Remove old stuff, flesh out PrepareDriver

d3d11-revived
Caleb Cornett 2023-09-24 19:25:49 -05:00
parent 547ed52305
commit 951f124662
2 changed files with 110 additions and 144 deletions

View File

@ -43,6 +43,9 @@
#define D3D11_DLL "d3d11.dll"
#define DXGI_DLL "dxgi.dll"
#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
#define D3DCOMPILE_FUNC "D3DCompile"
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
@ -230,110 +233,6 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
/* Structs */
typedef struct D3D11Texture
{
/* D3D Handles */
ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
ID3D11ShaderResourceView *shaderView;
/* Basic Info */
int32_t levelCount;
uint8_t isRenderTarget;
/* Dimensions */
#define REFRESH_D3D11_RENDERTARGET_2D 0
#define REFRESH_D3D11_RENDERTARGET_3D 1
#define REFRESH_D3D11_RENDERTARGET_CUBE 2
uint8_t rtType;
REFRESHNAMELESS union
{
struct
{
int32_t width;
int32_t height;
ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
} twod;
struct
{
int32_t width;
int32_t height;
int32_t depth;
} threed;
struct
{
int32_t size;
ID3D11RenderTargetView **rtViews;
} cube;
};
} D3D11Texture;
typedef struct D3D11Buffer
{
ID3D11Buffer *handle;
} D3D11Buffer;
typedef struct D3D11SwapchainData
{
IDXGISwapChain* swapchain;
D3D11Texture refreshTexture;
void* windowHandle;
} D3D11SwapchainData;
typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
ID3D11DeviceContext *context;
ID3D11CommandList *commandList;
D3D11SwapchainData *swapchainData;
/* Render Pass */
uint8_t numBoundColorAttachments;
ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
ID3D11DepthStencilView* dsView;
/* State */
SDL_threadID threadID;
uint8_t recording;
} D3D11CommandBuffer;
typedef struct D3D11CommandBufferPool
{
D3D11CommandBuffer **elements;
uint32_t count;
uint32_t capacity;
} D3D11CommandBufferPool;
typedef struct D3D11ShaderModule
{
ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
ID3D10Blob *blob;
char *shaderSource;
size_t shaderSourceLength;
} D3D11ShaderModule;
typedef struct D3D11GraphicsPipeline
{
float blendConstants[4];
int32_t numColorAttachments;
int32_t colorAttachmentSampleCounts[MAX_COLOR_TARGET_BINDINGS];
DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
ID3D11BlendState *colorAttachmentBlendState;
uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
uint32_t stencilRef;
ID3D11DepthStencilState *depthStencilState;
ID3D11RasterizerState *rasterizerState;
ID3D11InputLayout *inputLayout;
Refresh_MultisampleState multisampleState;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *fragmentShader;
} D3D11GraphicsPipeline;
typedef struct D3D11Renderer
{
ID3D11Device *device;
@ -343,16 +242,6 @@ typedef struct D3D11Renderer
void *d3d11_dll;
void *dxgi_dll;
void *d3dcompiler_dll;
SDL_mutex *contextLock;
D3D11CommandBufferPool *commandBufferPool;
SDL_mutex *commandBufferAcquisitionMutex;
D3D11SwapchainData** swapchainDatas;
uint32_t swapchainDataCount;
uint32_t swapchainDataCapacity;
Refresh_Vec4 blendFactor;
uint8_t debugMode;
D3D_FEATURE_LEVEL featureLevel;
@ -900,7 +789,99 @@ static void D3D11_ReleaseFence(
static uint8_t D3D11_PrepareDriver(
uint32_t *flags
) {
/* Nothing to do here. */
void *d3d11_dll, *d3dcompiler_dll, *dxgi_dll;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
PFN_D3DCOMPILE D3DCompileFunc;
PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
HRESULT res;
/* Can we load D3D11? */
d3d11_dll = SDL_LoadObject(D3D11_DLL);
if (d3d11_dll == NULL)
{
Refresh_LogWarn("D3D11: Could not find " D3D11_DLL);
return 0;
}
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
d3d11_dll,
D3D11_CREATE_DEVICE_FUNC
);
if (D3D11CreateDeviceFunc == NULL)
{
Refresh_LogWarn("D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL);
SDL_UnloadObject(d3d11_dll);
return 0;
}
/* Can we create a device? */
res = D3D11CreateDeviceFunc(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
levels,
SDL_arraysize(levels),
D3D11_SDK_VERSION,
NULL,
NULL,
NULL
);
SDL_UnloadObject(d3d11_dll);
if (FAILED(res))
{
Refresh_LogWarn("D3D11: Could not create D3D11Device with feature level 11_0");
return 0;
}
/* Can we load D3DCompiler? */
d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL);
if (d3dcompiler_dll == NULL)
{
Refresh_LogWarn("D3D11: Could not find " D3DCOMPILER_DLL);
return 0;
}
D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
d3dcompiler_dll,
D3DCOMPILE_FUNC
);
SDL_UnloadObject(d3dcompiler_dll); /* We're not going to call this function, so we can just unload now. */
if (D3DCompileFunc == NULL)
{
Refresh_LogWarn("D3D11: Could not find function " D3DCOMPILE_FUNC " in " D3DCOMPILER_DLL);
return 0;
}
/* Can we load DXGI? */
dxgi_dll = SDL_LoadObject(DXGI_DLL);
if (dxgi_dll == NULL)
{
Refresh_LogWarn("D3D11: Could not find " DXGI_DLL);
return 0;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
dxgi_dll,
CREATE_DXGI_FACTORY1_FUNC
);
SDL_UnloadObject(dxgi_dll); /* We're not going to call this function, so we can just unload now. */
if (CreateDXGIFactoryFunc == NULL)
{
Refresh_LogWarn("D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
return 0;
}
/* No window flags required */
SDL_SetHint(SDL_HINT_VIDEO_EXTERNAL_CONTEXT, "1");
return 1;
}
@ -908,10 +889,10 @@ static Refresh_Device* D3D11_CreateDevice(
uint8_t debugMode
) {
D3D11Renderer *renderer;
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
void* factory6;
IDXGIFactory6 *factory6;
uint32_t flags;
DXGI_ADAPTER_DESC1 adapterDesc;
HRESULT res;
@ -931,11 +912,11 @@ static Refresh_Device* D3D11_CreateDevice(
/* Load the D3DCompile function pointer */
renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
renderer->d3dcompiler_dll,
"D3DCompile"
D3DCOMPILE_FUNC
);
if (renderer->D3DCompileFunc == NULL)
{
Refresh_LogError("Could not load D3DCompile function!");
Refresh_LogError("Could not load function: " D3DCOMPILE_FUNC);
return NULL;
}
@ -947,14 +928,14 @@ static Refresh_Device* D3D11_CreateDevice(
return NULL;
}
/* Load the CreateDXGIFactory function */
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY) SDL_LoadFunction(
/* Load the CreateDXGIFactory1 function */
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
renderer->dxgi_dll,
"CreateDXGIFactory1"
CREATE_DXGI_FACTORY1_FUNC
);
if (CreateDXGIFactoryFunc == NULL)
{
Refresh_LogError("Could not load CreateDXGIFactory1 function!");
Refresh_LogError("Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
return NULL;
}
@ -974,7 +955,7 @@ static Refresh_Device* D3D11_CreateDevice(
if (SUCCEEDED(res))
{
IDXGIFactory6_EnumAdapterByGpuPreference(
(IDXGIFactory6*) factory6,
factory6,
0,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
&D3D_IID_IDXGIAdapter1,
@ -1004,11 +985,11 @@ static Refresh_Device* D3D11_CreateDevice(
/* Load the CreateDevice function */
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
renderer->d3d11_dll,
"D3D11CreateDevice"
D3D11_CREATE_DEVICE_FUNC
);
if (D3D11CreateDeviceFunc == NULL)
{
Refresh_LogError("Could not load D3D11CreateDevice function!");
Refresh_LogError("Could not load function: " D3D11_CREATE_DEVICE_FUNC);
return NULL;
}
@ -1048,27 +1029,12 @@ tryCreateDevice:
Refresh_LogInfo("Refresh Driver: D3D11");
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
/* Create the command buffer pool */
renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_calloc(
1,
sizeof(D3D11CommandBufferPool)
);
/* Create mutexes */
renderer->contextLock = SDL_CreateMutex();
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
renderer->blendFactor.x = 1.0f;
renderer->blendFactor.y = 1.0f;
renderer->blendFactor.z = 1.0f;
renderer->blendFactor.w = 1.0f;
/* Create the Refresh Device */
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
ASSIGN_DRIVER(D3D11)
result->driverData = (Refresh_Renderer*) renderer;
return result;

View File

@ -25,7 +25,7 @@
*/
/* Function Pointer Signatures */
typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY)(const GUID* riid, void** ppFactory);
typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY1)(const GUID* riid, void** ppFactory);
/* IIDs (from https://magnumdb.com) */