/* 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 "Refresh_Driver.h" #include "Refresh_Driver_D3D11_cdefines.h" #include #define D3D11_DLL "d3d11.dll" #define DXGI_DLL "dxgi.dll" #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 ERROR_CHECK_UNLOCK_RETURN(msg, ret) \ if (FAILED(res)) \ { \ D3D11_INTERNAL_LogError(renderer->device, msg, res); \ SDL_UnlockMutex(renderer->ctxLock); \ 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) \ ); \ } #define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!"); /* Conversions */ static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] = { DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */ DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */ DXGI_FORMAT_B5G6R5_UNORM, /* R5G6B5 */ DXGI_FORMAT_B5G5R5A1_UNORM, /* A1R5G5B5 */ DXGI_FORMAT_B4G4R4A4_UNORM, /* B4G4R4A4 */ DXGI_FORMAT_BC1_UNORM, /* BC1 */ DXGI_FORMAT_BC3_UNORM, /* BC3 */ DXGI_FORMAT_BC5_UNORM, /* BC5 */ DXGI_FORMAT_R8G8_SNORM, /* R8G8_SNORM */ DXGI_FORMAT_R8G8B8A8_SNORM, /* R8G8B8A8_SNORM */ DXGI_FORMAT_R10G10B10A2_UNORM, /* A2R10G10B10 */ DXGI_FORMAT_R16G16_UNORM, /* R16G16 */ DXGI_FORMAT_R16G16B16A16_UNORM, /* R16G16B16A16 */ DXGI_FORMAT_R8_UNORM, /* R8 */ DXGI_FORMAT_R32_FLOAT, /* R32_SFLOAT */ DXGI_FORMAT_R32G32_FLOAT, /* R32G32_SFLOAT */ DXGI_FORMAT_R32G32B32A32_FLOAT, /* R32G32B32A32_SFLOAT */ DXGI_FORMAT_R16_FLOAT, /* R16_SFLOAT */ DXGI_FORMAT_R16G16_FLOAT, /* R16G16_SFLOAT */ DXGI_FORMAT_R16G16B16A16_FLOAT, /* R16G16B16A16_SFLOAT */ DXGI_FORMAT_D16_UNORM, /* D16 */ DXGI_FORMAT_D32_FLOAT, /* D32 */ DXGI_FORMAT_D24_UNORM_S8_UINT, /* D16S8 */ DXGI_FORMAT_D32_FLOAT_S8X24_UINT /* D32S8 */ }; static DXGI_FORMAT RefreshToD3D11_VertexFormat[] = { DXGI_FORMAT_R32_FLOAT, /* SINGLE */ 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 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 */ D3D11_BLEND_SRC1_COLOR, /* SRC1_COLOR */ D3D11_BLEND_INV_SRC1_COLOR, /* ONE_MINUS_SRC1_COLOR */ D3D11_BLEND_SRC1_ALPHA, /* SRC1_ALPHA */ D3D11_BLEND_INV_SRC1_ALPHA /* ONE_MINUS_SRC1_ALPHA */ }; 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 int32_t RefreshToD3D11_SampleCount[] = { 1, /* 1 */ 2, /* 2 */ 4, /* 4 */ 8, /* 8 */ 16, /* 16 */ 32, /* 32 */ 64 /* 64 */ }; 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 */ }; /* Structs */ typedef struct D3D11CommandBuffer { ID3D11DeviceContext *context; SDL_threadID threadID; uint8_t recording; uint8_t fixed; ID3D11CommandList *commandList; } D3D11CommandBuffer; typedef struct D3D11CommandBufferPool { D3D11CommandBuffer **elements; uint32_t count; uint32_t capacity; } D3D11CommandBufferPool; typedef struct D3D11Renderer { /* Persistent D3D11 Objects*/ ID3D11Device *device; ID3D11DeviceContext *immediateContext; IDXGIFactory1 *factory; IDXGIAdapter1* adapter; void *d3d11_dll; void *dxgi_dll; /* Deferred Contexts */ D3D11CommandBufferPool *commandBufferPool; /* Blend State */ Refresh_Vec4 blendFactor; /* Capabilities */ uint8_t debugMode; D3D_FEATURE_LEVEL featureLevel; } D3D11Renderer; /* Logging */ static void D3D11_INTERNAL_LogError( ID3D11Device *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); } /* Quit */ static void D3D11_DestroyDevice( Refresh_Device* device ) { D3D11Renderer *renderer = (D3D11Renderer*) device->driverData; D3D11CommandBuffer *commandBuffer; uint32_t i; /* Free the command buffer pool */ for (i = 0; i < renderer->commandBufferPool->count; i += 1) { commandBuffer = renderer->commandBufferPool->elements[i]; if (commandBuffer->commandList != NULL) { ID3D11CommandList_Release(commandBuffer->commandList); } ID3D11DeviceContext_Release(commandBuffer->context); SDL_free(commandBuffer); } SDL_free(renderer->commandBufferPool->elements); SDL_free(renderer->commandBufferPool); /* Release persistent D3D11 objects */ ID3D11DeviceContext_Release(renderer->immediateContext); ID3D11Device_Release(renderer->device); /* Release DXGI objects */ IDXGIAdapter1_Release(renderer->adapter); IDXGIFactory1_Release(renderer->factory); /* Unload the DLLs */ SDL_UnloadObject(renderer->d3d11_dll); SDL_UnloadObject(renderer->dxgi_dll); /* Free the renderer and Refresh Device */ SDL_free(renderer); SDL_free(device); } /* Drawing */ static void D3D11_Clear( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Rect* clearRect, Refresh_ClearOptions options, Refresh_Vec4* colors, uint32_t colorCount, Refresh_DepthStencilValue depthStencil ) { NOT_IMPLEMENTED } 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 ) { NOT_IMPLEMENTED } 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 ) { NOT_IMPLEMENTED } static void D3D11_DrawPrimitives( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, uint32_t vertexStart, uint32_t primitiveCount, 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 Refresh_ComputePipeline* D3D11_CreateComputePipeline( Refresh_Renderer* driverData, Refresh_ComputeShaderInfo* computeShaderInfo ) { NOT_IMPLEMENTED } static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( Refresh_Renderer* driverData, Refresh_GraphicsPipelineCreateInfo* pipelineCreateInfo ) { NOT_IMPLEMENTED } static Refresh_Sampler* D3D11_CreateSampler( Refresh_Renderer* driverData, Refresh_SamplerStateCreateInfo* samplerStateCreateInfo ) { NOT_IMPLEMENTED } static Refresh_ShaderModule* D3D11_CreateShaderModule( Refresh_Renderer* driverData, Refresh_ShaderModuleCreateInfo* shaderModuleCreateInfo ) { NOT_IMPLEMENTED } static Refresh_Texture* D3D11_CreateTexture( Refresh_Renderer* driverData, Refresh_TextureCreateInfo* textureCreateInfo ) { NOT_IMPLEMENTED } static Refresh_Buffer* D3D11_CreateBuffer( Refresh_Renderer* driverData, Refresh_BufferUsageFlags usageFlags, uint32_t sizeInBytes ) { NOT_IMPLEMENTED } /* Setters */ static void D3D11_SetTextureData( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_TextureSlice* textureSlice, void* data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED } 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* data, uint32_t dataLength ) { 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_SetBufferData( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Buffer* buffer, uint32_t offsetInBytes, void* data, uint32_t dataLength ) { NOT_IMPLEMENTED } static uint32_t D3D11_PushVertexShaderUniforms( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, void* data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED } static uint32_t D3D11_PushFragmentShaderUniforms( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, void* data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED } static uint32_t D3D11_PushComputeShaderUniforms( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, void* data, uint32_t dataLengthInBytes ) { NOT_IMPLEMENTED } 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 ) { NOT_IMPLEMENTED } /* 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 ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroySampler( Refresh_Renderer* driverData, Refresh_Sampler* sampler ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroyBuffer( Refresh_Renderer* driverData, Refresh_Buffer* buffer ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroyShaderModule( Refresh_Renderer* driverData, Refresh_ShaderModule* shaderModule ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroyComputePipeline( Refresh_Renderer* driverData, Refresh_ComputePipeline* computePipeline ) { NOT_IMPLEMENTED } static void D3D11_QueueDestroyGraphicsPipeline( Refresh_Renderer* driverData, Refresh_GraphicsPipeline* graphicsPipeline ) { NOT_IMPLEMENTED } /* Graphics State */ static void D3D11_BeginRenderPass( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Rect* renderArea, Refresh_ColorAttachmentInfo* colorAttachmentInfos, uint32_t colorAttachmentCount, Refresh_DepthStencilAttachmentInfo* depthStencilAttachmentInfo ) { NOT_IMPLEMENTED } static void D3D11_EndRenderPass( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer ) { NOT_IMPLEMENTED } static void D3D11_BindGraphicsPipeline( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_GraphicsPipeline* graphicsPipeline ) { NOT_IMPLEMENTED } static void D3D11_SetViewport( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Viewport* viewport ) { NOT_IMPLEMENTED } static void D3D11_SetScissor( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Rect* scissor ) { NOT_IMPLEMENTED } static void D3D11_BindVertexBuffers( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, uint32_t firstBinding, uint32_t bindingCount, Refresh_Buffer** pBuffers, uint64_t* pOffsets ) { NOT_IMPLEMENTED } static void D3D11_BindIndexBuffer( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, Refresh_Buffer* buffer, uint64_t offset, Refresh_IndexElementSize indexElementSize ) { NOT_IMPLEMENTED } 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 } static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer( Refresh_Renderer* driverData, uint8_t fixed ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11CommandBuffer *commandBuffer = NULL; uint32_t i; HRESULT res; /* Try to use an existing command buffer, if one is available. */ for (i = 0; i < renderer->commandBufferPool->count; i += 1) { /* Search for a command buffer in the pool that is not fixed, and is not recording. */ if (!renderer->commandBufferPool->elements[i]->fixed && !renderer->commandBufferPool->elements[i]->recording) { commandBuffer = renderer->commandBufferPool->elements[i]; break; } } /* If there are no free command buffers, make a new one. */ if (commandBuffer == NULL) { /* Expand the capacity as needed. */ EXPAND_ELEMENTS_IF_NEEDED( renderer->commandBufferPool, 2, D3D11CommandBuffer* ); /* Create a new command buffer */ renderer->commandBufferPool->elements[i] = (D3D11CommandBuffer*) SDL_malloc( sizeof(D3D11CommandBuffer) ); /* Assign it a new deferred context */ res = ID3D11Device_CreateDeferredContext( renderer->device, 0, &renderer->commandBufferPool->elements[i]->context ); ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL); /* Now we have a new command buffer we can use! */ commandBuffer = renderer->commandBufferPool->elements[i]; renderer->commandBufferPool->count += 1; } /* Set up the command buffer */ commandBuffer->threadID = SDL_ThreadID(); commandBuffer->recording = 1; commandBuffer->fixed = fixed; commandBuffer->commandList = NULL; return (Refresh_CommandBuffer*) commandBuffer; } Refresh_Texture* D3D11_AcquireSwapchainTexture( Refresh_Renderer* driverData, Refresh_CommandBuffer* commandBuffer, void* windowHandle ) { NOT_IMPLEMENTED } Refresh_TextureFormat D3D11_GetSwapchainFormat( Refresh_Renderer* driverData, void* windowHandle ) { NOT_IMPLEMENTED } static void D3D11_Submit( Refresh_Renderer* driverData, uint32_t commandBufferCount, Refresh_CommandBuffer** pCommandBuffers ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; ID3D11CommandList *commandList; uint32_t i; HRESULT res; for (i = 0; i < commandBufferCount; i += 1) { D3D11CommandBuffer *commandBuffer = (D3D11CommandBuffer*) pCommandBuffers[i]; /* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */ if (commandBuffer->fixed && !commandBuffer->recording) { commandList = commandBuffer->commandList; } else { /* Serialize the commands into a command list */ res = ID3D11DeviceContext_FinishCommandList( commandBuffer->context, 0, &commandList ); ERROR_CHECK("Could not finish command list recording"); } /* Submit the command list to the immediate context */ /* FIXME: Mutex lock me! */ ID3D11DeviceContext_ExecuteCommandList( renderer->immediateContext, commandList, 0 ); /* Now that we're done, either save the command list or release it. */ if (commandBuffer->fixed) { commandBuffer->commandList = commandList; } else { ID3D11CommandList_Release(commandList); } /* Mark the command buffer as not-recording so that it can be used to record again. */ commandBuffer->recording = 0; } } static void D3D11_Wait( Refresh_Renderer* driverData ) { NOT_IMPLEMENTED } static Refresh_Device* D3D11_CreateDevice( Refresh_PresentationParameters* presentationParameters, uint8_t debugMode ) { D3D11Renderer *renderer; PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 }; void* factory6; uint32_t flags; DXGI_ADAPTER_DESC1 adapterDesc; HRESULT res; Refresh_Device* result; /* Allocate and zero out the renderer */ renderer = (D3D11Renderer*) SDL_malloc(sizeof(D3D11Renderer)); SDL_memset(renderer, 0, sizeof(D3D11Renderer)); /* 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 CreateDXGIFactory function */ CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY) SDL_LoadFunction( renderer->dxgi_dll, "CreateDXGIFactory1" ); if (CreateDXGIFactoryFunc == NULL) { Refresh_LogError("Could not load CreateDXGIFactory1 function!"); 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( (IDXGIFactory6*) 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, "D3D11CreateDevice" ); if (D3D11CreateDeviceFunc == NULL) { Refresh_LogError("Could not load D3D11CreateDevice function!"); return NULL; } /* Set up device flags */ flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; if (debugMode) { flags |= D3D11_CREATE_DEVICE_DEBUG; } /* Create the device */ 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, &renderer->device, &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); /* Print driver info */ Refresh_LogInfo("Refresh Driver: D3D11"); Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description); /* Create the command buffer pool */ renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_malloc( sizeof(D3D11CommandBufferPool) ); SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool)); /* Initialize miscellaneous renderer members */ renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG) != 0; renderer->blendFactor.x = 1.0f; renderer->blendFactor.y = 1.0f; renderer->blendFactor.z = 1.0f; renderer->blendFactor.w = 1.0f; /* 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_CreateDevice }; #endif //REFRESH_DRIVER_D3D11