_t device;
gs_sampler_info info;
gs_sampler_state(device_t device, gs_sampler_info *info);
};
struct shader_param {
string name;
shader_param_type type;
uint32_t textureID;
int arrayCount;
size_t pos;
vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
shader_param(shader_var &var, uint32_t &texCounter);
};
struct ShaderError {
ComPtr<ID3D10Blob> errors;
HRESULT hr;
inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
: errors (errors),
hr (hr)
{
}
};
struct gs_shader {
device_t device;
shader_type type;
vector<shader_param> params;
ComPtr<ID3D11Buffer> constants;
size_t constantSize;
inline void UpdateParam(vector<uint8_t> &constData, shader_param &param,
bool &upload);
void UploadParams();
void BuildConstantBuffer();
void Compile(const char *shaderStr, const char *file,
const char *target, ID3D10Blob **shader);
inline gs_shader(device_t device, shader_type type)
: device (device),
type (type),
constantSize (0)
{
}
virtual ~gs_shader() {}
};
struct ShaderSampler {
string name;
gs_sampler_state sampler;
inline ShaderSampler(const char *name, device_t device,
gs_sampler_info *info)
: name (name),
sampler (device, info)
{
}
};
struct gs_vertex_shader : gs_shader {
ComPtr<ID3D11VertexShader> shader;
ComPtr<ID3D11InputLayout> layout;
shader_param *world, *viewProj;
bool hasNormals;
bool hasColors;
bool hasTangents;
uint32_t nTexUnits;
inline uint32_t NumBuffersExpected() const
{
uint32_t count = nTexUnits+1;
if (hasNormals) count++;
if (hasColors) count++;
if (hasTangents) count++;
return count;
}
void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
gs_vertex_shader(device_t device, const char *file,
const char *shaderString);
};
struct gs_pixel_shader : gs_shader {
ComPtr<ID3D11PixelShader> shader;
vector<ShaderSampler> samplers;
inline void GetSamplerStates(ID3D11SamplerState **states)
{
size_t i;
for (i = 0; i < samplers.size(); i++)
states[i] = samplers[i].sampler.state;
for (; i < GS_MAX_TEXTURES; i++)
states[i] = NULL;
}
gs_pixel_shader(device_t device, const char *file,
const char *shaderString);
};
struct gs_swap_chain {
gs_device *device;
uint32_t numBuffers;
HWND hwnd;
gs_texture_2d target;
gs_zstencil_buffer zs;
ComPtr<IDXGISwapChain> swap;
void InitTarget(uint32_t cx, uint32_t cy);
void InitZStencilBuffer(uint32_t cx, uint32_t cy);
void Resize(uint32_t cx, uint32_t cy);
void Init(gs_init_data *data);
inline gs_swap_chain()
: device (NULL),
numBuffers (0),
hwnd (NULL)
{
}
gs_swap_chain(gs_device *device, gs_init_data *data);
};
struct BlendState {
bool blendEnabled;
gs_blend_type srcFactor;
gs_blend_type destFactor;
bool redEnabled;
bool greenEnabled;
bool blueEnabled;
bool alphaEnabled;
inline BlendState()
: blendEnabled (true),
srcFactor (GS_BLEND_SRCALPHA),
destFactor (GS_BLEND_INVSRCALPHA),
redEnabled (true),
greenEnabled (true),
blueEnabled (true),
alphaEnabled (true)
{
}
inline BlendState(const BlendState &state)
{
memcpy(this, &state, sizeof(BlendState));
}
};
struct SavedBlendState : BlendState {
ComPtr<ID3D11BlendState> state;
inline SavedBlendState(const BlendState &val) : BlendState(val)
{
}
};
struct StencilSide {
gs_depth_test test;
gs_stencil_op fail;
gs_stencil_op zfail;
gs_stencil_op zpass;
inline StencilSide()
: test (GS_ALWAYS),
fail (GS_KEEP),
zfail (GS_KEEP),
zpass (GS_KEEP)
{
}
};
struct ZStencilState {
bool depthEnabled;
bool depthWriteEnabled;
gs_depth_test depthFunc;
bool stencilEnabled;
bool stencilWriteEnabled;
StencilSide stencilFront;
StencilSide stencilBack;
inline ZStencilState()
: depthEnabled (true),
depthWriteEnabled (true),
depthFunc (GS_LESS),
stencilEnabled (false),
stencilWriteEnabled (true)
{
}
inline ZStencilState(const ZStencilState &state)
{
memcpy(this, &state, sizeof(ZStencilState));
}
};
struct SavedZStencilState : ZStencilState {
ComPtr<ID3D11DepthStencilState> state;
inline SavedZStencilState(const ZStencilState &val)
: ZStencilState (val)
{
}
};
struct RasterState {
gs_cull_mode cullMode;
bool scissorEnabled;
inline RasterState()
: cullMode (GS_BACK),
scissorEnabled (false)
{
}
inline RasterState(const RasterState &state)
{
memcpy(this, &state, sizeof(RasterState));
}
};
struct SavedRasterState : RasterState {
ComPtr<ID3D11RasterizerState> state;
inline SavedRasterState(const RasterState &val)
: RasterState (val)
{
}
};
struct mat4float {
float mat[16];
};
struct gs_device {
ComPtr<IDXGIFactory1> factory;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
gs_swap_chain defaultSwap;
gs_texture_2d *curRenderTarget;
gs_zstencil_buffer *curZStencilBuffer;
int curRenderSide;
gs_texture *curTextures[GS_MAX_TEXTURES];
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
gs_vertex_buffer *curVertexBuffer;
gs_index_buffer *curIndexBuffer;
gs_vertex_shader *curVertexShader;
gs_pixel_shader *curPixelShader;
gs_swap_chain *curSwapChain;
bool zstencilStateChanged;
bool rasterStateChanged;
bool blendStateChanged;
ZStencilState zstencilState;
RasterState rasterState;
BlendState blendState;
vector<SavedZStencilState> zstencilStates;
vector<SavedRasterState> rasterStates;
vector<SavedBlendState> blendStates;
ID3D11DepthStencilState *curDepthStencilState;
ID3D11RasterizerState *curRasterState;
ID3D11BlendState *curBlendState;
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
gs_rect viewport;
vector<mat4float> projStack;
matrix4 curProjMatrix;
matrix4 curViewMatrix;
matrix4 curViewProjMatrix;
void InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **adapter);
void InitDevice(gs_init_data *data, IDXGIAdapter *adapter);
ID3D11DepthStencilState *AddZStencilState();
ID3D11RasterizerState *AddRasterState();
ID3D11BlendState *AddBlendState();
void UpdateZStencilState();
void UpdateRasterState();
void UpdateBlendState();
inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x, uint32_t dst_y,
texture_t src, uint32_t src_x, uint32_t src_y,
uint32_t src_w, uint32_t src_h);
void UpdateViewProjMatrix();
gs_device(gs_init_data *data);
};