/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities * * Copyright (c) 2020 Evan Hemsley * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software in a * product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * * Evan "cosmonaut" Hemsley * */ #if REFRESH_DRIVER_D3D11 #define D3D11_NO_HELPERS #define CINTERFACE #define COBJMACROS #include #include #include #include #include #include "Refresh_Driver.h" #include "Refresh_Driver_D3D11_cdefines.h" #include #include /* Defines */ #define D3D11_DLL "d3d11.dll" #define DXGI_DLL "dxgi.dll" #define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice" #define D3DCOMPILE_FUNC "D3DCompile" #define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1" #define WINDOW_DATA "Refresh_D3D11WindowData" #define UBO_BUFFER_SIZE 16000 /* 16KB */ #define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!"); /* Macros */ #define ERROR_CHECK(msg) \ if (FAILED(res)) \ { \ D3D11_INTERNAL_LogError(renderer->device, msg, res); \ } #define ERROR_CHECK_RETURN(msg, ret) \ if (FAILED(res)) \ { \ D3D11_INTERNAL_LogError(renderer->device, msg, res); \ return ret; \ } #define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \ if (arr->count == arr->capacity) \ { \ if (arr->capacity == 0) \ { \ arr->capacity = initialValue; \ } \ else \ { \ arr->capacity *= 2; \ } \ arr->elements = (type*) SDL_realloc( \ arr->elements, \ arr->capacity * sizeof(type) \ ); \ } /* D3DCompile signature */ typedef HRESULT(WINAPI *PFN_D3DCOMPILE)( LPCVOID pSrcData, SIZE_T SrcDataSize, LPCSTR pSourceName, const D3D_SHADER_MACRO* pDefines, ID3DInclude* pInclude, LPCSTR pEntrypoint, LPCSTR pTarget, UINT Flags1, UINT Flags2, ID3DBlob **ppCode, ID3DBlob **ppErrorMsgs ); /* Forward Declarations */ static void D3D11_Wait(Refresh_Renderer *driverData); static void D3D11_UnclaimWindow( Refresh_Renderer * driverData, void *windowHandle ); /* Conversions */ static DXGI_FORMAT RefreshToD3D11_TextureFormat[] = { DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */ DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */ DXGI_FORMAT_B5G6R5_UNORM, /* R5G6B5 */ /* FIXME: Swizzle? */ DXGI_FORMAT_B5G5R5A1_UNORM, /* A1R5G5B5 */ /* FIXME: Swizzle? */ DXGI_FORMAT_B4G4R4A4_UNORM, /* B4G4R4A4 */ DXGI_FORMAT_R10G10B10A2_UNORM, /* A2R10G10B10 */ DXGI_FORMAT_R16G16_UNORM, /* R16G16 */ DXGI_FORMAT_R16G16B16A16_UNORM, /* R16G16B16A16 */ DXGI_FORMAT_R8_UNORM, /* R8 */ DXGI_FORMAT_BC1_UNORM, /* BC1 */ DXGI_FORMAT_BC2_UNORM, /* BC2 */ DXGI_FORMAT_BC3_UNORM, /* BC3 */ DXGI_FORMAT_BC7_UNORM, /* BC7 */ DXGI_FORMAT_R8G8_SNORM, /* R8G8_SNORM */ DXGI_FORMAT_R8G8B8A8_SNORM, /* R8G8B8A8_SNORM */ DXGI_FORMAT_R16_FLOAT, /* R16_SFLOAT */ DXGI_FORMAT_R16G16_FLOAT, /* R16G16_SFLOAT */ DXGI_FORMAT_R16G16B16A16_FLOAT, /* R16G16B16A16_SFLOAT */ DXGI_FORMAT_R32_FLOAT, /* R32_SFLOAT */ DXGI_FORMAT_R32G32_FLOAT, /* R32G32_SFLOAT */ DXGI_FORMAT_R32G32B32A32_FLOAT, /* R32G32B32A32_SFLOAT */ DXGI_FORMAT_R8_UINT, /* R8_UINT */ DXGI_FORMAT_R8G8_UINT, /* R8G8_UINT */ DXGI_FORMAT_R8G8B8A8_UINT, /* R8G8B8A8_UINT */ DXGI_FORMAT_R16_UINT, /* R16_UINT */ DXGI_FORMAT_R16G16_UINT, /* R16G16_UINT */ DXGI_FORMAT_R16G16B16A16_UINT, /* R16G16B16A16_UINT */ DXGI_FORMAT_D16_UNORM, /* D16_UNORM */ DXGI_FORMAT_D32_FLOAT, /* D32_SFLOAT */ DXGI_FORMAT_D24_UNORM_S8_UINT, /* D16_UNORM_S8_UINT */ DXGI_FORMAT_D32_FLOAT_S8X24_UINT/* D32_SFLOAT_S8_UINT */ }; static DXGI_FORMAT RefreshToD3D11_VertexFormat[] = { DXGI_FORMAT_R32_UINT, /* UINT */ DXGI_FORMAT_R32_FLOAT, /* FLOAT */ DXGI_FORMAT_R32G32_FLOAT, /* VECTOR2 */ DXGI_FORMAT_R32G32B32_FLOAT, /* VECTOR3 */ DXGI_FORMAT_R32G32B32A32_FLOAT, /* VECTOR4 */ DXGI_FORMAT_R8G8B8A8_UNORM, /* COLOR */ DXGI_FORMAT_R8G8B8A8_UINT, /* BYTE4 */ DXGI_FORMAT_R16G16_SINT, /* SHORT2 */ DXGI_FORMAT_R16G16B16A16_SINT, /* SHORT4 */ DXGI_FORMAT_R16G16_SNORM, /* NORMALIZEDSHORT2 */ DXGI_FORMAT_R16G16B16A16_SNORM, /* NORMALIZEDSHORT4 */ DXGI_FORMAT_R16G16_FLOAT, /* HALFVECTOR2 */ DXGI_FORMAT_R16G16B16A16_FLOAT /* HALFVECTOR4 */ }; static uint32_t RefreshToD3D11_SampleCount[] = { 1, /* REFRESH_SAMPLECOUNT_1 */ 2, /* REFRESH_SAMPLECOUNT_2 */ 4, /* REFRESH_SAMPLECOUNT_4 */ 8 /* REFRESH_SAMPLECOUNT_8 */ }; static DXGI_FORMAT RefreshToD3D11_IndexType[] = { DXGI_FORMAT_R16_UINT, /* 16BIT */ DXGI_FORMAT_R32_UINT /* 32BIT */ }; static D3D11_PRIMITIVE_TOPOLOGY RefreshToD3D11_PrimitiveType[] = { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, /* POINTLIST */ D3D_PRIMITIVE_TOPOLOGY_LINELIST, /* LINELIST */ D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, /* LINESTRIP */ D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, /* TRIANGLELIST */ D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP /* TRIANGLESTRIP */ }; static D3D11_FILL_MODE RefreshToD3D11_PolygonMode[] = { D3D11_FILL_SOLID, /* FILL */ D3D11_FILL_WIREFRAME, /* LINE */ }; static D3D11_CULL_MODE RefreshToD3D11_CullMode[] = { D3D11_CULL_NONE, /* NONE */ D3D11_CULL_FRONT, /* FRONT */ D3D11_CULL_BACK /* BACK */ }; static D3D11_BLEND RefreshToD3D11_BlendFactor[] = { D3D11_BLEND_ZERO, /* ZERO */ D3D11_BLEND_ONE, /* ONE */ D3D11_BLEND_SRC_COLOR, /* SRC_COLOR */ D3D11_BLEND_INV_SRC_COLOR, /* ONE_MINUS_SRC_COLOR */ D3D11_BLEND_DEST_COLOR, /* DST_COLOR */ D3D11_BLEND_INV_DEST_COLOR, /* ONE_MINUS_DST_COLOR */ D3D11_BLEND_SRC_ALPHA, /* SRC_ALPHA */ D3D11_BLEND_INV_SRC_ALPHA, /* ONE_MINUS_SRC_ALPHA */ D3D11_BLEND_DEST_ALPHA, /* DST_ALPHA */ D3D11_BLEND_INV_DEST_ALPHA, /* ONE_MINUS_DST_ALPHA */ D3D11_BLEND_BLEND_FACTOR, /* CONSTANT_COLOR */ D3D11_BLEND_INV_BLEND_FACTOR, /* ONE_MINUS_CONSTANT_COLOR */ D3D11_BLEND_SRC_ALPHA_SAT, /* SRC_ALPHA_SATURATE */ }; static D3D11_BLEND_OP RefreshToD3D11_BlendOp[] = { D3D11_BLEND_OP_ADD, /* ADD */ D3D11_BLEND_OP_SUBTRACT, /* SUBTRACT */ D3D11_BLEND_OP_REV_SUBTRACT, /* REVERSE_SUBTRACT */ D3D11_BLEND_OP_MIN, /* MIN */ D3D11_BLEND_OP_MAX /* MAX */ }; static D3D11_COMPARISON_FUNC RefreshToD3D11_CompareOp[] = { D3D11_COMPARISON_NEVER, /* NEVER */ D3D11_COMPARISON_LESS, /* LESS */ D3D11_COMPARISON_EQUAL, /* EQUAL */ D3D11_COMPARISON_LESS_EQUAL, /* LESS_OR_EQUAL */ D3D11_COMPARISON_GREATER, /* GREATER */ D3D11_COMPARISON_NOT_EQUAL, /* NOT_EQUAL */ D3D11_COMPARISON_GREATER_EQUAL, /* GREATER_OR_EQUAL */ D3D11_COMPARISON_ALWAYS /* ALWAYS */ }; static D3D11_STENCIL_OP RefreshToD3D11_StencilOp[] = { D3D11_STENCIL_OP_KEEP, /* KEEP */ D3D11_STENCIL_OP_ZERO, /* ZERO */ D3D11_STENCIL_OP_REPLACE, /* REPLACE */ D3D11_STENCIL_OP_INCR_SAT, /* INCREMENT_AND_CLAMP */ D3D11_STENCIL_OP_DECR_SAT, /* DECREMENT_AND_CLAMP */ D3D11_STENCIL_OP_INVERT, /* INVERT */ D3D11_STENCIL_OP_INCR, /* INCREMENT_AND_WRAP */ D3D11_STENCIL_OP_DECR /* DECREMENT_AND_WRAP */ }; static D3D11_INPUT_CLASSIFICATION RefreshToD3D11_VertexInputRate[] = { D3D11_INPUT_PER_VERTEX_DATA, /* VERTEX */ D3D11_INPUT_PER_INSTANCE_DATA /* INSTANCE */ }; static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] = { D3D11_TEXTURE_ADDRESS_WRAP, /* REPEAT */ D3D11_TEXTURE_ADDRESS_MIRROR, /* MIRRORED_REPEAT */ D3D11_TEXTURE_ADDRESS_CLAMP, /* CLAMP_TO_EDGE */ D3D11_TEXTURE_ADDRESS_BORDER /* CLAMP_TO_BORDER */ }; static void RefreshToD3D11_BorderColor( Refresh_SamplerStateCreateInfo *createInfo, D3D11_SAMPLER_DESC *desc ) { switch (createInfo->borderColor) { case REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK: case REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK: desc->BorderColor[0] = 0.0f; desc->BorderColor[1] = 0.0f; desc->BorderColor[2] = 0.0f; desc->BorderColor[3] = 1.0f; break; case REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE: case REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE: desc->BorderColor[0] = 1.0f; desc->BorderColor[1] = 1.0f; desc->BorderColor[2] = 1.0f; desc->BorderColor[3] = 1.0f; break; case REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK: case REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK: desc->BorderColor[0] = 0.0f; desc->BorderColor[1] = 0.0f; desc->BorderColor[2] = 0.0f; desc->BorderColor[3] = 0.0f; break; } } static D3D11_FILTER RefreshToD3D11_Filter(Refresh_SamplerStateCreateInfo *createInfo) { if (createInfo->minFilter == REFRESH_FILTER_LINEAR) { if (createInfo->magFilter == REFRESH_FILTER_LINEAR) { if (createInfo->mipmapMode == REFRESH_SAMPLERMIPMAPMODE_LINEAR) { return D3D11_FILTER_MIN_MAG_MIP_LINEAR; } else { return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; } } else { if (createInfo->mipmapMode == REFRESH_SAMPLERMIPMAPMODE_LINEAR) { return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; } else { return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; } } } else { if (createInfo->magFilter == REFRESH_FILTER_LINEAR) { if (createInfo->mipmapMode == REFRESH_SAMPLERMIPMAPMODE_LINEAR) { return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; } else { return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; } } else { if (createInfo->mipmapMode == REFRESH_SAMPLERMIPMAPMODE_LINEAR) { return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; } else { return D3D11_FILTER_MIN_MAG_MIP_POINT; } } } } /* Structs */ typedef struct D3D11Texture { /* D3D Handles */ ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */ ID3D11ShaderResourceView *shaderView; ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */ /* Basic Info */ Refresh_TextureFormat format; uint32_t width; uint32_t height; uint32_t depth; uint32_t levelCount; uint8_t isCube; } D3D11Texture; typedef struct D3D11SwapchainData { IDXGISwapChain *swapchain; D3D11Texture texture; } D3D11SwapchainData; typedef struct D3D11WindowData { void* windowHandle; uint8_t allowTearing; D3D11SwapchainData *swapchainData; } D3D11WindowData; typedef struct D3D11ShaderModule { ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */ ID3D10Blob *blob; char *shaderSource; size_t shaderSourceLength; } D3D11ShaderModule; typedef struct D3D11GraphicsPipeline { float blendConstants[4]; int32_t numColorAttachments; DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS]; ID3D11BlendState *colorAttachmentBlendState; Refresh_MultisampleState multisampleState; uint8_t hasDepthStencilAttachment; DXGI_FORMAT depthStencilAttachmentFormat; ID3D11DepthStencilState *depthStencilState; uint32_t stencilRef; Refresh_PrimitiveType primitiveType; ID3D11RasterizerState *rasterizerState; ID3D11VertexShader *vertexShader; ID3D11InputLayout *inputLayout; uint32_t *vertexStrides; uint32_t numVertexSamplers; uint32_t vertexUniformBlockSize; ID3D11PixelShader *fragmentShader; uint32_t numFragmentSamplers; uint32_t fragmentUniformBlockSize; } D3D11GraphicsPipeline; typedef struct D3D11Buffer { ID3D11Buffer *handle; uint32_t size; } D3D11Buffer; typedef struct D3D11UniformBuffer { D3D11Buffer *d3d11Buffer; uint32_t offset; } D3D11UniformBuffer; typedef struct D3D11CommandBuffer { /* D3D11 Object References */ ID3D11DeviceContext1 *context; D3D11SwapchainData *swapchainData; /* Render Pass */ ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS]; ID3D11DepthStencilView *dsView; D3D11GraphicsPipeline *graphicsPipeline; /* State */ SDL_threadID threadID; ID3D11Query *completionQuery; /* Uniforms */ D3D11UniformBuffer *vertexUniformBuffer; D3D11UniformBuffer *fragmentUniformBuffer; D3D11UniformBuffer **boundUniformBuffers; uint32_t boundUniformBufferCount; uint32_t boundUniformBufferCapacity; } D3D11CommandBuffer; typedef struct D3D11Sampler { ID3D11SamplerState *handle; } D3D11Sampler; typedef struct D3D11Renderer { ID3D11Device1 *device; ID3D11DeviceContext *immediateContext; IDXGIFactory1 *factory; IDXGIAdapter1 *adapter; void *d3d11_dll; void *dxgi_dll; void *d3dcompiler_dll; uint8_t debugMode; D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */ PFN_D3DCOMPILE D3DCompileFunc; D3D11WindowData **claimedWindows; uint32_t claimedWindowCount; uint32_t claimedWindowCapacity; D3D11CommandBuffer **availableCommandBuffers; uint32_t availableCommandBufferCount; uint32_t availableCommandBufferCapacity; D3D11CommandBuffer **submittedCommandBuffers; uint32_t submittedCommandBufferCount; uint32_t submittedCommandBufferCapacity; D3D11UniformBuffer **availableUniformBuffers; uint32_t availableUniformBufferCount; uint32_t availableUniformBufferCapacity; SDL_mutex *contextLock; SDL_mutex *acquireCommandBufferLock; SDL_mutex *uniformBufferLock; } D3D11Renderer; /* Logging */ static void D3D11_INTERNAL_LogError( ID3D11Device1 *device, const char *msg, HRESULT res ) { #define MAX_ERROR_LEN 1024 /* FIXME: Arbitrary! */ /* Buffer for text, ensure space for \0 terminator after buffer */ char wszMsgBuff[MAX_ERROR_LEN + 1]; DWORD dwChars; /* Number of chars returned. */ if (res == DXGI_ERROR_DEVICE_REMOVED) { res = ID3D11Device_GetDeviceRemovedReason(device); } /* Try to get the message from the system errors. */ dwChars = FormatMessage( FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, res, 0, wszMsgBuff, MAX_ERROR_LEN, NULL ); /* No message? Screw it, just post the code. */ if (dwChars == 0) { Refresh_LogError("%s! Error Code: 0x%08X", msg, res); return; } /* Ensure valid range */ dwChars = SDL_min(dwChars, MAX_ERROR_LEN); /* Trim whitespace from tail of message */ while (dwChars > 0) { if (wszMsgBuff[dwChars - 1] <= ' ') { dwChars--; } else { break; } } /* Ensure null-terminated string */ wszMsgBuff[dwChars] = '\0'; Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res); } /* Subresources */ static inline uint32_t D3D11_INTERNAL_CalcSubresource( uint32_t mipLevel, uint32_t arraySlice, uint32_t numLevels ) { return mipLevel + (arraySlice * numLevels); } /* Quit */ static void D3D11_DestroyDevice( Refresh_Device *device ) { D3D11Renderer *renderer = (D3D11Renderer*) device->driverData; /* Flush any remaining GPU work... */ D3D11_Wait(device->driverData); /* Release the window data */ for (int32_t i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle); } SDL_free(renderer->claimedWindows); /* FIXME: Copied this from Vulkan, is it actually necessary? */ D3D11_Wait(device->driverData); /* Release command buffer infrastructure */ for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1) { D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i]; ID3D11Query_Release(commandBuffer->completionQuery); ID3D11DeviceContext_Release(commandBuffer->context); SDL_free(commandBuffer); } SDL_free(renderer->availableCommandBuffers); SDL_free(renderer->submittedCommandBuffers); /* Release uniform buffer infrastructure */ for (uint32_t i = 0; i < renderer->availableUniformBufferCount; i += 1) { D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[i]; ID3D11Buffer_Release(uniformBuffer->d3d11Buffer->handle); SDL_free(uniformBuffer->d3d11Buffer); SDL_free(uniformBuffer); } SDL_free(renderer->availableCommandBuffers); /* Release the mutexes */ SDL_DestroyMutex(renderer->acquireCommandBufferLock); SDL_DestroyMutex(renderer->contextLock); SDL_DestroyMutex(renderer->uniformBufferLock); /* Release the DLLs */ SDL_UnloadObject(renderer->d3d11_dll); SDL_UnloadObject(renderer->d3dcompiler_dll); /* Release the device and associated objects */ ID3D11DeviceContext_Release(renderer->immediateContext); ID3D11Device_Release(renderer->device); IDXGIAdapter_Release(renderer->adapter); IDXGIFactory_Release(renderer->factory); SDL_free(renderer); SDL_free(device); } /* Drawing */ static void D3D11_DrawInstancedPrimitives( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, uint32_t baseVertex, uint32_t startIndex, uint32_t primitiveCount, uint32_t instanceCount, uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; uint32_t vertexOffsetInConstants = vertexParamOffset / 16; uint32_t fragmentOffsetInConstants = fragmentParamOffset / 16; uint32_t vertexBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->vertexUniformBlockSize / 16; uint32_t fragmentBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->fragmentUniformBlockSize / 16; if (d3d11CommandBuffer->vertexUniformBuffer != NULL) { ID3D11DeviceContext1_VSSetConstantBuffers1( d3d11CommandBuffer->context, 0, 1, &d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle, &vertexOffsetInConstants, &vertexBlockSizeInConstants ); } if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) { ID3D11DeviceContext1_PSSetConstantBuffers1( d3d11CommandBuffer->context, 0, 1, &d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle, &fragmentOffsetInConstants, &fragmentBlockSizeInConstants ); } ID3D11DeviceContext_DrawIndexedInstanced( d3d11CommandBuffer->context, PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount), instanceCount, startIndex, baseVertex, 0 ); } static void D3D11_DrawIndexedPrimitives( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, uint32_t baseVertex, uint32_t startIndex, uint32_t primitiveCount, uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { D3D11_DrawInstancedPrimitives( driverData, commandBuffer, baseVertex, startIndex, primitiveCount, 1, vertexParamOffset, fragmentParamOffset ); } static void D3D11_DrawPrimitives( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, uint32_t vertexStart, uint32_t primitiveCount, uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; uint32_t vertexOffsetInConstants = vertexParamOffset / 16; uint32_t fragmentOffsetInConstants = fragmentParamOffset / 16; uint32_t vertexBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->vertexUniformBlockSize / 16; uint32_t fragmentBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->fragmentUniformBlockSize / 16; if (d3d11CommandBuffer->vertexUniformBuffer != NULL) { ID3D11DeviceContext1_VSSetConstantBuffers1( d3d11CommandBuffer->context, 0, 1, &d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle, &vertexOffsetInConstants, &vertexBlockSizeInConstants ); } if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) { ID3D11DeviceContext1_PSSetConstantBuffers1( d3d11CommandBuffer->context, 0, 1, &d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle, &fragmentOffsetInConstants, &fragmentBlockSizeInConstants ); } ID3D11DeviceContext_Draw( d3d11CommandBuffer->context, PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount), vertexStart ); } static void D3D11_DrawPrimitivesIndirect( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Buffer *buffer, uint32_t offsetInBytes, uint32_t drawCount, uint32_t stride, uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { NOT_IMPLEMENTED } static void D3D11_DispatchCompute( Refresh_Renderer *device, Refresh_CommandBuffer *commandBuffer, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ, uint32_t computeParamOffset ) { NOT_IMPLEMENTED } /* State Creation */ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState( D3D11Renderer *renderer, uint32_t numColorAttachments, Refresh_ColorAttachmentDescription *colorAttachments ) { ID3D11BlendState *result; D3D11_BLEND_DESC blendDesc; uint32_t i; HRESULT res; /* Create a new blend state. * The spec says the driver will not create duplicate states, so there's no need to cache. */ SDL_zero(blendDesc); /* needed for any unused RT entries */ blendDesc.AlphaToCoverageEnable = FALSE; blendDesc.IndependentBlendEnable = TRUE; for (i = 0; i < numColorAttachments; i += 1) { blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable; blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[ colorAttachments[i].blendState.colorBlendOp ]; blendDesc.RenderTarget[i].BlendOpAlpha = RefreshToD3D11_BlendOp[ colorAttachments[i].blendState.alphaBlendOp ]; blendDesc.RenderTarget[i].DestBlend = RefreshToD3D11_BlendFactor[ colorAttachments[i].blendState.dstColorBlendFactor ]; blendDesc.RenderTarget[i].DestBlendAlpha = RefreshToD3D11_BlendFactor[ colorAttachments[i].blendState.dstAlphaBlendFactor ]; blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask; blendDesc.RenderTarget[i].SrcBlend = RefreshToD3D11_BlendFactor[ colorAttachments[i].blendState.srcColorBlendFactor ]; blendDesc.RenderTarget[i].SrcBlendAlpha = RefreshToD3D11_BlendFactor[ colorAttachments[i].blendState.srcAlphaBlendFactor ]; } res = ID3D11Device_CreateBlendState( renderer->device, &blendDesc, &result ); ERROR_CHECK_RETURN("Could not create blend state", NULL); return result; } static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState( D3D11Renderer *renderer, Refresh_DepthStencilState depthStencilState ) { ID3D11DepthStencilState *result; D3D11_DEPTH_STENCIL_DESC dsDesc; HRESULT res; /* Create a new depth-stencil state. * The spec says the driver will not create duplicate states, so there's no need to cache. */ dsDesc.DepthEnable = depthStencilState.depthTestEnable; dsDesc.StencilEnable = depthStencilState.stencilTestEnable; dsDesc.DepthFunc = depthStencilState.compareOp; dsDesc.DepthWriteMask = ( depthStencilState.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO ); dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp; dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp; dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp; dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp; dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp; dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp; dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp; dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp; /* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */ dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask; dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask; /* FIXME: What do we do with these? * depthStencilState.depthBoundsTestEnable * depthStencilState.maxDepthBounds * depthStencilState.minDepthBounds */ res = ID3D11Device_CreateDepthStencilState( renderer->device, &dsDesc, &result ); ERROR_CHECK_RETURN("Could not create depth-stencil state", NULL); return result; } static ID3D11RasterizerState* D3D11_INTERNAL_FetchRasterizerState( D3D11Renderer *renderer, Refresh_RasterizerState rasterizerState ) { ID3D11RasterizerState *result; D3D11_RASTERIZER_DESC rasterizerDesc; HRESULT res; /* Create a new rasterizer state. * The spec says the driver will not create duplicate states, so there's no need to cache. */ rasterizerDesc.AntialiasedLineEnable = FALSE; rasterizerDesc.CullMode = RefreshToD3D11_CullMode[rasterizerState.cullMode]; rasterizerDesc.DepthBias = (INT) rasterizerState.depthBiasConstantFactor; /* FIXME: Is this cast correct? */ rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp; rasterizerDesc.DepthClipEnable = TRUE; /* FIXME: Do we want this...? */ rasterizerDesc.FillMode = (rasterizerState.fillMode == REFRESH_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME; rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == REFRESH_FRONTFACE_COUNTER_CLOCKWISE); rasterizerDesc.MultisampleEnable = TRUE; /* only applies to MSAA render targets */ rasterizerDesc.ScissorEnable = TRUE; rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor; res = ID3D11Device_CreateRasterizerState( renderer->device, &rasterizerDesc, &result ); ERROR_CHECK_RETURN("Could not create rasterizer state", NULL); return result; } static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding( uint32_t targetBinding, const Refresh_VertexBinding *bindings, uint32_t numBindings ) { uint32_t i; for (i = 0; i < numBindings; i += 1) { if (bindings[i].binding == targetBinding) { return i; } } Refresh_LogError("Could not find vertex binding %d!", targetBinding); return 0; } static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout( D3D11Renderer *renderer, Refresh_VertexInputState inputState, void *shaderBytes, size_t shaderByteLength ) { ID3D11InputLayout *result = NULL; D3D11_INPUT_ELEMENT_DESC *elementDescs; uint32_t i, bindingIndex; HRESULT res; /* Allocate an array of vertex elements */ elementDescs = SDL_stack_alloc( D3D11_INPUT_ELEMENT_DESC, inputState.vertexAttributeCount ); /* Create the array of input elements */ for (i = 0; i < inputState.vertexAttributeCount; i += 1) { elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset; elementDescs[i].Format = RefreshToD3D11_VertexFormat[ inputState.vertexAttributes[i].format ]; elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding; bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding( elementDescs[i].InputSlot, inputState.vertexBindings, inputState.vertexBindingCount ); elementDescs[i].InputSlotClass = RefreshToD3D11_VertexInputRate[ inputState.vertexBindings[bindingIndex].inputRate ]; /* The spec requires this to be 0 for per-vertex data */ elementDescs[i].InstanceDataStepRate = ( elementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? 1 : 0 ); elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location; elementDescs[i].SemanticName = "TEXCOORD"; } res = ID3D11Device_CreateInputLayout( renderer->device, elementDescs, inputState.vertexAttributeCount, shaderBytes, shaderByteLength, &result ); if (FAILED(res)) { Refresh_LogError("Could not create input layout! Error: %X", res); SDL_stack_free(elementDescs); return NULL; } /* FIXME: * These are not cached by the driver! Should we cache them, or allow duplicates? * If we have one input layout per graphics pipeline maybe that wouldn't be so bad...? */ SDL_stack_free(elementDescs); return result; } static Refresh_ComputePipeline* D3D11_CreateComputePipeline( Refresh_Renderer *driverData, Refresh_ComputeShaderInfo *computeShaderInfo ) { NOT_IMPLEMENTED return NULL; } static inline uint32_t D3D11_INTERNAL_NextHighestAlignment( uint32_t n, uint32_t align ) { return align * ((n + align - 1) / align); } static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( Refresh_Renderer *driverData, Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline)); D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule; D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule; ID3D10Blob *errorBlob; HRESULT res; /* Color */ pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState( renderer, pipelineCreateInfo->attachmentInfo.colorAttachmentCount, pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions ); pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount; for (int32_t i = 0; i < pipeline->numColorAttachments; i += 1) { pipeline->colorAttachmentFormats[i] = RefreshToD3D11_TextureFormat[ pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format ]; } pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0]; pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1]; pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2]; pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3]; pipeline->multisampleState = pipelineCreateInfo->multisampleState; /* Depth stencil */ pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState( renderer, pipelineCreateInfo->depthStencilState ); pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment; pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[ pipelineCreateInfo->attachmentInfo.depthStencilFormat ]; pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */ /* Rasterizer */ pipeline->primitiveType = pipelineCreateInfo->primitiveType; pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState( renderer, pipelineCreateInfo->rasterizerState ); /* Vertex shader */ if (vertShaderModule->shader == NULL) { /* FIXME: * Could we store a flag in the shaderc output to mark if a shader is vertex/fragment? * Then we could compile on shader module creation instead of at bind time. */ res = renderer->D3DCompileFunc( vertShaderModule->shaderSource, vertShaderModule->shaderSourceLength, NULL, NULL, NULL, "main", /* FIXME: Is this correct or should this be vertexShaderInfo.entryPoint? */ "vs_5_0", 0, 0, &vertShaderModule->blob, &errorBlob ); if (FAILED(res)) { Refresh_LogError("Vertex Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob)); return NULL; } res = ID3D11Device_CreateVertexShader( renderer->device, ID3D10Blob_GetBufferPointer(vertShaderModule->blob), ID3D10Blob_GetBufferSize(vertShaderModule->blob), NULL, (ID3D11VertexShader**) &vertShaderModule->shader ); ERROR_CHECK_RETURN("Could not create vertex shader", NULL); } pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader; pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount; pipeline->vertexUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment( (uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize, 256 ); /* Input Layout */ pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout( renderer, pipelineCreateInfo->vertexInputState, ID3D10Blob_GetBufferPointer(vertShaderModule->blob), ID3D10Blob_GetBufferSize(vertShaderModule->blob) ); if (pipelineCreateInfo->vertexInputState.vertexBindingCount > 0) { pipeline->vertexStrides = SDL_malloc( sizeof(uint32_t) * pipelineCreateInfo->vertexInputState.vertexBindingCount ); for (uint32_t i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) { pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride; } } else { /* Not sure if this is even possible, but juuust in case... */ pipeline->vertexStrides = NULL; } /* Fragment Shader */ if (fragShaderModule->shader == NULL) { res = renderer->D3DCompileFunc( fragShaderModule->shaderSource, fragShaderModule->shaderSourceLength, NULL, NULL, NULL, "main", /* FIXME: Is this correct or should this be fragmentShaderInfo.entryPoint? */ "ps_5_0", 0, 0, &fragShaderModule->blob, &errorBlob ); if (FAILED(res)) { Refresh_LogError("Fragment Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob)); return NULL; } res = ID3D11Device_CreatePixelShader( renderer->device, ID3D10Blob_GetBufferPointer(fragShaderModule->blob), ID3D10Blob_GetBufferSize(fragShaderModule->blob), NULL, (ID3D11PixelShader**) &fragShaderModule->shader ); ERROR_CHECK_RETURN("Could not create pixel shader", NULL); } pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader; pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount; pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment( (uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize, 256 ); return (Refresh_GraphicsPipeline*) pipeline; } static Refresh_Sampler* D3D11_CreateSampler( Refresh_Renderer *driverData, Refresh_SamplerStateCreateInfo *samplerStateCreateInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11_SAMPLER_DESC samplerDesc; ID3D11SamplerState *samplerStateHandle; D3D11Sampler *d3d11Sampler; HRESULT res; samplerDesc.AddressU = RefreshToD3D11_SamplerAddressMode[samplerStateCreateInfo->addressModeU]; samplerDesc.AddressV = RefreshToD3D11_SamplerAddressMode[samplerStateCreateInfo->addressModeV]; samplerDesc.AddressW = RefreshToD3D11_SamplerAddressMode[samplerStateCreateInfo->addressModeW]; RefreshToD3D11_BorderColor( samplerStateCreateInfo, &samplerDesc ); samplerDesc.ComparisonFunc = ( samplerStateCreateInfo->compareEnable ? RefreshToD3D11_CompareOp[samplerStateCreateInfo->compareOp] : RefreshToD3D11_CompareOp[REFRESH_COMPAREOP_ALWAYS] ); samplerDesc.MaxAnisotropy = ( samplerStateCreateInfo->anisotropyEnable ? (UINT) samplerStateCreateInfo->maxAnisotropy : 0 ); samplerDesc.Filter = RefreshToD3D11_Filter(samplerStateCreateInfo); samplerDesc.MaxLOD = samplerStateCreateInfo->maxLod; samplerDesc.MinLOD = samplerStateCreateInfo->minLod; samplerDesc.MipLODBias = samplerStateCreateInfo->mipLodBias; res = ID3D11Device_CreateSamplerState( renderer->device, &samplerDesc, &samplerStateHandle ); ERROR_CHECK_RETURN("Could not create sampler state", NULL); d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler)); d3d11Sampler->handle = samplerStateHandle; return (Refresh_Sampler*) d3d11Sampler; } static Refresh_ShaderModule* D3D11_CreateShaderModule( Refresh_Renderer *driverData, Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule)); /* We don't know whether this is a vertex or fragment shader, * so wait to compile until we bind to a pipeline... */ shaderModule->shader = NULL; shaderModule->blob = NULL; shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize; shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength); SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize); return (Refresh_ShaderModule*) shaderModule; } static Refresh_Texture* D3D11_CreateTexture( Refresh_Renderer *driverData, Refresh_TextureCreateInfo *textureCreateInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil; ID3D11Resource *textureHandle; ID3D11ShaderResourceView *srv = NULL; ID3D11RenderTargetView *rtv = NULL; ID3D11DepthStencilView *dsv = NULL; D3D11Texture *d3d11Texture; HRESULT res; isRenderTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT; isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT; isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT; isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT; if (textureCreateInfo->depth <= 1) { D3D11_TEXTURE2D_DESC desc2D; desc2D.Width = textureCreateInfo->width; desc2D.Height = textureCreateInfo->height; desc2D.BindFlags = 0; if (isSampler) { desc2D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; } if (isCompute) { desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; } if (isRenderTarget) { desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET; } if (isDepthStencil) { desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL; } desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1; desc2D.CPUAccessFlags = 0; desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format]; desc2D.MipLevels = textureCreateInfo->levelCount; desc2D.MiscFlags = ( (textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT) ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0 ); desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount]; desc2D.SampleDesc.Quality = 0; desc2D.Usage = D3D11_USAGE_DEFAULT; res = ID3D11Device_CreateTexture2D( renderer->device, &desc2D, NULL, (ID3D11Texture2D**) &textureHandle ); ERROR_CHECK_RETURN("Could not create Texture2D", NULL); /* Create the SRV, if applicable */ if (isSampler) { D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = desc2D.Format; if (textureCreateInfo->isCube) { srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; srvDesc.TextureCube.MipLevels = desc2D.MipLevels; srvDesc.TextureCube.MostDetailedMip = 0; } else { srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc2D.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; } res = ID3D11Device_CreateShaderResourceView( renderer->device, textureHandle, &srvDesc, &srv ); if (FAILED(res)) { ID3D11Resource_Release(textureHandle); D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 2D texture", res); return NULL; } } } else { D3D11_TEXTURE3D_DESC desc3D; desc3D.Width = textureCreateInfo->width; desc3D.Height = textureCreateInfo->height; desc3D.Depth = textureCreateInfo->depth; desc3D.BindFlags = 0; if (isSampler) { desc3D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; } if (isCompute) { desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; } desc3D.CPUAccessFlags = 0; desc3D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format]; desc3D.MipLevels = textureCreateInfo->levelCount; desc3D.MiscFlags = 0; desc3D.Usage = D3D11_USAGE_DEFAULT; res = ID3D11Device_CreateTexture3D( renderer->device, &desc3D, NULL, (ID3D11Texture3D**) &textureHandle ); ERROR_CHECK_RETURN("Could not create Texture3D", NULL); /* Create the SRV, if applicable */ if (isSampler) { D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = desc3D.Format; srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D; srvDesc.Texture3D.MipLevels = desc3D.MipLevels; srvDesc.Texture3D.MostDetailedMip = 0; if (FAILED(res)) { ID3D11Resource_Release(textureHandle); D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 3D texture", res); return NULL; } } } /* Create the RTV or DSV, if applicable */ if (isRenderTarget) { NOT_IMPLEMENTED } else if (isDepthStencil) { NOT_IMPLEMENTED } d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture)); d3d11Texture->handle = textureHandle; d3d11Texture->format = textureCreateInfo->format; d3d11Texture->width = textureCreateInfo->width; d3d11Texture->height = textureCreateInfo->height; d3d11Texture->depth = textureCreateInfo->depth; d3d11Texture->levelCount = textureCreateInfo->levelCount; d3d11Texture->isCube = textureCreateInfo->isCube; d3d11Texture->targetView = isRenderTarget ? (ID3D11View*) rtv : (ID3D11View*) dsv; d3d11Texture->shaderView = srv; return (Refresh_Texture*) d3d11Texture; } static Refresh_Buffer* D3D11_CreateBuffer( Refresh_Renderer *driverData, Refresh_BufferUsageFlags usageFlags, uint32_t sizeInBytes ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11_BUFFER_DESC bufferDesc; ID3D11Buffer *bufferHandle; D3D11Buffer *d3d11Buffer; HRESULT res; uint32_t bindFlags = 0; if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT) { bindFlags |= D3D11_BIND_VERTEX_BUFFER; } if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT) { bindFlags |= D3D11_BIND_INDEX_BUFFER; } if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT) { bindFlags |= D3D11_BIND_UNORDERED_ACCESS; } bufferDesc.BindFlags = bindFlags; bufferDesc.ByteWidth = sizeInBytes; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; res = ID3D11Device_CreateBuffer( renderer->device, &bufferDesc, NULL, &bufferHandle ); ERROR_CHECK_RETURN("Could not create buffer", NULL); d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); d3d11Buffer->handle = bufferHandle; d3d11Buffer->size = sizeInBytes; return (Refresh_Buffer*) d3d11Buffer; } /* Setters */ static void D3D11_SetTextureData( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_TextureSlice *textureSlice, void *data, uint32_t dataLengthInBytes ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11Texture *d3d11Texture = (D3D11Texture*) textureSlice->texture; int32_t w = textureSlice->rectangle.w; int32_t h = textureSlice->rectangle.h; int32_t blockSize = Texture_GetBlockSize(d3d11Texture->format); if (blockSize > 1) { w = (w + blockSize - 1) & ~(blockSize - 1); h = (h + blockSize - 1) & ~(blockSize - 1); } D3D11_BOX dstBox; dstBox.left = textureSlice->rectangle.x; dstBox.top = textureSlice->rectangle.y; dstBox.front = textureSlice->depth; dstBox.right = textureSlice->rectangle.x + w; dstBox.bottom = textureSlice->rectangle.y + h; dstBox.back = textureSlice->depth + 1; ID3D11DeviceContext_UpdateSubresource( d3d11CommandBuffer->context, d3d11Texture->handle, D3D11_INTERNAL_CalcSubresource( textureSlice->level, textureSlice->layer, d3d11Texture->levelCount ), &dstBox, data, BytesPerRow(w, d3d11Texture->format), BytesPerImage(w, h, d3d11Texture->format) ); } static void D3D11_SetTextureDataYUV( Refresh_Renderer *driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Texture *y, Refresh_Texture *u, Refresh_Texture *v, uint32_t yWidth, uint32_t yHeight, uint32_t uvWidth, uint32_t uvHeight, void *yDataPtr, void *uDataPtr, void *vDataPtr, uint32_t yDataLength, uint32_t uvDataLength, uint32_t yStride, uint32_t uvStride ) { NOT_IMPLEMENTED } static void D3D11_CopyTextureToTexture( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_TextureSlice *sourceTextureSlice, Refresh_TextureSlice *destinationTextureSlice, Refresh_Filter filter ) { NOT_IMPLEMENTED } static void D3D11_CopyTextureToBuffer( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_TextureSlice *textureSlice, Refresh_Buffer *buffer ) { NOT_IMPLEMENTED } static void D3D11_INTERNAL_SetBufferData( D3D11Renderer *renderer, D3D11CommandBuffer *commandBuffer, D3D11Buffer *buffer, uint32_t offsetInBytes, void* data, uint32_t dataLength, uint8_t noOverwrite ) { D3D11_MAPPED_SUBRESOURCE subres; HRESULT res; res = ID3D11DeviceContext_Map( commandBuffer->context, (ID3D11Resource*) buffer->handle, 0, noOverwrite ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD, 0, &subres ); ERROR_CHECK_RETURN("Could not map buffer for writing!", ); SDL_memcpy( (uint8_t*) subres.pData + offsetInBytes, data, dataLength ); ID3D11DeviceContext_Unmap( commandBuffer->context, (ID3D11Resource*) buffer->handle, 0 ); } static void D3D11_SetBufferData( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Buffer *buffer, uint32_t offsetInBytes, void* data, uint32_t dataLength ) { D3D11_INTERNAL_SetBufferData( (D3D11Renderer*) driverData, (D3D11CommandBuffer*) commandBuffer, (D3D11Buffer*) buffer, offsetInBytes, data, dataLength, 0 ); } static void D3D11_INTERNAL_BindUniformBuffer( D3D11CommandBuffer *commandBuffer, D3D11UniformBuffer *uniformBuffer ) { if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity) { commandBuffer->boundUniformBufferCapacity *= 2; commandBuffer->boundUniformBuffers = SDL_realloc( commandBuffer->boundUniformBuffers, sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity ); } commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer; commandBuffer->boundUniformBufferCount += 1; } static uint8_t D3D11_INTERNAL_CreateUniformBuffer( D3D11Renderer *renderer ) { D3D11_BUFFER_DESC bufferDesc; bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bufferDesc.ByteWidth = UBO_BUFFER_SIZE; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; ID3D11Buffer *bufferHandle; HRESULT res = ID3D11Device_CreateBuffer( renderer->device, &bufferDesc, NULL, &bufferHandle ); ERROR_CHECK_RETURN("Failed to create uniform buffer", 0); D3D11UniformBuffer *uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer)); uniformBuffer->offset = 0; uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); uniformBuffer->d3d11Buffer->handle = bufferHandle; uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE; /* Add it to the available pool */ if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity) { renderer->availableUniformBufferCapacity *= 2; renderer->availableUniformBuffers = SDL_realloc( renderer->availableUniformBuffers, sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity ); } renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = uniformBuffer; renderer->availableUniformBufferCount += 1; return 1; } static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( D3D11Renderer *renderer, uint64_t blockSize ) { SDL_LockMutex(renderer->uniformBufferLock); if (renderer->availableUniformBufferCount == 0) { if (!D3D11_INTERNAL_CreateUniformBuffer(renderer)) { SDL_UnlockMutex(renderer->uniformBufferLock); Refresh_LogError("Failed to create uniform buffer!"); return NULL; } } D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1]; renderer->availableUniformBufferCount -= 1; SDL_UnlockMutex(renderer->uniformBufferLock); uniformBuffer->offset = 0; return uniformBuffer; } static uint32_t D3D11_PushVertexShaderUniforms( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, void *data, uint32_t dataLengthInBytes ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline; uint32_t offset; if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE) { /* We're out of space in this buffer, bind the old one and acquire a new one */ D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->vertexUniformBuffer ); d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( renderer, graphicsPipeline->vertexUniformBlockSize ); } offset = d3d11CommandBuffer->vertexUniformBuffer->offset; D3D11_INTERNAL_SetBufferData( renderer, d3d11CommandBuffer, d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer, d3d11CommandBuffer->vertexUniformBuffer->offset, data, dataLengthInBytes, 0 /* FIXME: Should be NoOverwrite! */ ); d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize; return offset; } static uint32_t D3D11_PushFragmentShaderUniforms( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, void *data, uint32_t dataLengthInBytes ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline; uint32_t offset; if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE) { /* We're out of space in this buffer, bind the old one and acquire a new one */ D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->fragmentUniformBuffer ); d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( renderer, graphicsPipeline->fragmentUniformBlockSize ); } offset = d3d11CommandBuffer->fragmentUniformBuffer->offset; D3D11_INTERNAL_SetBufferData( renderer, d3d11CommandBuffer, d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer, d3d11CommandBuffer->fragmentUniformBuffer->offset, data, dataLengthInBytes, 0 /* FIXME: Should be NoOverwrite! */ ); d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize; return offset; } static uint32_t D3D11_PushComputeShaderUniforms( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, void *data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED return 0; } static void D3D11_BindVertexSamplers( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Texture **pTextures, Refresh_Sampler **pSamplers ) { NOT_IMPLEMENTED } static void D3D11_BindFragmentSamplers( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Texture **pTextures, Refresh_Sampler **pSamplers ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; ID3D11ShaderResourceView* srvs[MAX_TEXTURE_SAMPLERS]; ID3D11SamplerState* d3d11Samplers[MAX_TEXTURE_SAMPLERS]; int32_t numFragmentSamplers = d3d11CommandBuffer->graphicsPipeline->numFragmentSamplers; for (int32_t i = 0; i < numFragmentSamplers; i += 1) { srvs[i] = ((D3D11Texture*) pTextures[i])->shaderView; d3d11Samplers[i] = ((D3D11Sampler*) pSamplers[i])->handle; } ID3D11DeviceContext_PSSetShaderResources( d3d11CommandBuffer->context, 0, numFragmentSamplers, srvs ); ID3D11DeviceContext_PSSetSamplers( d3d11CommandBuffer->context, 0, numFragmentSamplers, d3d11Samplers ); } /* Getters */ static void D3D11_GetBufferData( Refresh_Renderer *driverData, Refresh_Buffer *buffer, void *data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED } /* Disposal */ static void D3D11_QueueDestroyTexture( Refresh_Renderer *driverData, Refresh_Texture *texture ) { D3D11Texture *d3d11Texture = (D3D11Texture*) texture; ID3D11Resource_Release(d3d11Texture->handle); SDL_free(d3d11Texture); } static void D3D11_QueueDestroySampler( Refresh_Renderer *driverData, Refresh_Sampler *sampler ) { D3D11Sampler *d3d11Sampler = (D3D11Sampler*) sampler; ID3D11SamplerState_Release(d3d11Sampler->handle); SDL_free(d3d11Sampler); } static void D3D11_QueueDestroyBuffer( Refresh_Renderer *driverData, Refresh_Buffer *buffer ) { D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer; ID3D11Buffer_Release(d3d11Buffer->handle); SDL_free(d3d11Buffer); } static void D3D11_QueueDestroyShaderModule( Refresh_Renderer *driverData, Refresh_ShaderModule *shaderModule ) { D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule; if (d3dShaderModule->shader) { ID3D11DeviceChild_Release(d3dShaderModule->shader); } if (d3dShaderModule->blob) { ID3D10Blob_Release(d3dShaderModule->blob); } SDL_free(d3dShaderModule->shaderSource); SDL_free(d3dShaderModule); } static void D3D11_QueueDestroyComputePipeline( Refresh_Renderer *driverData, Refresh_ComputePipeline *computePipeline ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroyGraphicsPipeline( Refresh_Renderer *driverData, Refresh_GraphicsPipeline *graphicsPipeline ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline; ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState); ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState); ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState); ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout); /* FIXME: Release uniform buffers, once that's written in */ if (d3dGraphicsPipeline->vertexStrides) { SDL_free(d3dGraphicsPipeline->vertexStrides); } SDL_free(d3dGraphicsPipeline); } /* Graphics State */ static void D3D11_INTERNAL_AllocateCommandBuffers( D3D11Renderer *renderer, uint32_t allocateCount ) { D3D11CommandBuffer *commandBuffer; D3D11_QUERY_DESC queryDesc; HRESULT res; renderer->availableCommandBufferCapacity += allocateCount; renderer->availableCommandBuffers = SDL_realloc( renderer->availableCommandBuffers, sizeof(D3D11CommandBuffer*) * renderer->availableCommandBufferCapacity ); for (uint32_t i = 0; i < allocateCount; i += 1) { commandBuffer = SDL_malloc(sizeof(D3D11CommandBuffer)); /* Deferred Device Context */ res = ID3D11Device1_CreateDeferredContext1( renderer->device, 0, &commandBuffer->context ); ERROR_CHECK("Could not create deferred context"); /* Fence Query */ queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; res = ID3D11Device_CreateQuery( renderer->device, &queryDesc, &commandBuffer->completionQuery ); ERROR_CHECK("Could not create query"); /* Bound Uniform Buffers */ commandBuffer->boundUniformBufferCapacity = 16; commandBuffer->boundUniformBufferCount = 0; commandBuffer->boundUniformBuffers = SDL_malloc( commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*) ); /* FIXME: Resource tracking? */ renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; renderer->availableCommandBufferCount += 1; } } static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool( D3D11Renderer *renderer ) { D3D11CommandBuffer *commandBuffer; if (renderer->availableCommandBufferCount == 0) { D3D11_INTERNAL_AllocateCommandBuffers( renderer, renderer->availableCommandBufferCapacity ); } commandBuffer = renderer->availableCommandBuffers[renderer->availableCommandBufferCount - 1]; renderer->availableCommandBufferCount -= 1; return commandBuffer; } static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer( Refresh_Renderer *driverData ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *commandBuffer; uint32_t i; SDL_LockMutex(renderer->acquireCommandBufferLock); /* Set up the command buffer */ commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer); commandBuffer->threadID = SDL_ThreadID(); commandBuffer->swapchainData = NULL; commandBuffer->graphicsPipeline = NULL; commandBuffer->vertexUniformBuffer = NULL; commandBuffer->fragmentUniformBuffer = NULL; commandBuffer->dsView = NULL; for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { commandBuffer->rtViews[i] = NULL; } SDL_UnlockMutex(renderer->acquireCommandBufferLock); return (Refresh_CommandBuffer*) commandBuffer; } static void D3D11_BeginRenderPass( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_ColorAttachmentInfo *colorAttachmentInfos, uint32_t colorAttachmentCount, Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; float clearColors[4]; D3D11_CLEAR_FLAG dsClearFlags; D3D11_VIEWPORT viewport; D3D11_RECT scissorRect; uint32_t i; /* FIXME: * We need to unbind the RT textures on the Refresh side * if they're bound for sampling on the command buffer! */ /* Clear the bound RTs for the current command buffer */ for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { d3d11CommandBuffer->rtViews[i] = NULL; } d3d11CommandBuffer->dsView = NULL; /* Get RTVs for the color attachments */ for (i = 0; i < colorAttachmentCount; i += 1) { /* FIXME: Cube RTs */ d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView; } /* Get the DSV for the depth stencil attachment, if applicable */ if (depthStencilAttachmentInfo != NULL) { d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView; } /* Actually set the RTs */ ID3D11DeviceContext_OMSetRenderTargets( d3d11CommandBuffer->context, colorAttachmentCount, d3d11CommandBuffer->rtViews, d3d11CommandBuffer->dsView ); /* Perform load ops on the RTs */ for (i = 0; i < colorAttachmentCount; i += 1) { if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR) { clearColors[0] = colorAttachmentInfos[i].clearColor.x; clearColors[1] = colorAttachmentInfos[i].clearColor.y; clearColors[2] = colorAttachmentInfos[i].clearColor.z; clearColors[3] = colorAttachmentInfos[i].clearColor.w; ID3D11DeviceContext_ClearRenderTargetView( d3d11CommandBuffer->context, (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView, clearColors ); } } if (d3d11CommandBuffer->dsView != NULL) { dsClearFlags = 0; if (depthStencilAttachmentInfo->loadOp == REFRESH_LOADOP_CLEAR) { dsClearFlags |= D3D11_CLEAR_DEPTH; } if (depthStencilAttachmentInfo->stencilLoadOp == REFRESH_LOADOP_CLEAR) { dsClearFlags |= D3D11_CLEAR_STENCIL; } if (dsClearFlags != 0) { ID3D11DeviceContext_ClearDepthStencilView( d3d11CommandBuffer->context, (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView, dsClearFlags, depthStencilAttachmentInfo->depthStencilClearValue.depth, (uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil ); } } /* Set default viewport and scissor state */ viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->width; viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->height; viewport.MinDepth = 0; viewport.MaxDepth = 1; ID3D11DeviceContext_RSSetViewports( d3d11CommandBuffer->context, 1, &viewport ); scissorRect.left = 0; scissorRect.right = (LONG) viewport.Width; scissorRect.top = 0; scissorRect.bottom = (LONG) viewport.Height; ID3D11DeviceContext_RSSetScissorRects( d3d11CommandBuffer->context, 1, &scissorRect ); } static void D3D11_EndRenderPass( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer ) { D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; if (d3d11CommandBuffer->vertexUniformBuffer != NULL) { D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->vertexUniformBuffer ); } d3d11CommandBuffer->vertexUniformBuffer = NULL; if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) { D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->fragmentUniformBuffer ); } d3d11CommandBuffer->fragmentUniformBuffer = NULL; /* FIXME: Resolve MSAA here! */ /* FIXME: Anything else we need to do...? */ } static void D3D11_BindGraphicsPipeline( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_GraphicsPipeline *graphicsPipeline ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline; d3d11CommandBuffer->graphicsPipeline = pipeline; if (d3d11CommandBuffer->vertexUniformBuffer != NULL) { D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->vertexUniformBuffer ); } if (pipeline->vertexUniformBlockSize == 0) { d3d11CommandBuffer->vertexUniformBuffer = NULL; } else { d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( renderer, pipeline->vertexUniformBlockSize ); } if (d3d11CommandBuffer->fragmentUniformBuffer != NULL) { D3D11_INTERNAL_BindUniformBuffer( d3d11CommandBuffer, d3d11CommandBuffer->fragmentUniformBuffer ); } if (pipeline->fragmentUniformBlockSize == 0) { d3d11CommandBuffer->fragmentUniformBuffer = NULL; } else { d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool( renderer, pipeline->fragmentUniformBlockSize ); } ID3D11DeviceContext_OMSetBlendState( d3d11CommandBuffer->context, pipeline->colorAttachmentBlendState, pipeline->blendConstants, pipeline->multisampleState.sampleMask ); ID3D11DeviceContext_OMSetDepthStencilState( d3d11CommandBuffer->context, pipeline->depthStencilState, pipeline->stencilRef ); ID3D11DeviceContext_IASetPrimitiveTopology( d3d11CommandBuffer->context, RefreshToD3D11_PrimitiveType[pipeline->primitiveType] ); ID3D11DeviceContext_IASetInputLayout( d3d11CommandBuffer->context, pipeline->inputLayout ); ID3D11DeviceContext_RSSetState( d3d11CommandBuffer->context, pipeline->rasterizerState ); ID3D11DeviceContext_VSSetShader( d3d11CommandBuffer->context, pipeline->vertexShader, NULL, 0 ); ID3D11DeviceContext_PSSetShader( d3d11CommandBuffer->context, pipeline->fragmentShader, NULL, 0 ); } static void D3D11_SetViewport( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Viewport *viewport ) { D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11_VIEWPORT vp = { viewport->x, viewport->y, viewport->w, viewport->h, viewport->minDepth, viewport->maxDepth }; ID3D11DeviceContext_RSSetViewports( d3d11CommandBuffer->context, 1, &vp ); } static void D3D11_SetScissor( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Rect *scissor ) { D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11_RECT rect = { scissor->x, scissor->y, scissor->x + scissor->w, scissor->y + scissor->h }; ID3D11DeviceContext_RSSetScissorRects( d3d11CommandBuffer->context, 1, &rect ); } static void D3D11_BindVertexBuffers( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, uint32_t firstBinding, uint32_t bindingCount, Refresh_Buffer **pBuffers, uint64_t *pOffsets ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; ID3D11Buffer *bufferHandles[MAX_BUFFER_BINDINGS]; for (uint32_t i = 0; i < bindingCount; i += 1) { bufferHandles[i] = ((D3D11Buffer*) pBuffers[i])->handle; } ID3D11DeviceContext_IASetVertexBuffers( d3d11CommandBuffer->context, firstBinding, bindingCount, bufferHandles, &d3d11CommandBuffer->graphicsPipeline->vertexStrides[firstBinding], (UINT*) pOffsets ); } static void D3D11_BindIndexBuffer( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Buffer *buffer, uint64_t offset, Refresh_IndexElementSize indexElementSize ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer; ID3D11DeviceContext_IASetIndexBuffer( d3d11CommandBuffer->context, d3d11Buffer->handle, RefreshToD3D11_IndexType[indexElementSize], (UINT) offset ); } /* Compute State */ static void D3D11_BindComputePipeline( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_ComputePipeline *computePipeline ) { NOT_IMPLEMENTED } static void D3D11_BindComputeBuffers( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Buffer **pBuffers ) { NOT_IMPLEMENTED } static void D3D11_BindComputeTextures( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, Refresh_Texture **pTextures ) { NOT_IMPLEMENTED } /* Window and Swapchain Management */ static D3D11WindowData* D3D11_INTERNAL_FetchWindowData( void *windowHandle ) { return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA); } static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( D3D11Renderer *renderer, IDXGISwapChain *swapchain, D3D11Texture *pTexture ) { ID3D11Texture2D *swapchainTexture; D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; D3D11_TEXTURE2D_DESC textureDesc; HRESULT res; /* Clear all the texture data */ SDL_zerop(pTexture); /* Grab the buffer from the swapchain */ res = IDXGISwapChain_GetBuffer( swapchain, 0, &D3D_IID_ID3D11Texture2D, (void**) &swapchainTexture ); ERROR_CHECK_RETURN("Could not get buffer from swapchain!", 0); /* Create the RTV for the swapchain */ rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = 0; res = ID3D11Device_CreateRenderTargetView( renderer->device, (ID3D11Resource*) swapchainTexture, &rtvDesc, (ID3D11RenderTargetView**) &pTexture->targetView ); if (FAILED(res)) { ID3D11Texture2D_Release(swapchainTexture); D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res); return 0; } /* Fill out the rest of the texture struct */ pTexture->handle = NULL; pTexture->shaderView = NULL; pTexture->depth = 1; pTexture->isCube = 0; ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc); pTexture->levelCount = textureDesc.MipLevels; pTexture->width = textureDesc.Width; pTexture->height = textureDesc.Height; /* Cleanup */ ID3D11Texture2D_Release(swapchainTexture); return 1; } static uint8_t D3D11_INTERNAL_CreateSwapchain( D3D11Renderer *renderer, D3D11WindowData *windowData ) { SDL_SysWMinfo info; HWND dxgiHandle; int width, height; DXGI_SWAP_CHAIN_DESC swapchainDesc; IDXGIFactory1 *pParent; IDXGISwapChain *swapchain; D3D11SwapchainData *swapchainData; HRESULT res; /* Get the DXGI handle */ SDL_VERSION(&info.version); SDL_GetWindowWMInfo((SDL_Window*) windowData->windowHandle, &info); dxgiHandle = info.info.win.window; /* Get the window size */ SDL_GetWindowSize((SDL_Window*) windowData->windowHandle, &width, &height); /* Initialize the swapchain buffer descriptor */ swapchainDesc.BufferDesc.Width = 0; swapchainDesc.BufferDesc.Height = 0; swapchainDesc.BufferDesc.RefreshRate.Numerator = 0; swapchainDesc.BufferDesc.RefreshRate.Denominator = 0; swapchainDesc.BufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8]; swapchainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapchainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; /* Initialize the rest of the swapchain descriptor */ swapchainDesc.SampleDesc.Count = 1; swapchainDesc.SampleDesc.Quality = 0; swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapchainDesc.BufferCount = 3; swapchainDesc.OutputWindow = dxgiHandle; swapchainDesc.Windowed = 1; swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; swapchainDesc.Flags = 0; /* Create the swapchain! */ res = IDXGIFactory1_CreateSwapChain( (IDXGIFactory1*) renderer->factory, (IUnknown*) renderer->device, &swapchainDesc, &swapchain ); ERROR_CHECK("Could not create swapchain"); /* * The swapchain's parent is a separate factory from the factory that * we used to create the swapchain, and only that parent can be used to * set the window association. Trying to set an association on our factory * will silently fail and doesn't even verify arguments or return errors. * See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/ */ res = IDXGISwapChain_GetParent( swapchain, &D3D_IID_IDXGIFactory1, (void**) &pParent /* FIXME: Does pParent need to get released? (Same for FNA3D) */ ); if (FAILED(res)) { Refresh_LogWarn( "Could not get swapchain parent! Error Code: %08X", res ); } else { /* Disable DXGI window crap */ res = IDXGIFactory1_MakeWindowAssociation( pParent, dxgiHandle, DXGI_MWA_NO_WINDOW_CHANGES ); if (FAILED(res)) { Refresh_LogWarn( "MakeWindowAssociation failed! Error Code: %08X", res ); } } /* Create the swapchain data */ swapchainData = (D3D11SwapchainData*) SDL_malloc(sizeof(D3D11SwapchainData)); swapchainData->swapchain = swapchain; if (!D3D11_INTERNAL_InitializeSwapchainTexture( renderer, swapchain, &swapchainData->texture )) { SDL_free(swapchainData); IDXGISwapChain_Release(swapchain); return 0; } windowData->swapchainData = swapchainData; return 1; } static uint8_t D3D11_INTERNAL_ResizeSwapchain( D3D11Renderer *renderer, D3D11SwapchainData *swapchainData, int32_t width, int32_t height ) { HRESULT res; /* Release the old RTV */ ID3D11RenderTargetView_Release(swapchainData->texture.targetView); /* Resize the swapchain */ res = IDXGISwapChain_ResizeBuffers( swapchainData->swapchain, 0, /* Keep buffer count the same */ width, height, DXGI_FORMAT_UNKNOWN, /* Keep the old format */ 0 ); ERROR_CHECK_RETURN("Could not resize swapchain buffers", 0); /* Create the Refresh-side texture for the swapchain */ return D3D11_INTERNAL_InitializeSwapchainTexture( renderer, swapchainData->swapchain, &swapchainData->texture ); } static void D3D11_INTERNAL_DestroySwapchain( D3D11Renderer *renderer, D3D11WindowData *windowData ) { D3D11SwapchainData *swapchainData; if (windowData == NULL) { return; } swapchainData = windowData->swapchainData; if (swapchainData == NULL) { return; } ID3D11RenderTargetView_Release(swapchainData->texture.targetView); IDXGISwapChain_Release(swapchainData->swapchain); windowData->swapchainData = NULL; SDL_free(swapchainData); } static uint8_t D3D11_ClaimWindow( Refresh_Renderer *driverData, void *windowHandle, Refresh_PresentMode presentMode ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle); if (windowData == NULL) { windowData = (D3D11WindowData*) SDL_malloc(sizeof(D3D11WindowData)); windowData->windowHandle = windowHandle; windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE; if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData)) { SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData); if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity) { renderer->claimedWindowCapacity *= 2; renderer->claimedWindows = SDL_realloc( renderer->claimedWindows, renderer->claimedWindowCapacity * sizeof(D3D11WindowData*) ); } renderer->claimedWindows[renderer->claimedWindowCount] = windowData; renderer->claimedWindowCount += 1; return 1; } else { Refresh_LogError("Could not create swapchain, failed to claim window!"); SDL_free(windowData); return 0; } } else { Refresh_LogWarn("Window already claimed!"); return 0; } } static void D3D11_UnclaimWindow( Refresh_Renderer *driverData, void *windowHandle ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle); uint32_t i; if (windowData == NULL) { return; } if (windowData->swapchainData != NULL) { D3D11_Wait(driverData); D3D11_INTERNAL_DestroySwapchain( (D3D11Renderer*) driverData, windowData ); } for (i = 0; i < renderer->claimedWindowCount; i += 1) { if (renderer->claimedWindows[i]->windowHandle == windowHandle) { renderer->claimedWindows[i] = renderer->claimedWindows[renderer->claimedWindowCount - 1]; renderer->claimedWindowCount -= 1; break; } } SDL_free(windowData); SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, NULL); } static Refresh_Texture* D3D11_AcquireSwapchainTexture( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, void *windowHandle, uint32_t *pWidth, uint32_t *pHeight ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11WindowData *windowData; D3D11SwapchainData *swapchainData; DXGI_SWAP_CHAIN_DESC swapchainDesc; int w, h; HRESULT res; windowData = D3D11_INTERNAL_FetchWindowData(windowHandle); if (windowData == NULL) { return NULL; } swapchainData = windowData->swapchainData; if (swapchainData == NULL) { return NULL; } /* Check for window size changes and resize the swapchain if needed. */ IDXGISwapChain_GetDesc(swapchainData->swapchain, &swapchainDesc); SDL_GetWindowSize((SDL_Window*) windowHandle, &w, &h); if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height) { res = D3D11_INTERNAL_ResizeSwapchain( renderer, swapchainData, w, h ); ERROR_CHECK_RETURN("Could not resize swapchain", NULL); } /* Let the command buffer know it's associated with this swapchain. */ d3d11CommandBuffer->swapchainData = swapchainData; /* Send the dimensions to the out parameters. */ *pWidth = swapchainData->texture.width; *pHeight = swapchainData->texture.height; /* Return the swapchain texture */ return (Refresh_Texture*) &swapchainData->texture; } static Refresh_TextureFormat D3D11_GetSwapchainFormat( Refresh_Renderer *driverData, void *windowHandle ) { return REFRESH_TEXTUREFORMAT_R8G8B8A8; } static void D3D11_SetSwapchainPresentMode( Refresh_Renderer *driverData, void *windowHandle, Refresh_PresentMode presentMode ) { NOT_IMPLEMENTED } /* Submission and Fences */ static void D3D11_INTERNAL_CleanCommandBuffer( D3D11Renderer *renderer, D3D11CommandBuffer *commandBuffer ) { /* FIXME: All kinds of stuff should go here... */ /* Bound uniform buffers are now available */ SDL_LockMutex(renderer->uniformBufferLock); for (uint32_t i = 0; i < commandBuffer->boundUniformBufferCount; i += 1) { if (renderer->availableUniformBufferCount == renderer->availableUniformBufferCapacity) { renderer->availableUniformBufferCapacity *= 2; renderer->availableUniformBuffers = SDL_realloc( renderer->availableUniformBuffers, renderer->availableUniformBufferCapacity * sizeof(D3D11UniformBuffer*) ); } renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = commandBuffer->boundUniformBuffers[i]; renderer->availableUniformBufferCount += 1; } SDL_UnlockMutex(renderer->uniformBufferLock); commandBuffer->boundUniformBufferCount = 0; /* Return command buffer to pool */ SDL_LockMutex(renderer->acquireCommandBufferLock); if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity) { renderer->availableCommandBufferCapacity += 1; renderer->availableCommandBuffers = SDL_realloc( renderer->availableCommandBuffers, renderer->availableCommandBufferCapacity * sizeof(D3D11CommandBuffer*) ); } renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; renderer->availableCommandBufferCount += 1; SDL_UnlockMutex(renderer->acquireCommandBufferLock); /* Remove this command buffer from the submitted list */ for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1) { if (renderer->submittedCommandBuffers[i] == commandBuffer) { renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1]; renderer->submittedCommandBufferCount -= 1; } } } static void D3D11_Submit( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; ID3D11CommandList *commandList; HRESULT res; /* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */ SDL_LockMutex(renderer->contextLock); /* Notify the command buffer completion query that we have completed recording */ ID3D11DeviceContext_End( renderer->immediateContext, (ID3D11Asynchronous*) d3d11CommandBuffer->completionQuery ); /* Serialize the commands into the command list */ res = ID3D11DeviceContext_FinishCommandList( d3d11CommandBuffer->context, 0, &commandList ); ERROR_CHECK("Could not finish command list recording!"); /* Submit the command list to the immediate context */ ID3D11DeviceContext_ExecuteCommandList( renderer->immediateContext, commandList, 0 ); ID3D11CommandList_Release(commandList); /* Mark the command buffer as submitted */ if (renderer->submittedCommandBufferCount + 1 >= renderer->submittedCommandBufferCapacity) { renderer->submittedCommandBufferCapacity = renderer->submittedCommandBufferCount + 1; renderer->submittedCommandBuffers = SDL_realloc( renderer->submittedCommandBuffers, sizeof(D3D11CommandBuffer*) * renderer->submittedCommandBufferCapacity ); } renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d11CommandBuffer; renderer->submittedCommandBufferCount += 1; /* Present, if applicable */ if (d3d11CommandBuffer->swapchainData) { IDXGISwapChain_Present( d3d11CommandBuffer->swapchainData->swapchain, 1, /* FIXME: Assumes vsync! */ 0 ); } /* Check if we can perform any cleanups */ for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { BOOL queryData; res = ID3D11DeviceContext_GetData( renderer->immediateContext, (ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery, &queryData, sizeof(queryData), 0 ); if (res == S_OK) { D3D11_INTERNAL_CleanCommandBuffer( renderer, renderer->submittedCommandBuffers[i] ); } } SDL_UnlockMutex(renderer->contextLock); } static Refresh_Fence* D3D11_SubmitAndAcquireFence( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer ) { NOT_IMPLEMENTED return NULL; } static void D3D11_Wait( Refresh_Renderer *driverData ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *commandBuffer; BOOL queryData; /* * Wait for all submitted command buffers to complete. * Sort of equivalent to vkDeviceWaitIdle. */ for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1) { while (S_OK != ID3D11DeviceContext_GetData( renderer->immediateContext, (ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery, &queryData, sizeof(queryData), 0 )) { /* Spin until we get a result back... */ } } SDL_LockMutex(renderer->contextLock); for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { commandBuffer = renderer->submittedCommandBuffers[i]; D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer); } /* FIXME: D3D11_INTERNAL_PerformPendingDestroys(renderer); */ SDL_UnlockMutex(renderer->contextLock); } static void D3D11_WaitForFences( Refresh_Renderer *driverData, uint8_t waitAll, uint32_t fenceCount, Refresh_Fence **pFences ) { NOT_IMPLEMENTED } static int D3D11_QueryFence( Refresh_Renderer *driverData, Refresh_Fence *fence ) { NOT_IMPLEMENTED return 0; } static void D3D11_ReleaseFence( Refresh_Renderer *driverData, Refresh_Fence *fence ) { NOT_IMPLEMENTED } /* Device Creation */ static uint8_t D3D11_PrepareDriver( uint32_t *flags ) { void *d3d11_dll, *d3dcompiler_dll, *dxgi_dll; PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 }; PFN_D3DCOMPILE D3DCompileFunc; PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc; HRESULT res; /* Can we load D3D11? */ d3d11_dll = SDL_LoadObject(D3D11_DLL); if (d3d11_dll == NULL) { Refresh_LogWarn("D3D11: Could not find " D3D11_DLL); return 0; } D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction( d3d11_dll, D3D11_CREATE_DEVICE_FUNC ); if (D3D11CreateDeviceFunc == NULL) { Refresh_LogWarn("D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL); SDL_UnloadObject(d3d11_dll); return 0; } /* Can we create a device? */ res = D3D11CreateDeviceFunc( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, levels, SDL_arraysize(levels), D3D11_SDK_VERSION, NULL, NULL, NULL ); SDL_UnloadObject(d3d11_dll); if (FAILED(res)) { Refresh_LogWarn("D3D11: Could not create D3D11Device with feature level 11_0"); return 0; } /* Can we load D3DCompiler? */ d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL); if (d3dcompiler_dll == NULL) { Refresh_LogWarn("D3D11: Could not find " D3DCOMPILER_DLL); return 0; } D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction( d3dcompiler_dll, D3DCOMPILE_FUNC ); SDL_UnloadObject(d3dcompiler_dll); /* We're not going to call this function, so we can just unload now. */ if (D3DCompileFunc == NULL) { Refresh_LogWarn("D3D11: Could not find function " D3DCOMPILE_FUNC " in " D3DCOMPILER_DLL); return 0; } /* Can we load DXGI? */ dxgi_dll = SDL_LoadObject(DXGI_DLL); if (dxgi_dll == NULL) { Refresh_LogWarn("D3D11: Could not find " DXGI_DLL); return 0; } CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction( dxgi_dll, CREATE_DXGI_FACTORY1_FUNC ); SDL_UnloadObject(dxgi_dll); /* We're not going to call this function, so we can just unload now. */ if (CreateDXGIFactoryFunc == NULL) { Refresh_LogWarn("D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL); return 0; } /* No window flags required */ SDL_SetHint(SDL_HINT_VIDEO_EXTERNAL_CONTEXT, "1"); return 1; } static Refresh_Device* D3D11_CreateDevice( uint8_t debugMode ) { D3D11Renderer *renderer; PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc; PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 }; IDXGIFactory6 *factory6; uint32_t flags; DXGI_ADAPTER_DESC1 adapterDesc; HRESULT res; Refresh_Device* result; /* Allocate and zero out the renderer */ renderer = (D3D11Renderer*) SDL_calloc(1, sizeof(D3D11Renderer)); /* Load the D3DCompiler library */ renderer->d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL); if (renderer->d3dcompiler_dll == NULL) { Refresh_LogError("Could not find " D3DCOMPILER_DLL); return NULL; } /* Load the D3DCompile function pointer */ renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction( renderer->d3dcompiler_dll, D3DCOMPILE_FUNC ); if (renderer->D3DCompileFunc == NULL) { Refresh_LogError("Could not load function: " D3DCOMPILE_FUNC); return NULL; } /* Load the DXGI library */ renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL); if (renderer->dxgi_dll == NULL) { Refresh_LogError("Could not find " DXGI_DLL); return NULL; } /* Load the CreateDXGIFactory1 function */ CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction( renderer->dxgi_dll, CREATE_DXGI_FACTORY1_FUNC ); if (CreateDXGIFactoryFunc == NULL) { Refresh_LogError("Could not load function: " CREATE_DXGI_FACTORY1_FUNC); return NULL; } /* Create the DXGI factory */ res = CreateDXGIFactoryFunc( &D3D_IID_IDXGIFactory1, &renderer->factory ); ERROR_CHECK_RETURN("Could not create DXGIFactory", NULL); /* Get the default adapter */ res = IDXGIAdapter1_QueryInterface( renderer->factory, &D3D_IID_IDXGIFactory6, (void**) &factory6 ); if (SUCCEEDED(res)) { IDXGIFactory6_EnumAdapterByGpuPreference( factory6, 0, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, &D3D_IID_IDXGIAdapter1, &renderer->adapter ); } else { IDXGIFactory1_EnumAdapters1( renderer->factory, 0, &renderer->adapter ); } /* Get information about the selected adapter. Used for logging info. */ IDXGIAdapter1_GetDesc1(renderer->adapter, &adapterDesc); /* Load the D3D library */ renderer->d3d11_dll = SDL_LoadObject(D3D11_DLL); if (renderer->d3d11_dll == NULL) { Refresh_LogError("Could not find " D3D11_DLL); return NULL; } /* Load the CreateDevice function */ D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction( renderer->d3d11_dll, D3D11_CREATE_DEVICE_FUNC ); if (D3D11CreateDeviceFunc == NULL) { Refresh_LogError("Could not load function: " D3D11_CREATE_DEVICE_FUNC); return NULL; } /* Set up device flags */ flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; if (debugMode) { flags |= D3D11_CREATE_DEVICE_DEBUG; } /* Create the device */ ID3D11Device *d3d11Device; tryCreateDevice: res = D3D11CreateDeviceFunc( (IDXGIAdapter*) renderer->adapter, D3D_DRIVER_TYPE_UNKNOWN, /* Must be UNKNOWN if adapter is non-null according to spec */ NULL, flags, levels, SDL_arraysize(levels), D3D11_SDK_VERSION, &d3d11Device, &renderer->featureLevel, &renderer->immediateContext ); if (FAILED(res) && debugMode) { /* If device creation failed, and we're in debug mode, remove the debug flag and try again. */ Refresh_LogWarn("Creating device in debug mode failed with error %08X. Trying non-debug.", res); flags &= ~D3D11_CREATE_DEVICE_DEBUG; debugMode = 0; goto tryCreateDevice; } ERROR_CHECK_RETURN("Could not create D3D11 device", NULL); /* The actual device we want is the ID3D11Device1 interface... */ res = ID3D11Device_QueryInterface( d3d11Device, &D3D_IID_ID3D11Device1, &renderer->device ); ERROR_CHECK_RETURN("Could not get ID3D11Device1 interface", NULL); /* Print driver info */ Refresh_LogInfo("Refresh Driver: D3D11"); Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description); /* Create mutexes */ renderer->contextLock = SDL_CreateMutex(); renderer->acquireCommandBufferLock = SDL_CreateMutex(); renderer->uniformBufferLock = SDL_CreateMutex(); /* Initialize miscellaneous renderer members */ renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG); /* Create command buffers to initialize the pool */ D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2); /* Create uniform buffer pool */ renderer->availableUniformBufferCapacity = 2; renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity); /* Create the Refresh Device */ result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device)); ASSIGN_DRIVER(D3D11) result->driverData = (Refresh_Renderer*) renderer; return result; } Refresh_Driver D3D11Driver = { "D3D11", D3D11_PrepareDriver, D3D11_CreateDevice }; #endif //REFRESH_DRIVER_D3D11