670 lines
18 KiB
C++
670 lines
18 KiB
C++
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#pragma once
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#include <util/AlignedNew.hpp>
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#include <vector>
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#include <string>
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#include <windows.h>
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#include <dxgi.h>
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#include <dxgi1_2.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <util/base.h>
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#include <graphics/matrix4.h>
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#include <graphics/graphics.h>
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#include <graphics/device-exports.h>
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#include <util/windows/ComPtr.hpp>
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#include <util/windows/HRError.hpp>
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struct shader_var;
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struct shader_sampler;
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struct gs_vertex_shader;
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using namespace std;
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/*
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* Just to clarify, all structs, and all public. These are exporting only
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* via encapsulated C bindings, not C++ bindings, so the whole concept of
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* "public" and "private" does not matter at all for this subproject.
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*/
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static inline uint32_t GetWinVer()
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{
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OSVERSIONINFO ovi;
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ovi.dwOSVersionInfoSize = sizeof(ovi);
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GetVersionEx(&ovi);
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return (ovi.dwMajorVersion << 8) | (ovi.dwMinorVersion);
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}
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static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
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{
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switch (format) {
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case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
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case GS_A8: return DXGI_FORMAT_A8_UNORM;
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case GS_R8: return DXGI_FORMAT_R8_UNORM;
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case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
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case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
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case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
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case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
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case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
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case GS_R16: return DXGI_FORMAT_R16_UNORM;
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case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
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case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
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case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
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case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
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case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
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case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
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case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
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}
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return DXGI_FORMAT_UNKNOWN;
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}
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static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
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{
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switch ((unsigned long)format) {
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case DXGI_FORMAT_A8_UNORM: return GS_A8;
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case DXGI_FORMAT_R8_UNORM: return GS_R8;
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case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
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case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
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case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
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case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
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case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
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case DXGI_FORMAT_R16_UNORM: return GS_R16;
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case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
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case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
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case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
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case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
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case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
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case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
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case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
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case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
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case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
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}
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return GS_UNKNOWN;
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}
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static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
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{
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switch (format) {
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case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
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case GS_Z16: return DXGI_FORMAT_D16_UNORM;
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case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
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case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
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case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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}
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return DXGI_FORMAT_UNKNOWN;
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}
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static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
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{
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switch (test) {
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case GS_NEVER: return D3D11_COMPARISON_NEVER;
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case GS_LESS: return D3D11_COMPARISON_LESS;
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case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
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case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
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case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
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case GS_GREATER: return D3D11_COMPARISON_GREATER;
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case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
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case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
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}
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return D3D11_COMPARISON_NEVER;
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}
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static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
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{
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switch (op) {
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case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
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case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
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case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
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case GS_INCR: return D3D11_STENCIL_OP_INCR;
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case GS_DECR: return D3D11_STENCIL_OP_DECR;
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case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
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}
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return D3D11_STENCIL_OP_KEEP;
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}
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static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
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{
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switch (type) {
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case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
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case GS_BLEND_ONE: return D3D11_BLEND_ONE;
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case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
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case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
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case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
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case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
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case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
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case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
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case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
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case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
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case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
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}
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return D3D11_BLEND_ONE;
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}
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static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
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{
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switch (mode) {
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case GS_BACK: return D3D11_CULL_BACK;
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case GS_FRONT: return D3D11_CULL_FRONT;
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case GS_NEITHER: return D3D11_CULL_NONE;
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}
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return D3D11_CULL_BACK;
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}
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static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
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{
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switch (mode) {
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case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
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case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
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case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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}
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return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
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}
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/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
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struct VBDataPtr {
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gs_vb_data *data;
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inline void Clear() {gs_vbdata_destroy(data); data = nullptr;}
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inline VBDataPtr(gs_vb_data *data) : data(data) {}
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inline ~VBDataPtr() {gs_vbdata_destroy(data);}
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};
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struct gs_vertex_buffer {
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ComPtr<ID3D11Buffer> vertexBuffer;
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ComPtr<ID3D11Buffer> normalBuffer;
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ComPtr<ID3D11Buffer> colorBuffer;
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ComPtr<ID3D11Buffer> tangentBuffer;
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vector<ComPtr<ID3D11Buffer>> uvBuffers;
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gs_device_t *device;
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bool dynamic;
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VBDataPtr vbd;
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size_t numVerts;
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vector<size_t> uvSizes;
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void FlushBuffer(ID3D11Buffer *buffer, void *array,
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size_t elementSize);
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void MakeBufferList(gs_vertex_shader *shader,
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vector<ID3D11Buffer*> &buffers,
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vector<uint32_t> &strides);
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inline void InitBuffer(const size_t elementSize,
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const size_t numVerts, void *array,
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ID3D11Buffer **buffer);
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gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
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uint32_t flags);
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};
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/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
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struct DataPtr {
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void *data;
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inline DataPtr(void *data) : data(data) {}
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inline ~DataPtr() {bfree(data);}
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};
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struct gs_index_buffer {
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ComPtr<ID3D11Buffer> indexBuffer;
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gs_device_t *device;
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bool dynamic;
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gs_index_type type;
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size_t indexSize;
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size_t num;
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DataPtr indices;
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void InitBuffer();
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gs_index_buffer(gs_device_t *device, enum gs_index_type type,
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void *indices, size_t num, uint32_t flags);
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};
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struct gs_texture {
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gs_texture_type type;
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gs_device *device;
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uint32_t levels;
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gs_color_format format;
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ComPtr<ID3D11ShaderResourceView> shaderRes;
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inline gs_texture() {}
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inline gs_texture(gs_device *device, gs_texture_type type,
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uint32_t levels, gs_color_format format)
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: type (type),
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device (device),
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levels (levels),
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format (format)
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{
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}
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virtual ~gs_texture() {}
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};
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struct gs_texture_2d : gs_texture {
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ComPtr<ID3D11Texture2D> texture;
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ComPtr<ID3D11RenderTargetView> renderTarget[6];
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ComPtr<IDXGISurface1> gdiSurface;
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uint32_t width = 0, height = 0;
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DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
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bool isRenderTarget = false;
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bool isGDICompatible = false;
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bool isDynamic = false;
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bool isShared = false;
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bool genMipmaps = false;
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uint32_t sharedHandle = 0;
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void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const uint8_t **data);
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void InitTexture(const uint8_t **data);
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void InitResourceView();
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void InitRenderTargets();
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inline gs_texture_2d()
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: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN)
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{
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}
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gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
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gs_color_format colorFormat, uint32_t levels,
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const uint8_t **data, uint32_t flags,
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gs_texture_type type, bool gdiCompatible, bool shared);
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gs_texture_2d(gs_device_t *device, uint32_t handle);
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};
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struct gs_zstencil_buffer {
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ComPtr<ID3D11Texture2D> texture;
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ComPtr<ID3D11DepthStencilView> view;
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gs_device *device;
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uint32_t width, height;
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gs_zstencil_format format;
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DXGI_FORMAT dxgiFormat;
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void InitBuffer();
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inline gs_zstencil_buffer()
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: device (NULL),
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width (0),
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height (0),
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dxgiFormat (DXGI_FORMAT_UNKNOWN)
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{
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}
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gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
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gs_zstencil_format format);
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};
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struct gs_stage_surface {
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ComPtr<ID3D11Texture2D> texture;
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gs_device *device;
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uint32_t width, height;
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gs_color_format format;
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DXGI_FORMAT dxgiFormat;
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gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
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gs_color_format colorFormat);
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};
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struct gs_sampler_state {
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ComPtr<ID3D11SamplerState> state;
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gs_device_t *device;
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gs_sampler_info info;
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gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
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};
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struct gs_shader_param {
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string name;
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gs_shader_param_type type;
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uint32_t textureID;
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int arrayCount;
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size_t pos;
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vector<uint8_t> curValue;
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vector<uint8_t> defaultValue;
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bool changed;
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gs_shader_param(shader_var &var, uint32_t &texCounter);
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};
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struct ShaderError {
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ComPtr<ID3D10Blob> errors;
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HRESULT hr;
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inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
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: errors (errors),
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hr (hr)
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{
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}
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};
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struct gs_shader {
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gs_device_t *device;
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gs_shader_type type;
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vector<gs_shader_param> params;
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ComPtr<ID3D11Buffer> constants;
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size_t constantSize;
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inline void UpdateParam(vector<uint8_t> &constData,
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gs_shader_param ¶m, bool &upload);
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void UploadParams();
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void BuildConstantBuffer();
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void Compile(const char *shaderStr, const char *file,
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const char *target, ID3D10Blob **shader);
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inline gs_shader(gs_device_t *device, gs_shader_type type)
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: device (device),
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type (type),
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constantSize (0)
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{
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}
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virtual ~gs_shader() {}
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};
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struct ShaderSampler {
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string name;
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gs_sampler_state sampler;
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inline ShaderSampler(const char *name, gs_device_t *device,
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gs_sampler_info *info)
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: name (name),
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sampler (device, info)
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{
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}
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};
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struct gs_vertex_shader : gs_shader {
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ComPtr<ID3D11VertexShader> shader;
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ComPtr<ID3D11InputLayout> layout;
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gs_shader_param *world, *viewProj;
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bool hasNormals;
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bool hasColors;
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bool hasTangents;
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uint32_t nTexUnits;
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inline uint32_t NumBuffersExpected() const
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{
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uint32_t count = nTexUnits+1;
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if (hasNormals) count++;
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if (hasColors) count++;
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if (hasTangents) count++;
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return count;
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}
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void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
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gs_vertex_shader(gs_device_t *device, const char *file,
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const char *shaderString);
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};
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struct gs_duplicator {
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ComPtr<IDXGIOutputDuplication> duplicator;
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gs_texture_2d *texture;
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gs_device_t *device;
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gs_duplicator(gs_device_t *device, int monitor_idx);
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~gs_duplicator();
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};
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struct gs_pixel_shader : gs_shader {
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ComPtr<ID3D11PixelShader> shader;
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vector<ShaderSampler> samplers;
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inline void GetSamplerStates(ID3D11SamplerState **states)
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{
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size_t i;
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for (i = 0; i < samplers.size(); i++)
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states[i] = samplers[i].sampler.state;
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for (; i < GS_MAX_TEXTURES; i++)
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states[i] = NULL;
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}
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gs_pixel_shader(gs_device_t *device, const char *file,
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const char *shaderString);
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};
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struct gs_swap_chain {
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gs_device *device;
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uint32_t numBuffers;
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HWND hwnd;
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gs_texture_2d target;
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gs_zstencil_buffer zs;
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ComPtr<IDXGISwapChain> swap;
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void InitTarget(uint32_t cx, uint32_t cy);
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void InitZStencilBuffer(uint32_t cx, uint32_t cy);
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void Resize(uint32_t cx, uint32_t cy);
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void Init(const gs_init_data *data);
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inline gs_swap_chain()
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: device (NULL),
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numBuffers (0),
|
|
hwnd (NULL)
|
|
{
|
|
}
|
|
|
|
gs_swap_chain(gs_device *device, const 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_type fail;
|
|
gs_stencil_op_type zfail;
|
|
gs_stencil_op_type zpass;
|
|
|
|
inline StencilSide()
|
|
: test (GS_ALWAYS),
|
|
fail (GS_KEEP),
|
|
zfail (GS_KEEP),
|
|
zpass (GS_KEEP)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct ZStencilState {
|
|
bool depthEnabled;
|
|
bool depthWriteEnabled;
|
|
gs_depth_test depthFunc;
|
|
|
|
bool stencilEnabled;
|
|
bool stencilWriteEnabled;
|
|
StencilSide stencilFront;
|
|
StencilSide stencilBack;
|
|
|
|
inline ZStencilState()
|
|
: depthEnabled (true),
|
|
depthWriteEnabled (true),
|
|
depthFunc (GS_LESS),
|
|
stencilEnabled (false),
|
|
stencilWriteEnabled (true)
|
|
{
|
|
}
|
|
|
|
inline ZStencilState(const ZStencilState &state)
|
|
{
|
|
memcpy(this, &state, sizeof(ZStencilState));
|
|
}
|
|
};
|
|
|
|
struct SavedZStencilState : ZStencilState {
|
|
ComPtr<ID3D11DepthStencilState> state;
|
|
|
|
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 = nullptr;
|
|
gs_zstencil_buffer *curZStencilBuffer = nullptr;
|
|
int curRenderSide = 0;
|
|
gs_texture *curTextures[GS_MAX_TEXTURES];
|
|
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
|
|
gs_vertex_buffer *curVertexBuffer = nullptr;
|
|
gs_index_buffer *curIndexBuffer = nullptr;
|
|
gs_vertex_shader *curVertexShader = nullptr;
|
|
gs_pixel_shader *curPixelShader = nullptr;
|
|
gs_swap_chain *curSwapChain;
|
|
|
|
bool zstencilStateChanged = true;
|
|
bool rasterStateChanged = true;
|
|
bool blendStateChanged = true;
|
|
ZStencilState zstencilState;
|
|
RasterState rasterState;
|
|
BlendState blendState;
|
|
vector<SavedZStencilState> zstencilStates;
|
|
vector<SavedRasterState> rasterStates;
|
|
vector<SavedBlendState> blendStates;
|
|
ID3D11DepthStencilState *curDepthStencilState = nullptr;
|
|
ID3D11RasterizerState *curRasterState = nullptr;
|
|
ID3D11BlendState *curBlendState = nullptr;
|
|
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
|
|
|
|
pD3DCompile d3dCompile = nullptr;
|
|
|
|
gs_rect viewport;
|
|
|
|
vector<mat4float> projStack;
|
|
|
|
matrix4 curProjMatrix;
|
|
matrix4 curViewMatrix;
|
|
matrix4 curViewProjMatrix;
|
|
|
|
void InitCompiler();
|
|
void InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **adapter);
|
|
void InitDevice(const 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,
|
|
gs_texture_t *src, uint32_t src_x, uint32_t src_y,
|
|
uint32_t src_w, uint32_t src_h);
|
|
|
|
void UpdateViewProjMatrix();
|
|
|
|
gs_device(const gs_init_data *data);
|
|
};
|