forked from MoonsideGames/Refresh
Remove old stuff, flesh out PrepareDriver
parent
2498e2d7c4
commit
8b999aca93
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@ -43,6 +43,9 @@
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#define D3D11_DLL "d3d11.dll"
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#define D3D11_DLL "d3d11.dll"
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#define DXGI_DLL "dxgi.dll"
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#define DXGI_DLL "dxgi.dll"
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#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
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#define D3DCOMPILE_FUNC "D3DCompile"
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#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
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#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
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#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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@ -230,110 +233,6 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
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/* Structs */
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/* Structs */
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typedef struct D3D11Texture
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{
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/* D3D Handles */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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/* Basic Info */
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int32_t levelCount;
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uint8_t isRenderTarget;
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/* Dimensions */
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#define REFRESH_D3D11_RENDERTARGET_2D 0
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#define REFRESH_D3D11_RENDERTARGET_3D 1
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#define REFRESH_D3D11_RENDERTARGET_CUBE 2
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uint8_t rtType;
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REFRESHNAMELESS union
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{
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struct
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{
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int32_t width;
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int32_t height;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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} twod;
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struct
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{
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int32_t width;
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int32_t height;
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int32_t depth;
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} threed;
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struct
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{
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int32_t size;
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ID3D11RenderTargetView **rtViews;
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} cube;
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};
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} D3D11Texture;
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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} D3D11Buffer;
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typedef struct D3D11SwapchainData
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{
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IDXGISwapChain* swapchain;
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D3D11Texture refreshTexture;
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void* windowHandle;
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} D3D11SwapchainData;
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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ID3D11DeviceContext *context;
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ID3D11CommandList *commandList;
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D3D11SwapchainData *swapchainData;
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/* Render Pass */
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uint8_t numBoundColorAttachments;
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView* dsView;
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/* State */
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SDL_threadID threadID;
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uint8_t recording;
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} D3D11CommandBuffer;
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typedef struct D3D11CommandBufferPool
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{
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D3D11CommandBuffer **elements;
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uint32_t count;
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11ShaderModule
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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int32_t colorAttachmentSampleCounts[MAX_COLOR_TARGET_BINDINGS];
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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ID3D11InputLayout *inputLayout;
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Refresh_MultisampleState multisampleState;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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typedef struct D3D11Renderer
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typedef struct D3D11Renderer
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{
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{
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ID3D11Device *device;
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ID3D11Device *device;
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@ -343,16 +242,6 @@ typedef struct D3D11Renderer
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void *d3d11_dll;
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void *d3d11_dll;
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void *dxgi_dll;
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void *dxgi_dll;
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void *d3dcompiler_dll;
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void *d3dcompiler_dll;
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SDL_mutex *contextLock;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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D3D11SwapchainData** swapchainDatas;
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uint32_t swapchainDataCount;
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uint32_t swapchainDataCapacity;
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Refresh_Vec4 blendFactor;
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uint8_t debugMode;
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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D3D_FEATURE_LEVEL featureLevel;
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@ -900,7 +789,99 @@ static void D3D11_ReleaseFence(
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static uint8_t D3D11_PrepareDriver(
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static uint8_t D3D11_PrepareDriver(
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uint32_t *flags
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uint32_t *flags
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) {
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) {
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/* Nothing to do here. */
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void *d3d11_dll, *d3dcompiler_dll, *dxgi_dll;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
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PFN_D3DCOMPILE D3DCompileFunc;
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PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
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HRESULT res;
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/* Can we load D3D11? */
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d3d11_dll = SDL_LoadObject(D3D11_DLL);
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if (d3d11_dll == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find " D3D11_DLL);
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return 0;
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}
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D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
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d3d11_dll,
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D3D11_CREATE_DEVICE_FUNC
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);
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if (D3D11CreateDeviceFunc == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL);
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SDL_UnloadObject(d3d11_dll);
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return 0;
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}
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/* Can we create a device? */
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res = D3D11CreateDeviceFunc(
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NULL,
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D3D_DRIVER_TYPE_HARDWARE,
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NULL,
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D3D11_CREATE_DEVICE_BGRA_SUPPORT,
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levels,
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SDL_arraysize(levels),
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D3D11_SDK_VERSION,
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NULL,
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NULL,
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NULL
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);
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SDL_UnloadObject(d3d11_dll);
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if (FAILED(res))
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{
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Refresh_LogWarn("D3D11: Could not create D3D11Device with feature level 11_0");
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return 0;
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}
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/* Can we load D3DCompiler? */
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d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL);
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if (d3dcompiler_dll == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find " D3DCOMPILER_DLL);
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return 0;
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}
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D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
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d3dcompiler_dll,
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D3DCOMPILE_FUNC
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);
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SDL_UnloadObject(d3dcompiler_dll); /* We're not going to call this function, so we can just unload now. */
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if (D3DCompileFunc == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find function " D3DCOMPILE_FUNC " in " D3DCOMPILER_DLL);
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return 0;
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}
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/* Can we load DXGI? */
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dxgi_dll = SDL_LoadObject(DXGI_DLL);
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if (dxgi_dll == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find " DXGI_DLL);
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return 0;
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}
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CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
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dxgi_dll,
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CREATE_DXGI_FACTORY1_FUNC
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);
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SDL_UnloadObject(dxgi_dll); /* We're not going to call this function, so we can just unload now. */
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if (CreateDXGIFactoryFunc == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
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return 0;
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}
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/* No window flags required */
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SDL_SetHint(SDL_HINT_VIDEO_EXTERNAL_CONTEXT, "1");
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return 1;
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return 1;
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}
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}
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@ -908,10 +889,10 @@ static Refresh_Device* D3D11_CreateDevice(
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uint8_t debugMode
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uint8_t debugMode
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) {
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) {
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D3D11Renderer *renderer;
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D3D11Renderer *renderer;
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PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
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PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
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void* factory6;
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IDXGIFactory6 *factory6;
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uint32_t flags;
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uint32_t flags;
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DXGI_ADAPTER_DESC1 adapterDesc;
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DXGI_ADAPTER_DESC1 adapterDesc;
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HRESULT res;
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HRESULT res;
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@ -931,11 +912,11 @@ static Refresh_Device* D3D11_CreateDevice(
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/* Load the D3DCompile function pointer */
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/* Load the D3DCompile function pointer */
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renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
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renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
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renderer->d3dcompiler_dll,
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renderer->d3dcompiler_dll,
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"D3DCompile"
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D3DCOMPILE_FUNC
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);
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);
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if (renderer->D3DCompileFunc == NULL)
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if (renderer->D3DCompileFunc == NULL)
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{
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{
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Refresh_LogError("Could not load D3DCompile function!");
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Refresh_LogError("Could not load function: " D3DCOMPILE_FUNC);
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return NULL;
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return NULL;
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}
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}
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return NULL;
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return NULL;
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}
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}
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/* Load the CreateDXGIFactory function */
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/* Load the CreateDXGIFactory1 function */
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CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY) SDL_LoadFunction(
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CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
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renderer->dxgi_dll,
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renderer->dxgi_dll,
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"CreateDXGIFactory1"
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CREATE_DXGI_FACTORY1_FUNC
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);
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);
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if (CreateDXGIFactoryFunc == NULL)
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if (CreateDXGIFactoryFunc == NULL)
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{
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{
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Refresh_LogError("Could not load CreateDXGIFactory1 function!");
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Refresh_LogError("Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
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return NULL;
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return NULL;
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}
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}
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if (SUCCEEDED(res))
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if (SUCCEEDED(res))
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{
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{
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IDXGIFactory6_EnumAdapterByGpuPreference(
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IDXGIFactory6_EnumAdapterByGpuPreference(
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(IDXGIFactory6*) factory6,
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factory6,
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0,
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0,
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DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
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DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
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&D3D_IID_IDXGIAdapter1,
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&D3D_IID_IDXGIAdapter1,
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/* Load the CreateDevice function */
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/* Load the CreateDevice function */
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D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
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D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
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renderer->d3d11_dll,
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renderer->d3d11_dll,
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"D3D11CreateDevice"
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D3D11_CREATE_DEVICE_FUNC
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);
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);
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if (D3D11CreateDeviceFunc == NULL)
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if (D3D11CreateDeviceFunc == NULL)
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{
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{
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Refresh_LogError("Could not load D3D11CreateDevice function!");
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Refresh_LogError("Could not load function: " D3D11_CREATE_DEVICE_FUNC);
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return NULL;
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return NULL;
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}
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}
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@ -1048,27 +1029,12 @@ tryCreateDevice:
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Refresh_LogInfo("Refresh Driver: D3D11");
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Refresh_LogInfo("Refresh Driver: D3D11");
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Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
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Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
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/* Create the command buffer pool */
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renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_calloc(
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1,
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sizeof(D3D11CommandBufferPool)
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);
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/* Create mutexes */
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renderer->contextLock = SDL_CreateMutex();
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renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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/* Initialize miscellaneous renderer members */
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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renderer->blendFactor.x = 1.0f;
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renderer->blendFactor.y = 1.0f;
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renderer->blendFactor.z = 1.0f;
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renderer->blendFactor.w = 1.0f;
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/* Create the Refresh Device */
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/* Create the Refresh Device */
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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ASSIGN_DRIVER(D3D11)
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ASSIGN_DRIVER(D3D11)
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result->driverData = (Refresh_Renderer*) renderer;
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result->driverData = (Refresh_Renderer*) renderer;
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return result;
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return result;
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@ -25,7 +25,7 @@
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*/
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*/
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/* Function Pointer Signatures */
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/* Function Pointer Signatures */
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typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY)(const GUID* riid, void** ppFactory);
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typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY1)(const GUID* riid, void** ppFactory);
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/* IIDs (from https://magnumdb.com) */
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/* IIDs (from https://magnumdb.com) */
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