Refresh/src/Refresh_Driver_D3D11.c

4563 lines
124 KiB
C

/* 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 <evan@moonside.games>
*
*/
#if REFRESH_DRIVER_D3D11
#define D3D11_NO_HELPERS
#define CINTERFACE
#define COBJMACROS
#include <d3d11.h>
#include <d3d11_1.h>
#include <dxgi.h>
#include <dxgi1_6.h>
#include <dxgidebug.h>
#include <d3dcompiler.h>
#include "Refresh_Driver.h"
#include "Refresh_Driver_D3D11_cdefines.h"
#include <SDL.h>
#include <SDL_syswm.h>
/* Defines */
#define D3D11_DLL "d3d11.dll"
#define DXGI_DLL "dxgi.dll"
#define DXGIDEBUG_DLL "dxgidebug.dll"
#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
#define D3DCOMPILE_FUNC "D3DCompile"
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
#define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface"
#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_ARRAY_IF_NEEDED(arr, elementType, newCount, capacity, newCapacity) \
if (newCount >= capacity) \
{ \
capacity = newCapacity; \
arr = (elementType*) SDL_realloc( \
arr, \
sizeof(elementType) * capacity \
); \
}
/* 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 D3D11TextureSubresource
{
ID3D11RenderTargetView *colorTargetView; /* NULL if not a color target */
ID3D11DepthStencilView *depthStencilTargetView; /* NULL if not a depth stencil target */
ID3D11UnorderedAccessView *uav; /* NULL if not used in compute */
ID3D11Resource *msaaHandle; /* NULL if not using MSAA */
uint32_t level;
uint32_t layer;
} D3D11TextureSubresource;
typedef struct D3D11Texture
{
/* D3D Handles */
ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
ID3D11ShaderResourceView *shaderView;
D3D11TextureSubresource *subresources; /* count is layerCount * levelCount */
/* Basic Info */
Refresh_TextureFormat format;
uint32_t width;
uint32_t height;
uint32_t depth;
uint32_t levelCount;
uint32_t layerCount;
uint8_t isCube;
uint8_t isRenderTarget;
} D3D11Texture;
typedef struct D3D11WindowData
{
void* windowHandle;
IDXGISwapChain *swapchain;
D3D11Texture texture;
Refresh_PresentMode presentMode;
} D3D11WindowData;
typedef struct D3D11ShaderModule
{
ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
ID3D10Blob *blob;
} 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 D3D11ComputePipeline
{
ID3D11ComputeShader *computeShader;
uint32_t computeUniformBlockSize;
uint32_t numTextures;
uint32_t numBuffers;
} D3D11ComputePipeline;
typedef struct D3D11Buffer
{
ID3D11Buffer *handle;
ID3D11UnorderedAccessView* uav;
uint32_t size;
} D3D11Buffer;
typedef struct D3D11TransferBuffer
{
uint8_t *data;
uint32_t size;
SDL_atomic_t referenceCount;
} D3D11TransferBuffer;
typedef struct D3D11TransferBufferContainer
{
D3D11TransferBuffer *activeBuffer;
/* These are all the buffers that have been used by this container.
* If the resource is bound and then updated with SafeDiscard, a new resource
* will be added to this list.
* These can be reused after they are submitted and command processing is complete.
*/
uint32_t bufferCapacity;
uint32_t bufferCount;
D3D11TransferBuffer **buffers;
} D3D11TransferBufferContainer;
typedef struct D3D11UniformBuffer
{
D3D11Buffer *d3d11Buffer;
uint32_t offset; /* number of bytes written */
uint32_t drawOffset; /* parameter for SetConstantBuffers */
uint8_t hasDiscarded;
} D3D11UniformBuffer;
typedef struct D3D11Fence
{
ID3D11Query *handle;
} D3D11Fence;
typedef struct D3D11CommandBuffer
{
/* Deferred Context */
ID3D11DeviceContext1 *context;
/* Window */
D3D11WindowData *windowData;
/* Render Pass */
D3D11GraphicsPipeline *graphicsPipeline;
/* Render Pass MSAA resolve */
D3D11Texture *colorTargetResolveTexture[MAX_COLOR_TARGET_BINDINGS];
uint32_t colorTargetResolveSubresourceIndex[MAX_COLOR_TARGET_BINDINGS];
ID3D11Resource *colorTargetMsaaHandle[MAX_COLOR_TARGET_BINDINGS];
/* Compute Pass */
D3D11ComputePipeline *computePipeline;
/* Fences */
D3D11Fence *fence;
uint8_t autoReleaseFence;
/* Uniforms */
D3D11UniformBuffer *vertexUniformBuffer;
D3D11UniformBuffer *fragmentUniformBuffer;
D3D11UniformBuffer *computeUniformBuffer;
D3D11UniformBuffer **boundUniformBuffers;
uint32_t boundUniformBufferCount;
uint32_t boundUniformBufferCapacity;
/* Transfer Reference Counting */
D3D11TransferBuffer **usedTransferBuffers;
uint32_t usedTransferBufferCount;
uint32_t usedTransferBufferCapacity;
} D3D11CommandBuffer;
typedef struct D3D11Sampler
{
ID3D11SamplerState *handle;
} D3D11Sampler;
typedef struct D3D11Renderer
{
ID3D11Device1 *device;
ID3D11DeviceContext *immediateContext;
IDXGIFactory1 *factory;
IDXGIAdapter1 *adapter;
IDXGIDebug *dxgiDebug;
IDXGIInfoQueue *dxgiInfoQueue;
void *d3d11_dll;
void *dxgi_dll;
void *dxgidebug_dll;
void *d3dcompiler_dll;
uint8_t debugMode;
BOOL supportsTearing;
uint8_t supportsFlipDiscard;
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;
D3D11Fence **availableFences;
uint32_t availableFenceCount;
uint32_t availableFenceCapacity;
SDL_mutex *contextLock;
SDL_mutex *acquireCommandBufferLock;
SDL_mutex *uniformBufferLock;
SDL_mutex *fenceLock;
SDL_mutex *windowLock;
} 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);
}
/* Helper Functions */
static inline uint32_t D3D11_INTERNAL_CalcSubresource(
uint32_t mipLevel,
uint32_t arraySlice,
uint32_t numLevels
) {
return mipLevel + (arraySlice * numLevels);
}
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
uint32_t n,
uint32_t align
) {
return align * ((n + align - 1) / align);
}
static DXGI_FORMAT D3D11_INTERNAL_GetTypelessFormat(
DXGI_FORMAT typedFormat
) {
switch (typedFormat)
{
case DXGI_FORMAT_D16_UNORM:
return DXGI_FORMAT_R16_TYPELESS;
case DXGI_FORMAT_D32_FLOAT:
return DXGI_FORMAT_R32_TYPELESS;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
return DXGI_FORMAT_R24G8_TYPELESS;
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
return DXGI_FORMAT_R32G8X24_TYPELESS;
default:
Refresh_LogError("Cannot get typeless DXGI format of format %d", typedFormat);
return 0;
}
}
static DXGI_FORMAT D3D11_INTERNAL_GetSampleableFormat(
DXGI_FORMAT format
) {
switch (format)
{
case DXGI_FORMAT_R16_TYPELESS:
return DXGI_FORMAT_R16_UNORM;
case DXGI_FORMAT_R32_TYPELESS:
return DXGI_FORMAT_R32_FLOAT;
case DXGI_FORMAT_R24G8_TYPELESS:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case DXGI_FORMAT_R32G8X24_TYPELESS:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
return format;
}
}
/* 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);
/* Release command buffer infrastructure */
for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1)
{
D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i];
ID3D11DeviceContext_Release(commandBuffer->context);
SDL_free(commandBuffer->boundUniformBuffers);
SDL_free(commandBuffer->usedTransferBuffers);
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->availableUniformBuffers);
/* Release fence infrastructure */
for (uint32_t i = 0; i < renderer->availableFenceCount; i += 1)
{
D3D11Fence *fence = renderer->availableFences[i];
ID3D11Query_Release(fence->handle);
SDL_free(fence);
}
SDL_free(renderer->availableFences);
/* Release the mutexes */
SDL_DestroyMutex(renderer->acquireCommandBufferLock);
SDL_DestroyMutex(renderer->contextLock);
SDL_DestroyMutex(renderer->uniformBufferLock);
SDL_DestroyMutex(renderer->fenceLock);
SDL_DestroyMutex(renderer->windowLock);
/* Release the device and associated objects */
ID3D11DeviceContext_Release(renderer->immediateContext);
ID3D11Device_Release(renderer->device);
IDXGIAdapter_Release(renderer->adapter);
IDXGIFactory_Release(renderer->factory);
/* Report leaks and clean up debug objects */
if (renderer->dxgiDebug)
{
IDXGIDebug_ReportLiveObjects(
renderer->dxgiDebug,
D3D_IID_DXGI_DEBUG_ALL,
DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_DETAIL
);
IDXGIDebug_Release(renderer->dxgiDebug);
}
if (renderer->dxgiInfoQueue)
{
IDXGIInfoQueue_Release(renderer->dxgiInfoQueue);
}
/* Release the DLLs */
SDL_UnloadObject(renderer->d3d11_dll);
SDL_UnloadObject(renderer->dxgi_dll);
if (renderer->dxgidebug_dll)
{
SDL_UnloadObject(renderer->dxgidebug_dll);
}
SDL_UnloadObject(renderer->d3dcompiler_dll);
/* Free the primary Refresh structures */
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
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
uint32_t vertexOffsetInConstants = d3d11CommandBuffer->vertexUniformBuffer != NULL ? d3d11CommandBuffer->vertexUniformBuffer->drawOffset / 16 : 0;
uint32_t fragmentOffsetInConstants = d3d11CommandBuffer->fragmentUniformBuffer != NULL ? d3d11CommandBuffer->fragmentUniformBuffer->drawOffset / 16 : 0;
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
) {
D3D11_DrawInstancedPrimitives(
driverData,
commandBuffer,
baseVertex,
startIndex,
primitiveCount,
1
);
}
static void D3D11_DrawPrimitives(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t vertexStart,
uint32_t primitiveCount
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
uint32_t vertexOffsetInConstants = d3d11CommandBuffer->vertexUniformBuffer != NULL ? d3d11CommandBuffer->vertexUniformBuffer->drawOffset / 16 : 0;
uint32_t fragmentOffsetInConstants = d3d11CommandBuffer->fragmentUniformBuffer != NULL ? d3d11CommandBuffer->fragmentUniformBuffer->drawOffset / 16 : 0;
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_GpuBuffer *gpuBuffer,
uint32_t offsetInBytes,
uint32_t drawCount,
uint32_t stride
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
uint32_t vertexOffsetInConstants = d3d11CommandBuffer->vertexUniformBuffer != NULL ? d3d11CommandBuffer->vertexUniformBuffer->drawOffset / 16 : 0;
uint32_t fragmentOffsetInConstants = d3d11CommandBuffer->fragmentUniformBuffer != NULL ? d3d11CommandBuffer->fragmentUniformBuffer->drawOffset / 16 : 0;
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
);
}
/* D3D11: "We have multi-draw at home!"
* Multi-draw at home:
*/
for (uint32_t i = 0; i < drawCount; i += 1)
{
ID3D11DeviceContext_DrawInstancedIndirect(
d3d11CommandBuffer->context,
d3d11Buffer->handle,
offsetInBytes + (stride * i)
);
}
}
static void D3D11_DispatchCompute(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ
) {
D3D11CommandBuffer* d3d11CommandBuffer = (D3D11CommandBuffer*)commandBuffer;
uint32_t computeOffsetInConstants = d3d11CommandBuffer->computeUniformBuffer != NULL ? d3d11CommandBuffer->computeUniformBuffer->drawOffset / 16 : 0;
uint32_t computeBlockSizeInConstants = (uint32_t) (d3d11CommandBuffer->computePipeline->computeUniformBlockSize / 16);
if (d3d11CommandBuffer->computeUniformBuffer != NULL)
{
ID3D11DeviceContext1_CSSetConstantBuffers1(
d3d11CommandBuffer->context,
0,
1,
&d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer->handle,
&computeOffsetInConstants,
&computeBlockSizeInConstants
);
}
ID3D11DeviceContext_Dispatch(
d3d11CommandBuffer->context,
groupCountX,
groupCountY,
groupCountZ
);
}
/* State Creation */
static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
D3D11Renderer *renderer,
uint32_t numColorAttachments,
Refresh_ColorAttachmentDescription *colorAttachments
) {
ID3D11BlendState *result;
D3D11_BLEND_DESC blendDesc;
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 (uint32_t 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 = RefreshToD3D11_CompareOp[depthStencilState.compareOp];
dsDesc.DepthWriteMask = (
depthStencilState.depthWriteEnable ?
D3D11_DEPTH_WRITE_MASK_ALL :
D3D11_DEPTH_WRITE_MASK_ZERO
);
dsDesc.BackFace.StencilFunc = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.compareOp];
dsDesc.BackFace.StencilDepthFailOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.depthFailOp];
dsDesc.BackFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.failOp];
dsDesc.BackFace.StencilPassOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.passOp];
dsDesc.FrontFace.StencilFunc = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.compareOp];
dsDesc.FrontFace.StencilDepthFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.depthFailOp];
dsDesc.FrontFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.failOp];
dsDesc.FrontFace.StencilPassOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.passOp];
dsDesc.StencilReadMask = depthStencilState.compareMask;
dsDesc.StencilWriteMask = depthStencilState.writeMask;
if (depthStencilState.depthBoundsTestEnable)
{
Refresh_LogWarn("D3D11 does not support Depth Bounds tests!");
}
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;
rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
rasterizerDesc.DepthClipEnable = TRUE;
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
) {
for (uint32_t 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 bindingIndex;
HRESULT res;
/* Don't bother creating/fetching an input layout if there are no attributes. */
if (inputState.vertexAttributeCount == 0)
{
return NULL;
}
/* Allocate an array of vertex elements */
elementDescs = SDL_stack_alloc(
D3D11_INPUT_ELEMENT_DESC,
inputState.vertexAttributeCount
);
/* Create the array of input elements */
for (uint32_t 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;
}
/* Pipeline Creation */
static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
D3D11ComputePipeline *pipeline = SDL_malloc(sizeof(D3D11ComputePipeline));
pipeline->numTextures = computeShaderInfo->imageBindingCount;
pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
pipeline->computeUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
computeShaderInfo->uniformBufferSize,
256
);
return (Refresh_ComputePipeline*) pipeline;
}
static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
D3D11GraphicsPipeline *pipeline = SDL_malloc(sizeof(D3D11GraphicsPipeline));
/* Blend */
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];
/* Multisample */
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.reference;
/* Rasterizer */
pipeline->primitiveType = pipelineCreateInfo->primitiveType;
pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
renderer,
pipelineCreateInfo->rasterizerState
);
/* Vertex Shader */
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
{
pipeline->vertexStrides = NULL;
}
/* Fragment Shader */
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
(uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize,
256
);
return (Refresh_GraphicsPipeline*) pipeline;
}
/* Resource Creation */
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_Driver_ShaderModuleCreateInfo *shaderModuleCreateInfo
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11ShaderModule* shaderModule;
Refresh_Driver_ShaderType shaderType = shaderModuleCreateInfo->type;
const char *profileNames[] = { "vs_5_0", "ps_5_0", "cs_5_0" };
ID3D10Blob *blob, *errorBlob;
ID3D11DeviceChild *shader = NULL;
HRESULT res;
/* Compile HLSL to DXBC */
res = renderer->D3DCompileFunc(
shaderModuleCreateInfo->byteCode,
shaderModuleCreateInfo->codeSize,
NULL,
NULL,
NULL,
"main", /* API FIXME: Intentionally ignoring entryPointName because it MUST be "main" anyway */
profileNames[shaderType],
0,
0,
&blob,
&errorBlob
);
if (FAILED(res))
{
Refresh_LogError(
"D3DCompile Error (%s): %s",
profileNames[shaderType],
ID3D10Blob_GetBufferPointer(errorBlob)
);
ID3D10Blob_Release(errorBlob);
return NULL;
}
/* Actually create the shader */
if (shaderType == REFRESH_DRIVER_SHADERTYPE_VERTEX)
{
res = ID3D11Device_CreateVertexShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
NULL,
(ID3D11VertexShader**) &shader
);
if (FAILED(res))
{
D3D11_INTERNAL_LogError(renderer->device, "Could not compile vertex shader", res);
ID3D10Blob_Release(blob);
return NULL;
}
}
else if (shaderType == REFRESH_DRIVER_SHADERTYPE_FRAGMENT)
{
res = ID3D11Device_CreatePixelShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
NULL,
(ID3D11PixelShader**) &shader
);
if (FAILED(res))
{
D3D11_INTERNAL_LogError(renderer->device, "Could not compile pixel shader", res);
ID3D10Blob_Release(blob);
return NULL;
}
}
else if (shaderType == REFRESH_DRIVER_SHADERTYPE_COMPUTE)
{
res = ID3D11Device_CreateComputeShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
NULL,
(ID3D11ComputeShader**) &shader
);
if (FAILED(res))
{
D3D11_INTERNAL_LogError(renderer->device, "Could not compile compute shader", res);
ID3D10Blob_Release(blob);
return NULL;
}
}
/* Allocate and set up the shader module */
shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
shaderModule->shader = shader;
shaderModule->blob = blob;
return (Refresh_ShaderModule*) shaderModule;
}
static Refresh_Texture* D3D11_CreateTexture(
Refresh_Renderer *driverData,
Refresh_TextureCreateInfo *textureCreateInfo
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
uint8_t isColorTarget, isDepthStencil, isSampler, isCompute, isMultisample;
DXGI_FORMAT format;
ID3D11Resource *textureHandle;
ID3D11Resource *msaaHandle = NULL;
ID3D11ShaderResourceView *srv = NULL;
D3D11Texture *d3d11Texture;
HRESULT res;
isColorTarget = 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;
isMultisample = textureCreateInfo->sampleCount > 1;
format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
if (isDepthStencil)
{
format = D3D11_INTERNAL_GetTypelessFormat(format);
}
if (textureCreateInfo->depth <= 1)
{
D3D11_TEXTURE2D_DESC desc2D;
desc2D.BindFlags = 0;
if (isSampler)
{
desc2D.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (isCompute)
{
desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (isColorTarget)
{
desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET;
}
if (isDepthStencil)
{
desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
}
desc2D.Width = textureCreateInfo->width;
desc2D.Height = textureCreateInfo->height;
desc2D.ArraySize = textureCreateInfo->isCube ? 6 : textureCreateInfo->layerCount;
desc2D.CPUAccessFlags = 0;
desc2D.Format = format;
desc2D.MipLevels = textureCreateInfo->levelCount;
desc2D.MiscFlags = textureCreateInfo->isCube ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0;
desc2D.SampleDesc.Count = 1;
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 = D3D11_INTERNAL_GetSampleableFormat(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.BindFlags = 0;
if (isSampler)
{
desc3D.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (isCompute)
{
desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (isColorTarget)
{
desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET;
}
desc3D.Width = textureCreateInfo->width;
desc3D.Height = textureCreateInfo->height;
desc3D.Depth = textureCreateInfo->depth;
desc3D.CPUAccessFlags = 0;
desc3D.Format = 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 = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MipLevels = desc3D.MipLevels;
srvDesc.Texture3D.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 3D texture", res);
return NULL;
}
}
}
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->layerCount = textureCreateInfo->layerCount;
d3d11Texture->isCube = textureCreateInfo->isCube;
d3d11Texture->isRenderTarget = isColorTarget | isDepthStencil;
d3d11Texture->shaderView = srv;
d3d11Texture->subresources = SDL_malloc(
d3d11Texture->levelCount * d3d11Texture->layerCount * sizeof(D3D11TextureSubresource)
);
for (uint32_t layerIndex = 0; layerIndex < d3d11Texture->layerCount; layerIndex += 1)
{
for (uint32_t levelIndex = 0; levelIndex < d3d11Texture->levelCount; levelIndex += 1)
{
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
levelIndex,
layerIndex,
d3d11Texture->levelCount
);
d3d11Texture->subresources[subresourceIndex].colorTargetView = NULL;
d3d11Texture->subresources[subresourceIndex].depthStencilTargetView = NULL;
d3d11Texture->subresources[subresourceIndex].uav = NULL;
d3d11Texture->subresources[subresourceIndex].msaaHandle = NULL;
d3d11Texture->subresources[subresourceIndex].layer = layerIndex;
d3d11Texture->subresources[subresourceIndex].level = levelIndex;
if (isMultisample)
{
D3D11_TEXTURE2D_DESC desc2D;
desc2D.MiscFlags = 0;
desc2D.MipLevels = 1;
desc2D.ArraySize = 1;
desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
desc2D.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
res = ID3D11Device_CreateTexture2D(
renderer->device,
&desc2D,
NULL,
(ID3D11Texture2D**) &d3d11Texture->subresources[subresourceIndex].msaaHandle
);
ERROR_CHECK_RETURN("Could not create MSAA texture!", NULL);
}
if (d3d11Texture->isRenderTarget)
{
if (isDepthStencil)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = RefreshToD3D11_TextureFormat[d3d11Texture->format];
dsvDesc.Flags = 0;
if (isMultisample)
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
}
else
{
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateDepthStencilView(
renderer->device,
isMultisample ? d3d11Texture->subresources[subresourceIndex].msaaHandle : d3d11Texture->handle,
&dsvDesc,
&d3d11Texture->subresources[subresourceIndex].depthStencilTargetView
);
ERROR_CHECK_RETURN("Could not create DSV!", NULL);
}
else
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = RefreshToD3D11_TextureFormat[d3d11Texture->format];
if (d3d11Texture->layerCount > 1)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = levelIndex;
rtvDesc.Texture2DArray.FirstArraySlice = layerIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
}
else if (d3d11Texture->depth > 1)
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = levelIndex;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = d3d11Texture->depth;
}
else
{
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateRenderTargetView(
renderer->device,
d3d11Texture->handle,
&rtvDesc,
&d3d11Texture->subresources[subresourceIndex].colorTargetView
);
ERROR_CHECK_RETURN("Could not create RTV!", NULL);
}
}
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
if (d3d11Texture->layerCount > 1)
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = levelIndex;
uavDesc.Texture2DArray.FirstArraySlice = layerIndex;
uavDesc.Texture2DArray.ArraySize = 1;
}
else if (d3d11Texture->depth > 1)
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.MipSlice = levelIndex;
uavDesc.Texture3D.FirstWSlice = 0;
uavDesc.Texture3D.WSize = d3d11Texture->layerCount;
}
else
{
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = levelIndex;
}
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
d3d11Texture->handle,
&uavDesc,
&d3d11Texture->subresources[subresourceIndex].uav
);
ERROR_CHECK_RETURN("Could not create UAV!", NULL);
}
}
}
return (Refresh_Texture*) d3d11Texture;
}
static Refresh_GpuBuffer* D3D11_CreateGpuBuffer(
Refresh_Renderer *driverData,
Refresh_BufferUsageFlags usageFlags,
uint32_t sizeInBytes
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11_BUFFER_DESC bufferDesc;
ID3D11Buffer *bufferHandle;
ID3D11UnorderedAccessView *uav = NULL;
D3D11Buffer *d3d11Buffer;
HRESULT res;
bufferDesc.BindFlags = 0;
if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
{
bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
{
bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
}
if ((usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT) || (usageFlags & REFRESH_BUFFERUSAGE_INDIRECT_BIT))
{
bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
bufferDesc.ByteWidth = sizeInBytes;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.StructureByteStride = 0;
bufferDesc.MiscFlags = 0;
if (usageFlags & REFRESH_BUFFERUSAGE_INDIRECT_BIT)
{
bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
}
if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
{
bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
}
res = ID3D11Device_CreateBuffer(
renderer->device,
&bufferDesc,
NULL,
&bufferHandle
);
ERROR_CHECK_RETURN("Could not create buffer", NULL);
/* Create a UAV for the buffer */
if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
uavDesc.Buffer.NumElements = sizeInBytes / sizeof(uint32_t);
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
(ID3D11Resource*) bufferHandle,
&uavDesc,
&uav
);
if (FAILED(res))
{
ID3D11Buffer_Release(bufferHandle);
ERROR_CHECK_RETURN("Could not create UAV for buffer!", NULL);
}
}
d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
d3d11Buffer->handle = bufferHandle;
d3d11Buffer->size = sizeInBytes;
d3d11Buffer->uav = uav;
return (Refresh_GpuBuffer*) d3d11Buffer;
}
static void D3D11_INTERNAL_TrackTransferBuffer(
D3D11CommandBuffer *commandBuffer,
D3D11TransferBuffer *buffer
) {
EXPAND_ARRAY_IF_NEEDED(
commandBuffer->usedTransferBuffers,
D3D11TransferBuffer*,
commandBuffer->usedTransferBufferCount + 1,
commandBuffer->usedTransferBufferCapacity,
commandBuffer->boundUniformBufferCapacity * 2
);
SDL_AtomicIncRef(&buffer->referenceCount);
commandBuffer->usedTransferBuffers[
commandBuffer->usedTransferBufferCount
] = buffer;
commandBuffer->usedTransferBufferCount += 1;
}
static D3D11TransferBuffer* D3D11_INTERNAL_CreateTransferBuffer(
D3D11Renderer *renderer,
uint32_t sizeInBytes
) {
D3D11TransferBuffer *transferBuffer = (D3D11TransferBuffer*) SDL_malloc(sizeof(D3D11TransferBuffer));
transferBuffer->data = (uint8_t*) SDL_malloc(sizeInBytes);
transferBuffer->size = sizeInBytes;
SDL_AtomicSet(&transferBuffer->referenceCount, 0);
return transferBuffer;
}
/* This actually returns a container handle so we can rotate buffers on Discard. */
static Refresh_TransferBuffer* D3D11_CreateTransferBuffer(
Refresh_Renderer *driverData,
uint32_t sizeInBytes
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) SDL_malloc(sizeof(D3D11TransferBufferContainer));
D3D11TransferBuffer *transferBuffer = D3D11_INTERNAL_CreateTransferBuffer(renderer, sizeInBytes);
container->activeBuffer = transferBuffer;
container->bufferCapacity = 1;
container->bufferCount = 1;
container->buffers = SDL_malloc(
container->bufferCapacity * sizeof(D3D11TransferBuffer)
);
container->buffers[0] = transferBuffer;
return (Refresh_TransferBuffer*) container;
}
/* TransferBuffer Data */
static void D3D11_INTERNAL_DiscardActiveTransferBuffer(
D3D11Renderer *renderer,
D3D11TransferBufferContainer *container
) {
for (uint32_t i = 0; i < container->bufferCount; i += 1)
{
if (SDL_AtomicGet(&container->buffers[i]->referenceCount) == 0)
{
container->activeBuffer = container->buffers[i];
return;
}
}
container->activeBuffer = D3D11_INTERNAL_CreateTransferBuffer(
renderer,
container->activeBuffer->size
);
EXPAND_ARRAY_IF_NEEDED(
container->buffers,
D3D11TransferBuffer*,
container->bufferCount + 1,
container->bufferCapacity,
container->bufferCapacity * 2
);
container->buffers[
container->bufferCapacity
] = container->activeBuffer;
container->bufferCount += 1;
}
static void D3D11_SetTransferData(
Refresh_Renderer *driverData,
void* data,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferCopy *copyParams,
Refresh_TransferOptions transferOption
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *buffer = container->activeBuffer;
/* Rotate the transfer buffer if necessary */
if (
transferOption == REFRESH_TRANSFEROPTIONS_SAFEDISCARD &&
SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0
) {
D3D11_INTERNAL_DiscardActiveTransferBuffer(
renderer,
container
);
buffer = container->activeBuffer;
}
SDL_memcpy(
(uint8_t*) buffer->data + copyParams->dstOffset,
((uint8_t*) data) + copyParams->srcOffset,
copyParams->size
);
}
static void D3D11_GetTransferData(
Refresh_Renderer *driverData,
Refresh_TransferBuffer *transferBuffer,
void* data,
Refresh_BufferCopy *copyParams
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *buffer = container->activeBuffer;
SDL_memcpy(
((uint8_t*) data) + copyParams->dstOffset,
(uint8_t*) buffer->data + copyParams->srcOffset,
copyParams->size
);
}
/* Copy Pass */
static void D3D11_BeginCopyPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
/* no-op */
}
static void D3D11_UploadToTexture(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TransferBuffer *transferBuffer,
Refresh_TextureRegion *textureRegion,
Refresh_BufferImageCopy *copyParams,
Refresh_WriteOptions writeOption
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
D3D11Texture *d3d11Texture = (D3D11Texture*) textureRegion->textureSlice.texture;
uint32_t bufferStride = copyParams->bufferStride;
uint32_t bufferImageHeight = copyParams->bufferImageHeight;
int32_t w = textureRegion->w;
int32_t h = textureRegion->h;
int32_t blockSize = Texture_GetBlockSize(d3d11Texture->format);
if (blockSize > 1)
{
w = (w + blockSize - 1) & ~(blockSize - 1);
h = (h + blockSize - 1) & ~(blockSize - 1);
}
if (bufferStride == 0)
{
bufferStride = BytesPerRow(w, d3d11Texture->format);
}
if (bufferImageHeight == 0)
{
bufferImageHeight = h;
}
D3D11_BOX dstBox;
dstBox.left = textureRegion->x;
dstBox.top = textureRegion->y;
dstBox.front = textureRegion->z;
dstBox.right = textureRegion->x + w;
dstBox.bottom = textureRegion->y + h;
dstBox.back = textureRegion->z + 1;
ID3D11DeviceContext1_UpdateSubresource1(
d3d11CommandBuffer->context,
d3d11Texture->handle,
D3D11_INTERNAL_CalcSubresource(
textureRegion->textureSlice.mipLevel,
textureRegion->textureSlice.layer,
1
),
&dstBox,
(uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset,
bufferStride,
bufferStride * bufferImageHeight,
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
);
D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer);
}
static void D3D11_UploadToBuffer(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TransferBuffer *transferBuffer,
Refresh_GpuBuffer *gpuBuffer,
Refresh_BufferCopy *copyParams,
Refresh_WriteOptions writeOption
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
D3D11_BOX dstBox = { copyParams->dstOffset, 0, 0, copyParams->dstOffset + copyParams->size, 1, 1 };
ID3D11DeviceContext1_UpdateSubresource1(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
0,
&dstBox,
d3d11TransferBuffer->data + copyParams->srcOffset,
0,
0,
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
);
D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer);
}
static void D3D11_DownloadFromTexture(
Refresh_Renderer *driverData,
Refresh_TextureRegion *textureRegion,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferImageCopy *copyParams,
Refresh_TransferOptions transferOption
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
D3D11Texture *d3d11Texture = (D3D11Texture*) textureRegion->textureSlice.texture;
D3D11_TEXTURE2D_DESC stagingDesc;
ID3D11Resource *stagingTexture;
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
textureRegion->textureSlice.mipLevel,
textureRegion->textureSlice.layer,
d3d11Texture->levelCount
);
int32_t formatSize = Texture_GetFormatSize(d3d11Texture->format);
uint32_t bufferStride = copyParams->bufferStride;
uint32_t bufferImageHeight = copyParams->bufferImageHeight;
D3D11_BOX srcBox = {textureRegion->x, textureRegion->y, textureRegion->z, textureRegion->x + textureRegion->w, textureRegion->y + textureRegion->h, 1};
D3D11_MAPPED_SUBRESOURCE subresource;
HRESULT res;
/* Rotate the transfer buffer if necessary */
if (
transferOption == REFRESH_TRANSFEROPTIONS_SAFEDISCARD &&
SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0
) {
D3D11_INTERNAL_DiscardActiveTransferBuffer(
renderer,
container
);
d3d11TransferBuffer = container->activeBuffer;
}
stagingDesc.Width = textureRegion->w;
stagingDesc.Height = textureRegion->h;
stagingDesc.MipLevels = 1;
stagingDesc.ArraySize = 1;
stagingDesc.Format = RefreshToD3D11_TextureFormat[d3d11Texture->format];
stagingDesc.SampleDesc.Count = 1;
stagingDesc.SampleDesc.Quality = 0;
stagingDesc.Usage = D3D11_USAGE_STAGING;
stagingDesc.BindFlags = 0;
stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingDesc.MiscFlags = 0;
res = ID3D11Device_CreateTexture2D(
renderer->device,
&stagingDesc,
NULL,
(ID3D11Texture2D**) &stagingTexture
);
ERROR_CHECK_RETURN("Staging texture creation failed",)
/* Readback is only possible on CPU timeline in D3D11 */
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_CopySubresourceRegion(
renderer->immediateContext,
stagingTexture,
0,
0,
0,
0,
d3d11Texture->handle,
subresourceIndex,
&srcBox
);
/* Read from the staging texture */
res = ID3D11DeviceContext_Map(
renderer->immediateContext,
stagingTexture,
subresourceIndex,
D3D11_MAP_READ,
0,
&subresource
);
ERROR_CHECK_RETURN("Could not map texture for reading",)
if (bufferStride == 0)
{
bufferStride = BytesPerRow(textureRegion->w, d3d11Texture->format);
}
if (bufferImageHeight == 0)
{
bufferImageHeight = textureRegion->h;
}
uint8_t* dataPtr = (uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset;
for (uint32_t row = textureRegion->y; row < copyParams->bufferImageHeight; row += 1)
{
SDL_memcpy(
dataPtr,
(uint8_t*) subresource.pData + (row * bufferStride) + (textureRegion->x * formatSize),
textureRegion->w * formatSize
);
}
ID3D11DeviceContext1_Unmap(
renderer->immediateContext,
stagingTexture,
0
);
SDL_UnlockMutex(renderer->contextLock);
/* Clean up the staging texture */
ID3D11Texture2D_Release(stagingTexture);
}
static void D3D11_DownloadFromBuffer(
Refresh_Renderer *driverData,
Refresh_GpuBuffer *gpuBuffer,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferCopy *copyParams,
Refresh_TransferOptions transferOption
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
D3D11_BOX srcBox = { copyParams->srcOffset, 0, 0, copyParams->size, 1, 1 };
ID3D11Resource *stagingBuffer;
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
D3D11_BUFFER_DESC stagingBufferDesc;
HRESULT res;
/* Rotate the transfer buffer if necessary */
if (
transferOption == REFRESH_TRANSFEROPTIONS_SAFEDISCARD &&
SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0
) {
D3D11_INTERNAL_DiscardActiveTransferBuffer(
renderer,
container
);
d3d11TransferBuffer = container->activeBuffer;
}
/* Create staging buffer */
stagingBufferDesc.ByteWidth = copyParams->size;
stagingBufferDesc.Usage = D3D11_USAGE_STAGING;
stagingBufferDesc.BindFlags = 0;
stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingBufferDesc.MiscFlags = 0;
stagingBufferDesc.StructureByteStride = 0;
res = ID3D11Device_CreateBuffer(
renderer->device,
&stagingBufferDesc,
NULL,
(ID3D11Buffer**) &stagingBuffer
);
ERROR_CHECK_RETURN("Could not create staging buffer for readback", );
/* Readback is only possible on CPU timeline in D3D11 */
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_CopySubresourceRegion(
renderer->immediateContext,
(ID3D11Resource*) stagingBuffer,
0,
0,
0,
0,
(ID3D11Resource*) d3d11Buffer->handle,
0,
&srcBox
);
/* Read from the staging buffer */
res = ID3D11DeviceContext_Map(
renderer->immediateContext,
stagingBuffer,
0,
D3D11_MAP_READ,
0,
&mappedSubresource
);
if (FAILED(res))
{
D3D11_INTERNAL_LogError(
renderer->device,
"Failed to map staging buffer for read!",
res
);
ID3D11Buffer_Release(stagingBuffer);
return;
}
SDL_memcpy(
d3d11TransferBuffer->data + copyParams->dstOffset,
mappedSubresource.pData,
copyParams->size
);
ID3D11DeviceContext1_Unmap(
renderer->immediateContext,
stagingBuffer,
0
);
SDL_UnlockMutex(renderer->contextLock);
/* Clean up the staging buffer */
ID3D11Buffer_Release(stagingBuffer);
}
static void D3D11_CopyTextureToTexture(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureRegion *source,
Refresh_TextureRegion *destination,
Refresh_WriteOptions writeOption
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Texture *srcTexture = (D3D11Texture*) source->textureSlice.texture;
uint32_t srcSubresourceIndex = D3D11_INTERNAL_CalcSubresource(
source->textureSlice.mipLevel,
source->textureSlice.layer,
srcTexture->levelCount
);
D3D11Texture *dstTexture = (D3D11Texture*) destination->textureSlice.texture;
uint32_t dstSubresourceIndex = D3D11_INTERNAL_CalcSubresource(
destination->textureSlice.mipLevel,
destination->textureSlice.layer,
dstTexture->levelCount
);
D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->w, 1 };
ID3D11DeviceContext1_CopySubresourceRegion1(
d3d11CommandBuffer->context,
dstTexture->handle,
dstSubresourceIndex,
destination->x,
destination->y,
destination->z,
srcTexture->handle,
srcSubresourceIndex,
&srcBox,
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
);
}
static void D3D11_CopyBufferToBuffer(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_GpuBuffer *source,
Refresh_GpuBuffer *destination,
Refresh_BufferCopy *copyParams,
Refresh_WriteOptions writeOption
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *srcBuffer = (D3D11Buffer*) source;
D3D11Buffer *dstBuffer = (D3D11Buffer*) destination;
D3D11_BOX srcBox = { copyParams->srcOffset, 0, 0, copyParams->srcOffset + copyParams->size, 1, 1 };
ID3D11DeviceContext1_CopySubresourceRegion1(
d3d11CommandBuffer->context,
(ID3D11Resource*) dstBuffer->handle,
0,
copyParams->dstOffset,
0,
0,
(ID3D11Resource*) srcBuffer->handle,
0,
&srcBox,
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
);
}
static void D3D11_GenerateMipmaps(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture *texture
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Texture *d3d11Texture = (D3D11Texture*) texture;
ID3D11DeviceContext1_GenerateMips(
d3d11CommandBuffer->context,
d3d11Texture->shaderView
);
}
static void D3D11_EndCopyPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
/* no-op */
}
/* Uniforms */
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
D3D11Renderer *renderer
) {
D3D11_BUFFER_DESC bufferDesc;
ID3D11Buffer *bufferHandle;
D3D11UniformBuffer *uniformBuffer;
HRESULT res;
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;
res = ID3D11Device_CreateBuffer(
renderer->device,
&bufferDesc,
NULL,
&bufferHandle
);
ERROR_CHECK_RETURN("Failed to create uniform buffer", 0);
uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
uniformBuffer->offset = 0;
uniformBuffer->drawOffset = 0;
uniformBuffer->hasDiscarded = 0;
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
uniformBuffer->d3d11Buffer->handle = bufferHandle;
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
uniformBuffer->d3d11Buffer->uav = NULL;
/* 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 uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer **uniformBufferToBind,
uint64_t blockSize
) {
D3D11UniformBuffer *uniformBuffer;
/* Acquire a uniform buffer from the pool */
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 0;
}
}
uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1];
renderer->availableUniformBufferCount -= 1;
SDL_UnlockMutex(renderer->uniformBufferLock);
/* Reset the uniform buffer */
uniformBuffer->hasDiscarded = 0;
uniformBuffer->offset = 0;
uniformBuffer->drawOffset = 0;
/* Bind the uniform buffer to the command buffer */
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;
*uniformBufferToBind = uniformBuffer;
return 1;
}
static void D3D11_INTERNAL_SetUniformBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer *uniformBuffer,
void* data,
uint32_t dataLength
) {
D3D11_MAPPED_SUBRESOURCE subres;
HRESULT res = ID3D11DeviceContext_Map(
commandBuffer->context,
(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
0,
uniformBuffer->hasDiscarded ? 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 + uniformBuffer->offset,
data,
dataLength
);
ID3D11DeviceContext_Unmap(
commandBuffer->context,
(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
0
);
uniformBuffer->hasDiscarded = 1;
}
static void 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;
if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->vertexUniformBuffer,
graphicsPipeline->vertexUniformBlockSize
);
}
d3d11CommandBuffer->vertexUniformBuffer->drawOffset = d3d11CommandBuffer->vertexUniformBuffer->offset;
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer,
data,
dataLengthInBytes
);
d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
}
static void 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;
if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
graphicsPipeline->fragmentUniformBlockSize
);
}
d3d11CommandBuffer->fragmentUniformBuffer->drawOffset = d3d11CommandBuffer->fragmentUniformBuffer->offset;
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer,
data,
dataLengthInBytes
);
d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
}
static void D3D11_PushComputeShaderUniforms(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *data,
uint32_t dataLengthInBytes
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11ComputePipeline *computePipeline = d3d11CommandBuffer->computePipeline;
if (d3d11CommandBuffer->computeUniformBuffer->offset + computePipeline->computeUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->computeUniformBuffer,
computePipeline->computeUniformBlockSize
);
}
d3d11CommandBuffer->computeUniformBuffer->drawOffset = d3d11CommandBuffer->computeUniformBuffer->offset;
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->computeUniformBuffer,
data,
dataLengthInBytes
);
d3d11CommandBuffer->computeUniformBuffer->offset +=
(uint32_t) computePipeline->computeUniformBlockSize;
}
/* Samplers */
static void D3D11_BindVertexSamplers(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSamplerBinding *pBindings
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11ShaderResourceView* srvs[MAX_VERTEXTEXTURE_SAMPLERS];
ID3D11SamplerState* d3d11Samplers[MAX_VERTEXTEXTURE_SAMPLERS];
int32_t numVertexSamplers = d3d11CommandBuffer->graphicsPipeline->numVertexSamplers;
for (int32_t i = 0; i < numVertexSamplers; i += 1)
{
srvs[i] = ((D3D11Texture*) pBindings[i].texture)->shaderView;
d3d11Samplers[i] = ((D3D11Sampler*) pBindings[i].sampler)->handle;
}
ID3D11DeviceContext_VSSetShaderResources(
d3d11CommandBuffer->context,
0,
numVertexSamplers,
srvs
);
ID3D11DeviceContext_VSSetSamplers(
d3d11CommandBuffer->context,
0,
numVertexSamplers,
d3d11Samplers
);
}
static void D3D11_BindFragmentSamplers(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSamplerBinding *pBindings
) {
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*) pBindings[i].texture)->shaderView;
d3d11Samplers[i] = ((D3D11Sampler*) pBindings[i].sampler)->handle;
}
ID3D11DeviceContext_PSSetShaderResources(
d3d11CommandBuffer->context,
0,
numFragmentSamplers,
srvs
);
ID3D11DeviceContext_PSSetSamplers(
d3d11CommandBuffer->context,
0,
numFragmentSamplers,
d3d11Samplers
);
}
/* Disposal */
static void D3D11_QueueDestroyTexture(
Refresh_Renderer *driverData,
Refresh_Texture *texture
) {
D3D11Texture *d3d11Texture = (D3D11Texture*) texture;
if (d3d11Texture->shaderView)
{
ID3D11ShaderResourceView_Release(d3d11Texture->shaderView);
}
for (uint32_t layerIndex = 0; layerIndex < d3d11Texture->layerCount; layerIndex += 1)
{
for (uint32_t levelIndex = 0; levelIndex < d3d11Texture->levelCount; levelIndex += 1)
{
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
levelIndex,
layerIndex,
d3d11Texture->levelCount
);
if (d3d11Texture->subresources[subresourceIndex].msaaHandle != NULL)
{
ID3D11Resource_Release(d3d11Texture->subresources[subresourceIndex].msaaHandle);
}
if (d3d11Texture->subresources[subresourceIndex].colorTargetView != NULL)
{
ID3D11RenderTargetView_Release(d3d11Texture->subresources[subresourceIndex].colorTargetView);
}
if (d3d11Texture->subresources[subresourceIndex].depthStencilTargetView != NULL)
{
ID3D11DepthStencilView_Release(d3d11Texture->subresources[subresourceIndex].depthStencilTargetView);
}
if (d3d11Texture->subresources[subresourceIndex].uav != NULL)
{
ID3D11UnorderedAccessView_Release(d3d11Texture->subresources[subresourceIndex].uav);
}
}
}
SDL_free(d3d11Texture->subresources);
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_QueueDestroyGpuBuffer(
Refresh_Renderer *driverData,
Refresh_GpuBuffer *gpuBuffer
) {
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
if (d3d11Buffer->uav)
{
ID3D11UnorderedAccessView_Release(d3d11Buffer->uav);
}
ID3D11Buffer_Release(d3d11Buffer->handle);
SDL_free(d3d11Buffer);
}
static void D3D11_QueueDestroyTransferBuffer(
Refresh_Renderer *driverData,
Refresh_TransferBuffer *transferBuffer
) {
D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
for (uint32_t i = 0; i < container->bufferCount; i += 1)
{
SDL_free(container->buffers[i]);
}
SDL_free(container->buffers);
}
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);
}
static void D3D11_QueueDestroyComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
) {
D3D11ComputePipeline *d3d11ComputePipeline = (D3D11ComputePipeline*) computePipeline;
SDL_free(d3d11ComputePipeline);
}
static void D3D11_QueueDestroyGraphicsPipeline(
Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
ID3D11BlendState_Release(d3d11GraphicsPipeline->colorAttachmentBlendState);
ID3D11DepthStencilState_Release(d3d11GraphicsPipeline->depthStencilState);
ID3D11RasterizerState_Release(d3d11GraphicsPipeline->rasterizerState);
if (d3d11GraphicsPipeline->inputLayout)
{
ID3D11InputLayout_Release(d3d11GraphicsPipeline->inputLayout);
}
if (d3d11GraphicsPipeline->vertexStrides)
{
SDL_free(d3d11GraphicsPipeline->vertexStrides);
}
SDL_free(d3d11GraphicsPipeline);
}
/* Graphics State */
static void D3D11_INTERNAL_AllocateCommandBuffers(
D3D11Renderer *renderer,
uint32_t allocateCount
) {
D3D11CommandBuffer *commandBuffer;
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");
/* Bound Uniform Buffers */
commandBuffer->boundUniformBufferCapacity = 16;
commandBuffer->boundUniformBufferCount = 0;
commandBuffer->boundUniformBuffers = SDL_malloc(
commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
);
/* Reference Counting */
commandBuffer->usedTransferBufferCapacity = 4;
commandBuffer->usedTransferBufferCount = 0;
commandBuffer->usedTransferBuffers = SDL_malloc(
commandBuffer->usedTransferBufferCapacity * sizeof(D3D11TransferBuffer*)
);
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 uint8_t D3D11_INTERNAL_CreateFence(
D3D11Renderer *renderer
) {
D3D11_QUERY_DESC queryDesc;
ID3D11Query *queryHandle;
D3D11Fence* fence;
HRESULT res;
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
res = ID3D11Device_CreateQuery(
renderer->device,
&queryDesc,
&queryHandle
);
ERROR_CHECK_RETURN("Could not create query", 0);
fence = SDL_malloc(sizeof(D3D11Fence));
fence->handle = queryHandle;
/* Add it to the available pool */
if (renderer->availableFenceCount >= renderer->availableFenceCapacity)
{
renderer->availableFenceCapacity *= 2;
renderer->availableFences = SDL_realloc(
renderer->availableFences,
sizeof(D3D11Fence*) * renderer->availableFenceCapacity
);
}
renderer->availableFences[renderer->availableFenceCount] = fence;
renderer->availableFenceCount += 1;
return 1;
}
static uint8_t D3D11_INTERNAL_AcquireFence(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer
) {
D3D11Fence *fence;
/* Acquire a fence from the pool */
SDL_LockMutex(renderer->fenceLock);
if (renderer->availableFenceCount == 0)
{
if (!D3D11_INTERNAL_CreateFence(renderer))
{
SDL_UnlockMutex(renderer->fenceLock);
Refresh_LogError("Failed to create fence!");
return 0;
}
}
fence = renderer->availableFences[renderer->availableFenceCount - 1];
renderer->availableFenceCount -= 1;
SDL_UnlockMutex(renderer->fenceLock);
/* Associate the fence with the command buffer */
commandBuffer->fence = fence;
return 1;
}
static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
Refresh_Renderer *driverData
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer;
SDL_LockMutex(renderer->acquireCommandBufferLock);
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
commandBuffer->windowData = NULL;
commandBuffer->graphicsPipeline = NULL;
commandBuffer->computePipeline = NULL;
commandBuffer->vertexUniformBuffer = NULL;
commandBuffer->fragmentUniformBuffer = NULL;
commandBuffer->computeUniformBuffer = NULL;
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
commandBuffer->colorTargetResolveTexture[i] = NULL;
commandBuffer->colorTargetResolveSubresourceIndex[i] = 0;
commandBuffer->colorTargetMsaaHandle[i] = NULL;
}
D3D11_INTERNAL_AcquireFence(renderer, commandBuffer);
commandBuffer->autoReleaseFence = 1;
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;
ID3D11RenderTargetView* rtvs[MAX_COLOR_TARGET_BINDINGS];
ID3D11DepthStencilView *dsv = NULL;
uint32_t vpWidth = UINT_MAX;
uint32_t vpHeight = UINT_MAX;
D3D11_VIEWPORT viewport;
D3D11_RECT scissorRect;
/* Clear the bound targets for the current command buffer */
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
d3d11CommandBuffer->colorTargetResolveTexture[i] = NULL;
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i] = 0;
d3d11CommandBuffer->colorTargetMsaaHandle[i] = NULL;
}
/* Set up the new color target bindings */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
{
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].textureSlice.texture;
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
colorAttachmentInfos[i].textureSlice.mipLevel,
colorAttachmentInfos[i].textureSlice.layer,
texture->levelCount
);
rtvs[i] = texture->subresources[subresourceIndex].colorTargetView;
if (texture->subresources[subresourceIndex].msaaHandle != NULL)
{
d3d11CommandBuffer->colorTargetResolveTexture[i] = texture;
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i] = subresourceIndex;
d3d11CommandBuffer->colorTargetMsaaHandle[i] = texture->subresources[subresourceIndex].msaaHandle;
}
}
/* Get the DSV for the depth stencil attachment, if applicable */
if (depthStencilAttachmentInfo != NULL)
{
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->textureSlice.texture;
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
depthStencilAttachmentInfo->textureSlice.mipLevel,
depthStencilAttachmentInfo->textureSlice.layer,
texture->levelCount
);
dsv = texture->subresources[subresourceIndex].depthStencilTargetView;
}
/* Actually set the RTs */
ID3D11DeviceContext_OMSetRenderTargets(
d3d11CommandBuffer->context,
colorAttachmentCount,
rtvs,
dsv
);
/* Perform load ops on the RTs */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
{
if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
{
float clearColors[] =
{
colorAttachmentInfos[i].clearColor.x,
colorAttachmentInfos[i].clearColor.y,
colorAttachmentInfos[i].clearColor.z,
colorAttachmentInfos[i].clearColor.w
};
ID3D11DeviceContext_ClearRenderTargetView(
d3d11CommandBuffer->context,
rtvs[i],
clearColors
);
}
}
if (depthStencilAttachmentInfo != NULL)
{
D3D11_CLEAR_FLAG 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,
dsv,
dsClearFlags,
depthStencilAttachmentInfo->depthStencilClearValue.depth,
(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
);
}
}
/* The viewport cannot be larger than the smallest attachment. */
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
{
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].textureSlice.texture;
uint32_t w = texture->width >> colorAttachmentInfos[i].textureSlice.mipLevel;
uint32_t h = texture->height >> colorAttachmentInfos[i].textureSlice.mipLevel;
if (w < vpWidth)
{
vpWidth = w;
}
if (h < vpHeight)
{
vpHeight = h;
}
}
if (depthStencilAttachmentInfo != NULL)
{
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->textureSlice.texture;
uint32_t w = texture->width >> depthStencilAttachmentInfo->textureSlice.mipLevel;
uint32_t h = texture->height >> depthStencilAttachmentInfo->textureSlice.mipLevel;
if (w < vpWidth)
{
vpWidth = w;
}
if (h < vpHeight)
{
vpHeight = h;
}
}
/* Set default viewport and scissor state */
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (FLOAT) vpWidth;
viewport.Height = (FLOAT) vpHeight;
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;
d3d11CommandBuffer->vertexUniformBuffer = NULL;
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
d3d11CommandBuffer->computeUniformBuffer = NULL;
/* Resolve MSAA color render targets */
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
if (d3d11CommandBuffer->colorTargetMsaaHandle[i] != NULL)
{
ID3D11DeviceContext_ResolveSubresource(
d3d11CommandBuffer->context,
d3d11CommandBuffer->colorTargetResolveTexture[i]->handle,
d3d11CommandBuffer->colorTargetResolveSubresourceIndex[i],
d3d11CommandBuffer->colorTargetMsaaHandle[i],
0,
RefreshToD3D11_TextureFormat[d3d11CommandBuffer->colorTargetResolveTexture[i]->format]
);
}
}
}
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 (pipeline->vertexUniformBlockSize == 0)
{
d3d11CommandBuffer->vertexUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->vertexUniformBuffer,
pipeline->vertexUniformBlockSize
);
}
if (pipeline->fragmentUniformBlockSize == 0)
{
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
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_BufferBinding *pBindings
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11Buffer *bufferHandles[MAX_BUFFER_BINDINGS];
UINT bufferOffsets[MAX_BUFFER_BINDINGS];
for (uint32_t i = 0; i < bindingCount; i += 1)
{
bufferHandles[i] = ((D3D11Buffer*) pBindings[i].gpuBuffer)->handle;
bufferOffsets[i] = pBindings[i].offset;
}
ID3D11DeviceContext_IASetVertexBuffers(
d3d11CommandBuffer->context,
firstBinding,
bindingCount,
bufferHandles,
&d3d11CommandBuffer->graphicsPipeline->vertexStrides[firstBinding],
bufferOffsets
);
}
static void D3D11_BindIndexBuffer(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_BufferBinding *pBinding,
Refresh_IndexElementSize indexElementSize
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) pBinding->gpuBuffer;
ID3D11DeviceContext_IASetIndexBuffer(
d3d11CommandBuffer->context,
d3d11Buffer->handle,
RefreshToD3D11_IndexType[indexElementSize],
(UINT) pBinding->offset
);
}
/* Compute State */
static void D3D11_BeginComputePass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
/* no-op */
}
static void D3D11_BindComputePipeline(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputePipeline *computePipeline
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11ComputePipeline *pipeline = (D3D11ComputePipeline*) computePipeline;
d3d11CommandBuffer->computePipeline = pipeline;
if (pipeline->computeUniformBlockSize == 0)
{
d3d11CommandBuffer->computeUniformBuffer = NULL;
}
else
{
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->computeUniformBuffer,
pipeline->computeUniformBlockSize
);
}
ID3D11DeviceContext_CSSetShader(
d3d11CommandBuffer->context,
pipeline->computeShader,
NULL,
0
);
}
/* D3D11 can't discard when setting a UAV, so just ignore writeOption */
static void D3D11_BindComputeBuffers(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputeBufferBinding *pBindings
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11UnorderedAccessView* uavs[MAX_BUFFER_BINDINGS];
int32_t numBuffers = d3d11CommandBuffer->computePipeline->numBuffers;
for (int32_t i = 0; i < numBuffers; i += 1)
{
uavs[i] = ((D3D11Buffer*) pBindings[i].gpuBuffer)->uav;
}
ID3D11DeviceContext_CSSetUnorderedAccessViews(
d3d11CommandBuffer->context,
0,
numBuffers,
uavs,
NULL
);
}
/* D3D11 can't discard when setting a UAV, so just ignore writeOption */
static void D3D11_BindComputeTextures(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputeTextureBinding *pBindings
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11UnorderedAccessView *uavs[MAX_TEXTURE_SAMPLERS];
int32_t numTextures = d3d11CommandBuffer->computePipeline->numTextures;
for (int32_t i = 0; i < numTextures; i += 1)
{
D3D11Texture *texture = ((D3D11Texture*) pBindings[i].textureSlice.texture);
uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
pBindings[i].textureSlice.mipLevel,
pBindings[i].textureSlice.layer,
texture->levelCount
);
uavs[i] = texture->subresources[subresourceIndex].uav;
}
ID3D11DeviceContext_CSSetUnorderedAccessViews(
d3d11CommandBuffer->context,
0,
numTextures,
uavs,
NULL
);
}
static void D3D11_EndComputePass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
/* no-op */
}
/* 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_UNORDERED_ACCESS_VIEW_DESC uavDesc;
D3D11_TEXTURE2D_DESC textureDesc;
ID3D11RenderTargetView *rtv;
ID3D11UnorderedAccessView *uav;
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,
&rtv
);
if (FAILED(res))
{
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res);
return 0;
}
uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
(ID3D11Resource *)swapchainTexture,
&uavDesc,
&uav
);
if (FAILED(res))
{
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain UAV creation failed", res);
return 0;
}
/* Fill out the texture struct */
pTexture->handle = NULL; /* The texture does not "own" the swapchain texture, and it can change dynamically. */
pTexture->shaderView = NULL;
pTexture->subresources = SDL_malloc(sizeof(D3D11TextureSubresource));
pTexture->subresources[0].colorTargetView = rtv;
pTexture->subresources[0].uav = uav;
pTexture->subresources[0].depthStencilTargetView = NULL;
pTexture->subresources[0].msaaHandle = NULL;
pTexture->subresources[0].layer = 0;
pTexture->subresources[0].level = 0;
ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc);
pTexture->levelCount = textureDesc.MipLevels;
pTexture->width = textureDesc.Width;
pTexture->height = textureDesc.Height;
pTexture->depth = 1;
pTexture->isCube = 0;
pTexture->isRenderTarget = 1;
/* Cleanup */
ID3D11Texture2D_Release(swapchainTexture);
return 1;
}
static uint8_t D3D11_INTERNAL_CreateSwapchain(
D3D11Renderer *renderer,
D3D11WindowData *windowData,
Refresh_PresentMode presentMode
) {
SDL_SysWMinfo info;
HWND dxgiHandle;
int width, height;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
IDXGIFactory1 *pParent;
IDXGISwapChain *swapchain;
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;
/* TODO: support different swapchain formats? */
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 | DXGI_USAGE_UNORDERED_ACCESS;
swapchainDesc.BufferCount = 2;
swapchainDesc.OutputWindow = dxgiHandle;
swapchainDesc.Windowed = 1;
if (renderer->supportsTearing)
{
swapchainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
/* We know this is supported because tearing support implies DXGI 1.5+ */
swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
}
else
{
swapchainDesc.Flags = 0;
swapchainDesc.SwapEffect = (
renderer->supportsFlipDiscard ?
DXGI_SWAP_EFFECT_FLIP_DISCARD :
DXGI_SWAP_EFFECT_DISCARD
);
}
/* Create the swapchain! */
res = IDXGIFactory1_CreateSwapChain(
(IDXGIFactory1*) renderer->factory,
(IUnknown*) renderer->device,
&swapchainDesc,
&swapchain
);
ERROR_CHECK_RETURN("Could not create swapchain", 0);
/*
* 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
);
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
);
}
/* We're done with the parent now */
IDXGIFactory1_Release(pParent);
}
/* Initialize the swapchain data */
windowData->swapchain = swapchain;
windowData->presentMode = presentMode;
if (!D3D11_INTERNAL_InitializeSwapchainTexture(
renderer,
swapchain,
&windowData->texture
)) {
IDXGISwapChain_Release(swapchain);
return 0;
}
return 1;
}
static uint8_t D3D11_INTERNAL_ResizeSwapchain(
D3D11Renderer *renderer,
D3D11WindowData *windowData,
int32_t width,
int32_t height
) {
/* Release the old views */
ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetView);
ID3D11UnorderedAccessView_Release(windowData->texture.subresources[0].uav);
SDL_free(windowData->texture.subresources);
/* Resize the swapchain */
HRESULT res = IDXGISwapChain_ResizeBuffers(
windowData->swapchain,
0, /* Keep buffer count the same */
width,
height,
DXGI_FORMAT_UNKNOWN, /* Keep the old format */
renderer->supportsTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0
);
ERROR_CHECK_RETURN("Could not resize swapchain buffers", 0);
/* Create the Refresh-side texture for the swapchain */
return D3D11_INTERNAL_InitializeSwapchainTexture(
renderer,
windowData->swapchain,
&windowData->texture
);
}
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;
if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData, presentMode))
{
SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
SDL_LockMutex(renderer->windowLock);
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;
SDL_UnlockMutex(renderer->windowLock);
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);
if (windowData == NULL)
{
return;
}
D3D11_Wait(driverData);
ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetView);
ID3D11UnorderedAccessView_Release(windowData->texture.subresources[0].uav);
SDL_free(windowData->texture.subresources);
IDXGISwapChain_Release(windowData->swapchain);
SDL_LockMutex(renderer->windowLock);
for (uint32_t 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_UnlockMutex(renderer->windowLock);
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;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
int w, h;
HRESULT res;
windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
if (windowData == NULL)
{
return NULL;
}
/* Check for window size changes and resize the swapchain if needed. */
IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
SDL_GetWindowSize((SDL_Window*) windowHandle, &w, &h);
if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height)
{
res = D3D11_INTERNAL_ResizeSwapchain(
renderer,
windowData,
w,
h
);
ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
}
/* Let the command buffer know it's associated with this swapchain. */
d3d11CommandBuffer->windowData = windowData;
/* Send the dimensions to the out parameters. */
*pWidth = windowData->texture.width;
*pHeight = windowData->texture.height;
/* Return the swapchain texture */
return (Refresh_Texture*) &windowData->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
) {
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
windowData->presentMode = presentMode;
}
/* Submission and Fences */
static void D3D11_INTERNAL_ReleaseFenceToPool(
D3D11Renderer *renderer,
D3D11Fence *fence
) {
SDL_LockMutex(renderer->fenceLock);
if (renderer->availableFenceCount == renderer->availableFenceCapacity)
{
renderer->availableFenceCapacity *= 2;
renderer->availableFences = SDL_realloc(
renderer->availableFences,
renderer->availableFenceCapacity * sizeof(D3D11Fence*)
);
}
renderer->availableFences[renderer->availableFenceCount] = fence;
renderer->availableFenceCount += 1;
SDL_UnlockMutex(renderer->fenceLock);
}
static void D3D11_INTERNAL_CleanCommandBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer
) {
/* 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;
/* Reference Counting */
for (uint32_t i = 0; i < commandBuffer->usedTransferBufferCount; i += 1)
{
SDL_AtomicDecRef(&commandBuffer->usedTransferBuffers[i]->referenceCount);
}
commandBuffer->usedTransferBufferCount = 0;
/* The fence is now available (unless SubmitAndAcquireFence was called) */
if (commandBuffer->autoReleaseFence)
{
D3D11_INTERNAL_ReleaseFenceToPool(renderer, commandBuffer->fence);
}
/* 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_INTERNAL_WaitForFence(
D3D11Renderer *renderer,
D3D11Fence *fence
) {
BOOL queryData;
HRESULT res;
SDL_LockMutex(renderer->contextLock);
do
{
res = ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*)fence->handle,
&queryData,
sizeof(queryData),
0
);
}
while (res != S_OK); /* Spin until we get a result back... */
SDL_UnlockMutex(renderer->contextLock);
}
static void D3D11_Submit(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11CommandList *commandList;
HRESULT res;
SDL_LockMutex(renderer->contextLock);
/* Notify the command buffer completion query that we have completed recording */
ID3D11DeviceContext_End(
renderer->immediateContext,
(ID3D11Asynchronous*) d3d11CommandBuffer->fence->handle
);
/* 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 >= 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->windowData)
{
/* FIXME: Is there some way to emulate FIFO_RELAXED? */
uint32_t syncInterval = 1;
if ( d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE ||
(renderer->supportsFlipDiscard && d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_MAILBOX)
) {
syncInterval = 0;
}
uint32_t presentFlags = 0;
if ( renderer->supportsTearing &&
d3d11CommandBuffer->windowData->presentMode == REFRESH_PRESENTMODE_IMMEDIATE )
{
presentFlags = DXGI_PRESENT_ALLOW_TEARING;
}
IDXGISwapChain_Present(
d3d11CommandBuffer->windowData->swapchain,
syncInterval,
presentFlags
);
}
/* 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]->fence->handle,
&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
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Fence *fence = d3d11CommandBuffer->fence;
d3d11CommandBuffer->autoReleaseFence = 0;
D3D11_Submit(driverData, commandBuffer);
return (Refresh_Fence*) fence;
}
static void D3D11_Wait(
Refresh_Renderer *driverData
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer;
/*
* Wait for all submitted command buffers to complete.
* Sort of equivalent to vkDeviceWaitIdle.
*/
for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1)
{
D3D11_INTERNAL_WaitForFence(
renderer,
renderer->submittedCommandBuffers[i]->fence
);
}
SDL_LockMutex(renderer->contextLock); /* This effectively acts as a lock around submittedCommandBuffers */
for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
{
commandBuffer = renderer->submittedCommandBuffers[i];
D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
}
SDL_UnlockMutex(renderer->contextLock);
}
static void D3D11_WaitForFences(
Refresh_Renderer *driverData,
uint8_t waitAll,
uint32_t fenceCount,
Refresh_Fence **pFences
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11Fence *fence;
BOOL queryData;
HRESULT res = S_FALSE;
if (waitAll)
{
for (uint32_t i = 0; i < fenceCount; i += 1)
{
fence = (D3D11Fence*) pFences[i];
D3D11_INTERNAL_WaitForFence(renderer, fence);
}
}
else
{
SDL_LockMutex(renderer->contextLock);
while (res != S_OK)
{
for (uint32_t i = 0; i < fenceCount; i += 1)
{
fence = (D3D11Fence*) pFences[i];
res = ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*) fence->handle,
&queryData,
sizeof(queryData),
0
);
if (res == S_OK)
{
break;
}
}
}
SDL_UnlockMutex(renderer->contextLock);
}
}
static int D3D11_QueryFence(
Refresh_Renderer *driverData,
Refresh_Fence *fence
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11Fence *d3d11Fence = (D3D11Fence*) fence;
BOOL queryData;
HRESULT res;
SDL_LockMutex(renderer->contextLock);
res = ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*) d3d11Fence->handle,
&queryData,
sizeof(queryData),
0
);
SDL_UnlockMutex(renderer->contextLock);
return res == S_OK;
}
static void D3D11_ReleaseFence(
Refresh_Renderer *driverData,
Refresh_Fence *fence
) {
D3D11_INTERNAL_ReleaseFenceToPool(
(D3D11Renderer*) driverData,
(D3D11Fence*) fence
);
}
/* 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_1 };
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 void D3D11_INTERNAL_TryInitializeDXGIDebug(D3D11Renderer *renderer)
{
PFN_DXGI_GET_DEBUG_INTERFACE DXGIGetDebugInterfaceFunc;
HRESULT res;
renderer->dxgidebug_dll = SDL_LoadObject(DXGIDEBUG_DLL);
if (renderer->dxgidebug_dll == NULL)
{
Refresh_LogWarn("Could not find " DXGIDEBUG_DLL);
return;
}
DXGIGetDebugInterfaceFunc = SDL_LoadFunction(
renderer->dxgidebug_dll,
DXGI_GET_DEBUG_INTERFACE_FUNC
);
if (DXGIGetDebugInterfaceFunc == NULL)
{
Refresh_LogWarn("Could not load function: " DXGI_GET_DEBUG_INTERFACE_FUNC);
return;
}
res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIDebug, &renderer->dxgiDebug);
if (FAILED(res))
{
Refresh_LogWarn("Could not get IDXGIDebug interface");
}
res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, &renderer->dxgiInfoQueue);
if (FAILED(res))
{
Refresh_LogWarn("Could not get IDXGIInfoQueue interface");
}
}
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 };
IDXGIFactory4 *factory4;
IDXGIFactory5 *factory5;
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);
/* Check for flip-model discard support (supported on Windows 10+) */
res = IDXGIFactory1_QueryInterface(
renderer->factory,
&D3D_IID_IDXGIFactory4,
&factory4
);
if (SUCCEEDED(res))
{
renderer->supportsFlipDiscard = 1;
IDXGIFactory4_Release(factory4);
}
/* Check for explicit tearing support */
res = IDXGIFactory1_QueryInterface(
renderer->factory,
&D3D_IID_IDXGIFactory5,
(void**) &factory5
);
if (SUCCEEDED(res))
{
res = IDXGIFactory5_CheckFeatureSupport(
factory5,
DXGI_FEATURE_PRESENT_ALLOW_TEARING,
&renderer->supportsTearing,
sizeof(renderer->supportsTearing)
);
if (FAILED(res))
{
renderer->supportsTearing = FALSE;
}
IDXGIFactory5_Release(factory5);
}
/* Select the appropriate device for rendering */
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
);
IDXGIFactory6_Release(factory6);
}
else
{
IDXGIFactory1_EnumAdapters1(
renderer->factory,
0,
&renderer->adapter
);
}
/* Get information about the selected adapter. Used for logging info. */
IDXGIAdapter1_GetDesc1(renderer->adapter, &adapterDesc);
/* Initialize the DXGI debug layer, if applicable */
if (debugMode)
{
D3D11_INTERNAL_TryInitializeDXGIDebug(renderer);
}
/* 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,
NULL,
&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);
/* Release the old device interface, we don't need it anymore */
ID3D11Device_Release(d3d11Device);
/* Set up the info queue */
if (renderer->dxgiInfoQueue)
{
DXGI_INFO_QUEUE_MESSAGE_SEVERITY sevList[] =
{
DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION,
DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR,
DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING,
// DXGI_INFO_QUEUE_MESSAGE_SEVERITY_INFO, /* This can be a bit much, so toggle as needed for debugging. */
DXGI_INFO_QUEUE_MESSAGE_SEVERITY_MESSAGE
};
DXGI_INFO_QUEUE_FILTER filter = { 0 };
filter.AllowList.NumSeverities = SDL_arraysize(sevList);
filter.AllowList.pSeverityList = sevList;
IDXGIInfoQueue_PushStorageFilter(
renderer->dxgiInfoQueue,
D3D_IID_DXGI_DEBUG_ALL,
&filter
);
}
/* 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();
renderer->fenceLock = SDL_CreateMutex();
renderer->windowLock = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
/* Create command buffer pool */
D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
/* Create uniform buffer pool */
renderer->availableUniformBufferCapacity = 2;
renderer->availableUniformBuffers = SDL_malloc(
sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity
);
/* Create fence pool */
renderer->availableFenceCapacity = 2;
renderer->availableFences = SDL_malloc(
sizeof(D3D11Fence*) * renderer->availableFenceCapacity
);
/* Create claimed window list */
renderer->claimedWindowCapacity = 1;
renderer->claimedWindows = SDL_malloc(
sizeof(D3D11WindowData*) * renderer->claimedWindowCapacity
);
/* 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