forked from MoonsideGames/Refresh
1014 lines
24 KiB
C
1014 lines
24 KiB
C
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#if REFRESH_DRIVER_D3D11
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#define D3D11_NO_HELPERS
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#define CINTERFACE
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#define COBJMACROS
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#include <d3d11.h>
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#include <dxgi.h>
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#include "Refresh_Driver.h"
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#include "Refresh_Driver_D3D11_cdefines.h"
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#include <SDL.h>
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#define D3D11_DLL "d3d11.dll"
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#define DXGI_DLL "dxgi.dll"
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#define ERROR_CHECK(msg) \
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if (FAILED(res)) \
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{ \
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D3D11_INTERNAL_LogError(renderer->device, msg, res); \
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}
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#define ERROR_CHECK_RETURN(msg, ret) \
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if (FAILED(res)) \
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{ \
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D3D11_INTERNAL_LogError(renderer->device, msg, res); \
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return ret; \
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}
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#define ERROR_CHECK_UNLOCK_RETURN(msg, ret) \
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if (FAILED(res)) \
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{ \
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D3D11_INTERNAL_LogError(renderer->device, msg, res); \
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SDL_UnlockMutex(renderer->ctxLock); \
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return ret; \
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}
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#define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
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if (arr->count == arr->capacity) \
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{ \
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if (arr->capacity == 0) \
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{ \
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arr->capacity = initialValue; \
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} \
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else \
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{ \
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arr->capacity *= 2; \
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} \
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arr->elements = (type*) SDL_realloc( \
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arr->elements, \
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arr->capacity * sizeof(type) \
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); \
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}
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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/* Conversions */
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static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
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{
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DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */
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DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */
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DXGI_FORMAT_B5G6R5_UNORM, /* R5G6B5 */
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DXGI_FORMAT_B5G5R5A1_UNORM, /* A1R5G5B5 */
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DXGI_FORMAT_B4G4R4A4_UNORM, /* B4G4R4A4 */
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DXGI_FORMAT_BC1_UNORM, /* BC1 */
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DXGI_FORMAT_BC3_UNORM, /* BC3 */
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DXGI_FORMAT_BC5_UNORM, /* BC5 */
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DXGI_FORMAT_R8G8_SNORM, /* R8G8_SNORM */
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DXGI_FORMAT_R8G8B8A8_SNORM, /* R8G8B8A8_SNORM */
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DXGI_FORMAT_R10G10B10A2_UNORM, /* A2R10G10B10 */
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DXGI_FORMAT_R16G16_UNORM, /* R16G16 */
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DXGI_FORMAT_R16G16B16A16_UNORM, /* R16G16B16A16 */
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DXGI_FORMAT_R8_UNORM, /* R8 */
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DXGI_FORMAT_R32_FLOAT, /* R32_SFLOAT */
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DXGI_FORMAT_R32G32_FLOAT, /* R32G32_SFLOAT */
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DXGI_FORMAT_R32G32B32A32_FLOAT, /* R32G32B32A32_SFLOAT */
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DXGI_FORMAT_R16_FLOAT, /* R16_SFLOAT */
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DXGI_FORMAT_R16G16_FLOAT, /* R16G16_SFLOAT */
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DXGI_FORMAT_R16G16B16A16_FLOAT, /* R16G16B16A16_SFLOAT */
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DXGI_FORMAT_D16_UNORM, /* D16 */
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DXGI_FORMAT_D32_FLOAT, /* D32 */
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DXGI_FORMAT_D24_UNORM_S8_UINT, /* D16S8 */
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DXGI_FORMAT_D32_FLOAT_S8X24_UINT /* D32S8 */
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};
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static DXGI_FORMAT RefreshToD3D11_VertexFormat[] =
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{
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DXGI_FORMAT_R32_FLOAT, /* SINGLE */
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DXGI_FORMAT_R32G32_FLOAT, /* VECTOR2 */
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DXGI_FORMAT_R32G32B32_FLOAT, /* VECTOR3 */
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DXGI_FORMAT_R32G32B32A32_FLOAT, /* VECTOR4 */
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DXGI_FORMAT_R8G8B8A8_UNORM, /* COLOR */
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DXGI_FORMAT_R8G8B8A8_UINT, /* BYTE4 */
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DXGI_FORMAT_R16G16_SINT, /* SHORT2 */
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DXGI_FORMAT_R16G16B16A16_SINT, /* SHORT4 */
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DXGI_FORMAT_R16G16_SNORM, /* NORMALIZEDSHORT2 */
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DXGI_FORMAT_R16G16B16A16_SNORM, /* NORMALIZEDSHORT4 */
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DXGI_FORMAT_R16G16_FLOAT, /* HALFVECTOR2 */
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DXGI_FORMAT_R16G16B16A16_FLOAT /* HALFVECTOR4 */
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};
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static DXGI_FORMAT RefreshToD3D11_IndexType[] =
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{
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DXGI_FORMAT_R16_UINT, /* 16BIT */
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DXGI_FORMAT_R32_UINT /* 32BIT */
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};
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static D3D11_PRIMITIVE_TOPOLOGY RefreshToD3D11_PrimitiveType[] =
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{
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D3D_PRIMITIVE_TOPOLOGY_POINTLIST, /* POINTLIST */
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D3D_PRIMITIVE_TOPOLOGY_LINELIST, /* LINELIST */
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D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, /* LINESTRIP */
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, /* TRIANGLELIST */
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP /* TRIANGLESTRIP */
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};
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static D3D11_FILL_MODE RefreshToD3D11_PolygonMode[] =
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{
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D3D11_FILL_SOLID, /* FILL */
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D3D11_FILL_WIREFRAME, /* LINE */
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};
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static D3D11_CULL_MODE RefreshToD3D11_CullMode[] =
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{
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D3D11_CULL_NONE, /* NONE */
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D3D11_CULL_FRONT, /* FRONT */
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D3D11_CULL_BACK /* BACK */
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};
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static D3D11_BLEND RefreshToD3D11_BlendFactor[] =
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{
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D3D11_BLEND_ZERO, /* ZERO */
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D3D11_BLEND_ONE, /* ONE */
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D3D11_BLEND_SRC_COLOR, /* SRC_COLOR */
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D3D11_BLEND_INV_SRC_COLOR, /* ONE_MINUS_SRC_COLOR */
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D3D11_BLEND_DEST_COLOR, /* DST_COLOR */
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D3D11_BLEND_INV_DEST_COLOR, /* ONE_MINUS_DST_COLOR */
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D3D11_BLEND_SRC_ALPHA, /* SRC_ALPHA */
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D3D11_BLEND_INV_SRC_ALPHA, /* ONE_MINUS_SRC_ALPHA */
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D3D11_BLEND_DEST_ALPHA, /* DST_ALPHA */
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D3D11_BLEND_INV_DEST_ALPHA, /* ONE_MINUS_DST_ALPHA */
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D3D11_BLEND_BLEND_FACTOR, /* CONSTANT_COLOR */
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D3D11_BLEND_INV_BLEND_FACTOR, /* ONE_MINUS_CONSTANT_COLOR */
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D3D11_BLEND_SRC_ALPHA_SAT, /* SRC_ALPHA_SATURATE */
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D3D11_BLEND_SRC1_COLOR, /* SRC1_COLOR */
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D3D11_BLEND_INV_SRC1_COLOR, /* ONE_MINUS_SRC1_COLOR */
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D3D11_BLEND_SRC1_ALPHA, /* SRC1_ALPHA */
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D3D11_BLEND_INV_SRC1_ALPHA /* ONE_MINUS_SRC1_ALPHA */
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};
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static D3D11_BLEND_OP RefreshToD3D11_BlendOp[] =
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{
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D3D11_BLEND_OP_ADD, /* ADD */
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D3D11_BLEND_OP_SUBTRACT, /* SUBTRACT */
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D3D11_BLEND_OP_REV_SUBTRACT, /* REVERSE_SUBTRACT */
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D3D11_BLEND_OP_MIN, /* MIN */
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D3D11_BLEND_OP_MAX /* MAX */
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};
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static D3D11_COMPARISON_FUNC RefreshToD3D11_CompareOp[] =
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{
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D3D11_COMPARISON_NEVER, /* NEVER */
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D3D11_COMPARISON_LESS, /* LESS */
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D3D11_COMPARISON_EQUAL, /* EQUAL */
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D3D11_COMPARISON_LESS_EQUAL, /* LESS_OR_EQUAL */
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D3D11_COMPARISON_GREATER, /* GREATER */
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D3D11_COMPARISON_NOT_EQUAL, /* NOT_EQUAL */
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D3D11_COMPARISON_GREATER_EQUAL, /* GREATER_OR_EQUAL */
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D3D11_COMPARISON_ALWAYS /* ALWAYS */
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};
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static D3D11_STENCIL_OP RefreshToD3D11_StencilOp[] =
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{
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D3D11_STENCIL_OP_KEEP, /* KEEP */
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D3D11_STENCIL_OP_ZERO, /* ZERO */
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D3D11_STENCIL_OP_REPLACE, /* REPLACE */
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D3D11_STENCIL_OP_INCR_SAT, /* INCREMENT_AND_CLAMP */
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D3D11_STENCIL_OP_DECR_SAT, /* DECREMENT_AND_CLAMP */
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D3D11_STENCIL_OP_INVERT, /* INVERT */
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D3D11_STENCIL_OP_INCR, /* INCREMENT_AND_WRAP */
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D3D11_STENCIL_OP_DECR /* DECREMENT_AND_WRAP */
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};
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static int32_t RefreshToD3D11_SampleCount[] =
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{
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1, /* 1 */
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2, /* 2 */
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4, /* 4 */
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8, /* 8 */
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16, /* 16 */
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32, /* 32 */
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64 /* 64 */
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};
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static D3D11_INPUT_CLASSIFICATION RefreshToD3D11_VertexInputRate[] =
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{
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D3D11_INPUT_PER_VERTEX_DATA, /* VERTEX */
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D3D11_INPUT_PER_INSTANCE_DATA /* INSTANCE */
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};
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static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
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{
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D3D11_TEXTURE_ADDRESS_WRAP, /* REPEAT */
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D3D11_TEXTURE_ADDRESS_MIRROR, /* MIRRORED_REPEAT */
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D3D11_TEXTURE_ADDRESS_CLAMP, /* CLAMP_TO_EDGE */
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D3D11_TEXTURE_ADDRESS_BORDER /* CLAMP_TO_BORDER */
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};
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/* Structs */
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typedef struct D3D11CommandBuffer
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{
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ID3D11DeviceContext *context;
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SDL_threadID threadID;
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uint8_t recording;
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uint8_t fixed;
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ID3D11CommandList *commandList;
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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 D3D11Renderer
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{
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/* Persistent D3D11 Objects*/
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ID3D11Device *device;
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ID3D11DeviceContext *immediateContext;
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IDXGIFactory1 *factory;
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IDXGIAdapter1* adapter;
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void *d3d11_dll;
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void *dxgi_dll;
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/* Deferred Contexts */
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D3D11CommandBufferPool *commandBufferPool;
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/* Blend State */
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Refresh_Vec4 blendFactor;
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/* Capabilities */
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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} D3D11Renderer;
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/* Logging */
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static void D3D11_INTERNAL_LogError(
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ID3D11Device *device,
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const char *msg,
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HRESULT res
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) {
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#define MAX_ERROR_LEN 1024 /* FIXME: Arbitrary! */
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/* Buffer for text, ensure space for \0 terminator after buffer */
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char wszMsgBuff[MAX_ERROR_LEN + 1];
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DWORD dwChars; /* Number of chars returned. */
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if (res == DXGI_ERROR_DEVICE_REMOVED)
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{
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res = ID3D11Device_GetDeviceRemovedReason(device);
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}
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/* Try to get the message from the system errors. */
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dwChars = FormatMessage(
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FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
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NULL,
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res,
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0,
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wszMsgBuff,
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MAX_ERROR_LEN,
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NULL
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);
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/* No message? Screw it, just post the code. */
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if (dwChars == 0)
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{
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Refresh_LogError("%s! Error Code: 0x%08X", msg, res);
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return;
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}
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/* Ensure valid range */
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dwChars = SDL_min(dwChars, MAX_ERROR_LEN);
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/* Trim whitespace from tail of message */
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while (dwChars > 0)
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{
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if (wszMsgBuff[dwChars - 1] <= ' ')
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{
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dwChars--;
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}
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else
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{
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break;
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}
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}
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/* Ensure null-terminated string */
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wszMsgBuff[dwChars] = '\0';
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Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
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}
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/* Quit */
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static void D3D11_DestroyDevice(
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Refresh_Device* device
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
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D3D11CommandBuffer *commandBuffer;
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uint32_t i;
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/* Free the command buffer pool */
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for (i = 0; i < renderer->commandBufferPool->count; i += 1)
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{
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commandBuffer = renderer->commandBufferPool->elements[i];
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if (commandBuffer->commandList != NULL)
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{
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ID3D11CommandList_Release(commandBuffer->commandList);
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}
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ID3D11DeviceContext_Release(commandBuffer->context);
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SDL_free(commandBuffer);
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}
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SDL_free(renderer->commandBufferPool->elements);
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SDL_free(renderer->commandBufferPool);
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/* Release persistent D3D11 objects */
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ID3D11DeviceContext_Release(renderer->immediateContext);
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ID3D11Device_Release(renderer->device);
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/* Release DXGI objects */
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IDXGIAdapter1_Release(renderer->adapter);
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IDXGIFactory1_Release(renderer->factory);
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/* Unload the DLLs */
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SDL_UnloadObject(renderer->d3d11_dll);
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SDL_UnloadObject(renderer->dxgi_dll);
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/* Free the renderer and Refresh Device */
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SDL_free(renderer);
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SDL_free(device);
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}
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/* Drawing */
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static void D3D11_Clear(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_Rect* clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4* colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_DrawInstancedPrimitives(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t instanceCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_DrawIndexedPrimitives(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_DrawPrimitives(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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uint32_t vertexStart,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_DispatchCompute(
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Refresh_Renderer* device,
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Refresh_CommandBuffer* commandBuffer,
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uint32_t groupCountX,
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uint32_t groupCountY,
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uint32_t groupCountZ,
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uint32_t computeParamOffset
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) {
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NOT_IMPLEMENTED
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}
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/* State Creation */
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static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer* driverData,
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Refresh_ComputeShaderInfo* computeShaderInfo
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) {
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NOT_IMPLEMENTED
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}
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static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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Refresh_Renderer* driverData,
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Refresh_GraphicsPipelineCreateInfo* pipelineCreateInfo
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) {
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NOT_IMPLEMENTED
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}
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static Refresh_Sampler* D3D11_CreateSampler(
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Refresh_Renderer* driverData,
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Refresh_SamplerStateCreateInfo* samplerStateCreateInfo
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) {
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NOT_IMPLEMENTED
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}
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static Refresh_ShaderModule* D3D11_CreateShaderModule(
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Refresh_Renderer* driverData,
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Refresh_ShaderModuleCreateInfo* shaderModuleCreateInfo
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) {
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NOT_IMPLEMENTED
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}
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static Refresh_Texture* D3D11_CreateTexture(
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Refresh_Renderer* driverData,
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Refresh_TextureCreateInfo* textureCreateInfo
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) {
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NOT_IMPLEMENTED
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}
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static Refresh_Buffer* D3D11_CreateBuffer(
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Refresh_Renderer* driverData,
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Refresh_BufferUsageFlags usageFlags,
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uint32_t sizeInBytes
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) {
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NOT_IMPLEMENTED
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}
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/* Setters */
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static void D3D11_SetTextureData(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_TextureSlice* textureSlice,
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void* data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_SetTextureDataYUV(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Texture* y,
|
|
Refresh_Texture* u,
|
|
Refresh_Texture* v,
|
|
uint32_t yWidth,
|
|
uint32_t yHeight,
|
|
uint32_t uvWidth,
|
|
uint32_t uvHeight,
|
|
void* data,
|
|
uint32_t dataLength
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_CopyTextureToTexture(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_TextureSlice* sourceTextureSlice,
|
|
Refresh_TextureSlice* destinationTextureSlice,
|
|
Refresh_Filter filter
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_CopyTextureToBuffer(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_TextureSlice* textureSlice,
|
|
Refresh_Buffer* buffer
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_SetBufferData(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Buffer* buffer,
|
|
uint32_t offsetInBytes,
|
|
void* data,
|
|
uint32_t dataLength
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static uint32_t D3D11_PushVertexShaderUniforms(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
void* data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static uint32_t D3D11_PushFragmentShaderUniforms(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
void* data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static uint32_t D3D11_PushComputeShaderUniforms(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
void* data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindVertexSamplers(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Texture** pTextures,
|
|
Refresh_Sampler** pSamplers
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindFragmentSamplers(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Texture** pTextures,
|
|
Refresh_Sampler** pSamplers
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* Getters */
|
|
|
|
static void D3D11_GetBufferData(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_Buffer* buffer,
|
|
void* data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* Disposal */
|
|
|
|
static void D3D11_QueueDestroyTexture(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_Texture* texture
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_QueueDestroySampler(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_Sampler* sampler
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_QueueDestroyBuffer(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_Buffer* buffer
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_QueueDestroyShaderModule(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_ShaderModule* shaderModule
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_QueueDestroyComputePipeline(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_ComputePipeline* computePipeline
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_QueueDestroyGraphicsPipeline(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_GraphicsPipeline* graphicsPipeline
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* Graphics State */
|
|
|
|
static void D3D11_BeginRenderPass(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Rect* renderArea,
|
|
Refresh_ColorAttachmentInfo* colorAttachmentInfos,
|
|
uint32_t colorAttachmentCount,
|
|
Refresh_DepthStencilAttachmentInfo* depthStencilAttachmentInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_EndRenderPass(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindGraphicsPipeline(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_GraphicsPipeline* graphicsPipeline
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_SetViewport(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Viewport* viewport
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_SetScissor(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Rect* scissor
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindVertexBuffers(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
uint32_t firstBinding,
|
|
uint32_t bindingCount,
|
|
Refresh_Buffer** pBuffers,
|
|
uint64_t* pOffsets
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindIndexBuffer(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Buffer* buffer,
|
|
uint64_t offset,
|
|
Refresh_IndexElementSize indexElementSize
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindComputePipeline(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_ComputePipeline* computePipeline
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindComputeBuffers(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Buffer** pBuffers
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_BindComputeTextures(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Texture** pTextures
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|
Refresh_Renderer* driverData,
|
|
uint8_t fixed
|
|
) {
|
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
|
D3D11CommandBuffer *commandBuffer = NULL;
|
|
uint32_t i;
|
|
HRESULT res;
|
|
|
|
/* Try to use an existing command buffer, if one is available. */
|
|
for (i = 0; i < renderer->commandBufferPool->count; i += 1)
|
|
{
|
|
/* Search for a command buffer in the pool that is not fixed, and is not recording. */
|
|
if (!renderer->commandBufferPool->elements[i]->fixed && !renderer->commandBufferPool->elements[i]->recording)
|
|
{
|
|
commandBuffer = renderer->commandBufferPool->elements[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* If there are no free command buffers, make a new one. */
|
|
if (commandBuffer == NULL)
|
|
{
|
|
/* Expand the capacity as needed. */
|
|
EXPAND_ELEMENTS_IF_NEEDED(
|
|
renderer->commandBufferPool,
|
|
2,
|
|
D3D11CommandBuffer*
|
|
);
|
|
|
|
/* Create a new command buffer */
|
|
renderer->commandBufferPool->elements[i] = (D3D11CommandBuffer*) SDL_malloc(
|
|
sizeof(D3D11CommandBuffer)
|
|
);
|
|
|
|
/* Assign it a new deferred context */
|
|
res = ID3D11Device_CreateDeferredContext(
|
|
renderer->device,
|
|
0,
|
|
&renderer->commandBufferPool->elements[i]->context
|
|
);
|
|
ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
|
|
|
|
/* Now we have a new command buffer we can use! */
|
|
commandBuffer = renderer->commandBufferPool->elements[i];
|
|
renderer->commandBufferPool->count += 1;
|
|
}
|
|
|
|
/* Set up the command buffer */
|
|
commandBuffer->threadID = SDL_ThreadID();
|
|
commandBuffer->recording = 1;
|
|
commandBuffer->fixed = fixed;
|
|
commandBuffer->commandList = NULL;
|
|
|
|
return (Refresh_CommandBuffer*) commandBuffer;
|
|
}
|
|
|
|
Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
|
Refresh_Renderer* driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
void* windowHandle
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
Refresh_TextureFormat D3D11_GetSwapchainFormat(
|
|
Refresh_Renderer* driverData,
|
|
void* windowHandle
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_Submit(
|
|
Refresh_Renderer* driverData,
|
|
uint32_t commandBufferCount,
|
|
Refresh_CommandBuffer** pCommandBuffers
|
|
) {
|
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
|
ID3D11CommandList *commandList;
|
|
uint32_t i;
|
|
HRESULT res;
|
|
|
|
for (i = 0; i < commandBufferCount; i += 1)
|
|
{
|
|
D3D11CommandBuffer *commandBuffer = (D3D11CommandBuffer*) pCommandBuffers[i];
|
|
|
|
/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
|
|
|
|
if (commandBuffer->fixed && !commandBuffer->recording)
|
|
{
|
|
commandList = commandBuffer->commandList;
|
|
}
|
|
else
|
|
{
|
|
/* Serialize the commands into a command list */
|
|
res = ID3D11DeviceContext_FinishCommandList(
|
|
commandBuffer->context,
|
|
0,
|
|
&commandList
|
|
);
|
|
ERROR_CHECK("Could not finish command list recording");
|
|
}
|
|
|
|
/* Submit the command list to the immediate context */
|
|
/* FIXME: Mutex lock me! */
|
|
ID3D11DeviceContext_ExecuteCommandList(
|
|
renderer->immediateContext,
|
|
commandList,
|
|
0
|
|
);
|
|
|
|
/* Now that we're done, either save the command list or release it. */
|
|
if (commandBuffer->fixed)
|
|
{
|
|
commandBuffer->commandList = commandList;
|
|
}
|
|
else
|
|
{
|
|
ID3D11CommandList_Release(commandList);
|
|
}
|
|
|
|
/* Mark the command buffer as not-recording so that it can be used to record again. */
|
|
commandBuffer->recording = 0;
|
|
}
|
|
}
|
|
|
|
static void D3D11_Wait(
|
|
Refresh_Renderer* driverData
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static Refresh_Device* D3D11_CreateDevice(
|
|
Refresh_PresentationParameters* presentationParameters,
|
|
uint8_t debugMode
|
|
) {
|
|
D3D11Renderer *renderer;
|
|
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
|
|
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
|
|
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
|
|
void* factory6;
|
|
uint32_t flags;
|
|
DXGI_ADAPTER_DESC1 adapterDesc;
|
|
HRESULT res;
|
|
Refresh_Device* result;
|
|
|
|
/* Allocate and zero out the renderer */
|
|
renderer = (D3D11Renderer*) SDL_malloc(sizeof(D3D11Renderer));
|
|
SDL_memset(renderer, 0, sizeof(D3D11Renderer));
|
|
|
|
/* Load the DXGI library */
|
|
renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL);
|
|
if (renderer->dxgi_dll == NULL)
|
|
{
|
|
Refresh_LogError("Could not find " DXGI_DLL);
|
|
return NULL;
|
|
}
|
|
|
|
/* Load the CreateDXGIFactory function */
|
|
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY) SDL_LoadFunction(
|
|
renderer->dxgi_dll,
|
|
"CreateDXGIFactory1"
|
|
);
|
|
if (CreateDXGIFactoryFunc == NULL)
|
|
{
|
|
Refresh_LogError("Could not load CreateDXGIFactory1 function!");
|
|
return NULL;
|
|
}
|
|
|
|
/* Create the DXGI factory */
|
|
res = CreateDXGIFactoryFunc(
|
|
&D3D_IID_IDXGIFactory1,
|
|
&renderer->factory
|
|
);
|
|
ERROR_CHECK_RETURN("Could not create DXGIFactory", NULL);
|
|
|
|
/* Get the default adapter */
|
|
res = IDXGIAdapter1_QueryInterface(
|
|
renderer->factory,
|
|
&D3D_IID_IDXGIFactory6,
|
|
(void**) &factory6
|
|
);
|
|
if (SUCCEEDED(res))
|
|
{
|
|
IDXGIFactory6_EnumAdapterByGpuPreference(
|
|
(IDXGIFactory6*) factory6,
|
|
0,
|
|
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
|
|
&D3D_IID_IDXGIAdapter1,
|
|
&renderer->adapter
|
|
);
|
|
}
|
|
else
|
|
{
|
|
IDXGIFactory1_EnumAdapters1(
|
|
renderer->factory,
|
|
0,
|
|
&renderer->adapter
|
|
);
|
|
}
|
|
|
|
/* Get information about the selected adapter. Used for logging info. */
|
|
IDXGIAdapter1_GetDesc1(renderer->adapter, &adapterDesc);
|
|
|
|
/* Load the D3D library */
|
|
renderer->d3d11_dll = SDL_LoadObject(D3D11_DLL);
|
|
if (renderer->d3d11_dll == NULL)
|
|
{
|
|
Refresh_LogError("Could not find " D3D11_DLL);
|
|
return NULL;
|
|
}
|
|
|
|
/* Load the CreateDevice function */
|
|
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
|
|
renderer->d3d11_dll,
|
|
"D3D11CreateDevice"
|
|
);
|
|
if (D3D11CreateDeviceFunc == NULL)
|
|
{
|
|
Refresh_LogError("Could not load D3D11CreateDevice function!");
|
|
return NULL;
|
|
}
|
|
|
|
/* Set up device flags */
|
|
flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
|
if (debugMode)
|
|
{
|
|
flags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
}
|
|
|
|
/* Create the device */
|
|
tryCreateDevice:
|
|
res = D3D11CreateDeviceFunc(
|
|
(IDXGIAdapter*) renderer->adapter,
|
|
D3D_DRIVER_TYPE_UNKNOWN, /* Must be UNKNOWN if adapter is non-null according to spec */
|
|
NULL,
|
|
flags,
|
|
levels,
|
|
SDL_arraysize(levels),
|
|
D3D11_SDK_VERSION,
|
|
&renderer->device,
|
|
&renderer->featureLevel,
|
|
&renderer->immediateContext
|
|
);
|
|
if (FAILED(res) && debugMode)
|
|
{
|
|
/* If device creation failed, and we're in debug mode, remove the debug flag and try again. */
|
|
Refresh_LogWarn("Creating device in debug mode failed with error %08X. Trying non-debug.", res);
|
|
flags &= ~D3D11_CREATE_DEVICE_DEBUG;
|
|
debugMode = 0;
|
|
goto tryCreateDevice;
|
|
}
|
|
|
|
ERROR_CHECK_RETURN("Could not create D3D11 device", NULL);
|
|
|
|
/* Print driver info */
|
|
Refresh_LogInfo("Refresh Driver: D3D11");
|
|
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
|
|
|
|
/* Create the command buffer pool */
|
|
renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_malloc(
|
|
sizeof(D3D11CommandBufferPool)
|
|
);
|
|
SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
|
|
|
|
/* Initialize miscellaneous renderer members */
|
|
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG) != 0;
|
|
renderer->blendFactor.x = 1.0f;
|
|
renderer->blendFactor.y = 1.0f;
|
|
renderer->blendFactor.z = 1.0f;
|
|
renderer->blendFactor.w = 1.0f;
|
|
|
|
/* Create the Refresh Device */
|
|
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
|
|
ASSIGN_DRIVER(D3D11)
|
|
|
|
result->driverData = (Refresh_Renderer*) renderer;
|
|
|
|
return result;
|
|
}
|
|
|
|
Refresh_Driver D3D11Driver = {
|
|
"D3D11",
|
|
D3D11_CreateDevice
|
|
};
|
|
|
|
#endif //REFRESH_DRIVER_D3D11
|