forked from MoonsideGames/Refresh
1366 lines
32 KiB
C
1366 lines
32 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 <dxgi.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 D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
|
|
#define D3DCOMPILE_FUNC "D3DCompile"
|
|
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
|
|
#define WINDOW_DATA "Refresh_D3D11WindowData"
|
|
|
|
#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_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
|
|
if (arr->count == arr->capacity) \
|
|
{ \
|
|
if (arr->capacity == 0) \
|
|
{ \
|
|
arr->capacity = initialValue; \
|
|
} \
|
|
else \
|
|
{ \
|
|
arr->capacity *= 2; \
|
|
} \
|
|
arr->elements = (type*) SDL_realloc( \
|
|
arr->elements, \
|
|
arr->capacity * sizeof(type) \
|
|
); \
|
|
}
|
|
|
|
|
|
/* 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
|
|
);
|
|
|
|
/* Conversions */
|
|
|
|
static DXGI_FORMAT RefreshToD3D11_TextureFormat[] =
|
|
{
|
|
DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */
|
|
DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */
|
|
DXGI_FORMAT_B5G6R5_UNORM, /* R5G6B5 */
|
|
DXGI_FORMAT_B5G5R5A1_UNORM, /* A1R5G5B5 */
|
|
DXGI_FORMAT_B4G4R4A4_UNORM, /* B4G4R4A4 */
|
|
DXGI_FORMAT_BC1_UNORM, /* BC1 */
|
|
DXGI_FORMAT_BC3_UNORM, /* BC3 */
|
|
DXGI_FORMAT_BC5_UNORM, /* BC5 */
|
|
DXGI_FORMAT_R8G8_SNORM, /* R8G8_SNORM */
|
|
DXGI_FORMAT_R8G8B8A8_SNORM, /* R8G8B8A8_SNORM */
|
|
DXGI_FORMAT_R10G10B10A2_UNORM, /* A2R10G10B10 */
|
|
DXGI_FORMAT_R16G16_UNORM, /* R16G16 */
|
|
DXGI_FORMAT_R16G16B16A16_UNORM, /* R16G16B16A16 */
|
|
DXGI_FORMAT_R8_UNORM, /* R8 */
|
|
DXGI_FORMAT_R32_FLOAT, /* R32_SFLOAT */
|
|
DXGI_FORMAT_R32G32_FLOAT, /* R32G32_SFLOAT */
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT, /* R32G32B32A32_SFLOAT */
|
|
DXGI_FORMAT_R16_FLOAT, /* R16_SFLOAT */
|
|
DXGI_FORMAT_R16G16_FLOAT, /* R16G16_SFLOAT */
|
|
DXGI_FORMAT_R16G16B16A16_FLOAT, /* R16G16B16A16_SFLOAT */
|
|
DXGI_FORMAT_D16_UNORM, /* D16 */
|
|
DXGI_FORMAT_D32_FLOAT, /* D32 */
|
|
DXGI_FORMAT_D24_UNORM_S8_UINT, /* D16S8 */
|
|
DXGI_FORMAT_D32_FLOAT_S8X24_UINT/* D32S8 */
|
|
};
|
|
|
|
static DXGI_FORMAT RefreshToD3D11_VertexFormat[] =
|
|
{
|
|
DXGI_FORMAT_R32_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 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 int32_t RefreshToD3D11_SampleCount[] =
|
|
{
|
|
1, /* 1 */
|
|
2, /* 2 */
|
|
4, /* 4 */
|
|
8, /* 8 */
|
|
16, /* 16 */
|
|
32, /* 32 */
|
|
64 /* 64 */
|
|
};
|
|
|
|
static D3D11_INPUT_CLASSIFICATION RefreshToD3D11_VertexInputRate[] =
|
|
{
|
|
D3D11_INPUT_PER_VERTEX_DATA, /* VERTEX */
|
|
D3D11_INPUT_PER_INSTANCE_DATA /* INSTANCE */
|
|
};
|
|
|
|
static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
|
|
{
|
|
D3D11_TEXTURE_ADDRESS_WRAP, /* REPEAT */
|
|
D3D11_TEXTURE_ADDRESS_MIRROR, /* MIRRORED_REPEAT */
|
|
D3D11_TEXTURE_ADDRESS_CLAMP, /* CLAMP_TO_EDGE */
|
|
D3D11_TEXTURE_ADDRESS_BORDER /* CLAMP_TO_BORDER */
|
|
};
|
|
|
|
/* Structs */
|
|
|
|
typedef struct D3D11SwapchainData
|
|
{
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11RenderTargetView *swapchainRTView;
|
|
} D3D11SwapchainData;
|
|
|
|
typedef struct D3D11WindowData
|
|
{
|
|
void* windowHandle;
|
|
uint8_t allowTearing;
|
|
D3D11SwapchainData *swapchainData;
|
|
} D3D11WindowData;
|
|
|
|
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 D3D11Renderer
|
|
{
|
|
ID3D11Device *device;
|
|
ID3D11DeviceContext *immediateContext;
|
|
IDXGIFactory1 *factory;
|
|
IDXGIAdapter1 *adapter;
|
|
void *d3d11_dll;
|
|
void *dxgi_dll;
|
|
void *d3dcompiler_dll;
|
|
|
|
uint8_t debugMode;
|
|
D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
|
|
PFN_D3DCOMPILE D3DCompileFunc;
|
|
|
|
D3D11WindowData **claimedWindows;
|
|
uint32_t claimedWindowCount;
|
|
uint32_t claimedWindowCapacity;
|
|
|
|
D3D11CommandBufferPool *commandBufferPool;
|
|
SDL_mutex *commandBufferAcquisitionMutex;
|
|
} D3D11Renderer;
|
|
|
|
/* Logging */
|
|
|
|
static void D3D11_INTERNAL_LogError(
|
|
ID3D11Device *device,
|
|
const char *msg,
|
|
HRESULT res
|
|
) {
|
|
#define MAX_ERROR_LEN 1024 /* FIXME: Arbitrary! */
|
|
|
|
/* Buffer for text, ensure space for \0 terminator after buffer */
|
|
char wszMsgBuff[MAX_ERROR_LEN + 1];
|
|
DWORD dwChars; /* Number of chars returned. */
|
|
|
|
if (res == DXGI_ERROR_DEVICE_REMOVED)
|
|
{
|
|
res = ID3D11Device_GetDeviceRemovedReason(device);
|
|
}
|
|
|
|
/* Try to get the message from the system errors. */
|
|
dwChars = FormatMessage(
|
|
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
|
|
NULL,
|
|
res,
|
|
0,
|
|
wszMsgBuff,
|
|
MAX_ERROR_LEN,
|
|
NULL
|
|
);
|
|
|
|
/* No message? Screw it, just post the code. */
|
|
if (dwChars == 0)
|
|
{
|
|
Refresh_LogError("%s! Error Code: 0x%08X", msg, res);
|
|
return;
|
|
}
|
|
|
|
/* Ensure valid range */
|
|
dwChars = SDL_min(dwChars, MAX_ERROR_LEN);
|
|
|
|
/* Trim whitespace from tail of message */
|
|
while (dwChars > 0)
|
|
{
|
|
if (wszMsgBuff[dwChars - 1] <= ' ')
|
|
{
|
|
dwChars--;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Ensure null-terminated string */
|
|
wszMsgBuff[dwChars] = '\0';
|
|
|
|
Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
|
|
}
|
|
|
|
/* Quit */
|
|
|
|
static void D3D11_DestroyDevice(
|
|
Refresh_Device *device
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* Drawing */
|
|
|
|
static void D3D11_DrawInstancedPrimitives(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
uint32_t baseVertex,
|
|
uint32_t startIndex,
|
|
uint32_t primitiveCount,
|
|
uint32_t instanceCount,
|
|
uint32_t vertexParamOffset,
|
|
uint32_t fragmentParamOffset
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_DrawIndexedPrimitives(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
uint32_t baseVertex,
|
|
uint32_t startIndex,
|
|
uint32_t primitiveCount,
|
|
uint32_t vertexParamOffset,
|
|
uint32_t fragmentParamOffset
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_DrawPrimitives(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
uint32_t vertexStart,
|
|
uint32_t primitiveCount,
|
|
uint32_t vertexParamOffset,
|
|
uint32_t fragmentParamOffset
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_DrawPrimitivesIndirect(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
Refresh_Buffer *buffer,
|
|
uint32_t offsetInBytes,
|
|
uint32_t drawCount,
|
|
uint32_t stride,
|
|
uint32_t vertexParamOffset,
|
|
uint32_t fragmentParamOffset
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_DispatchCompute(
|
|
Refresh_Renderer *device,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
uint32_t groupCountX,
|
|
uint32_t groupCountY,
|
|
uint32_t groupCountZ,
|
|
uint32_t computeParamOffset
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* State Creation */
|
|
|
|
|
|
static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_ComputeShaderInfo *computeShaderInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static Refresh_Sampler* D3D11_CreateSampler(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static Refresh_Texture* D3D11_CreateTexture(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_TextureCreateInfo *textureCreateInfo
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static Refresh_Buffer* D3D11_CreateBuffer(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_BufferUsageFlags usageFlags,
|
|
uint32_t sizeInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
/* Setters */
|
|
|
|
static void D3D11_SetTextureData(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
Refresh_TextureSlice *textureSlice,
|
|
void *data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_SetTextureDataYUV(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer* commandBuffer,
|
|
Refresh_Texture *y,
|
|
Refresh_Texture *u,
|
|
Refresh_Texture *v,
|
|
uint32_t yWidth,
|
|
uint32_t yHeight,
|
|
uint32_t uvWidth,
|
|
uint32_t uvHeight,
|
|
void *yDataPtr,
|
|
void *uDataPtr,
|
|
void *vDataPtr,
|
|
uint32_t yDataLength,
|
|
uint32_t uvDataLength,
|
|
uint32_t yStride,
|
|
uint32_t uvStride
|
|
) {
|
|
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
|
|
return 0;
|
|
}
|
|
|
|
static uint32_t D3D11_PushFragmentShaderUniforms(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
void *data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return 0;
|
|
}
|
|
|
|
static uint32_t D3D11_PushComputeShaderUniforms(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
void *data,
|
|
uint32_t dataLengthInBytes
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return 0;
|
|
}
|
|
|
|
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 Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|
Refresh_Renderer *driverData
|
|
) {
|
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
|
D3D11CommandBuffer *commandBuffer = NULL;
|
|
uint32_t i;
|
|
HRESULT res;
|
|
|
|
/* Make sure multiple threads can't acquire the same command buffer. */
|
|
SDL_LockMutex(renderer->commandBufferAcquisitionMutex);
|
|
|
|
/* 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 recording. */
|
|
if (!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
|
|
);
|
|
if (FAILED(res))
|
|
{
|
|
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
|
|
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->swapchainData = NULL;
|
|
commandBuffer->commandList = NULL;
|
|
commandBuffer->dsView = NULL;
|
|
commandBuffer->numBoundColorAttachments = 0;
|
|
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
|
{
|
|
commandBuffer->rtViews[i] = NULL;
|
|
}
|
|
|
|
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
|
|
|
|
return (Refresh_CommandBuffer*) commandBuffer;
|
|
}
|
|
|
|
static void D3D11_BeginRenderPass(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
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
|
|
}
|
|
|
|
/* Compute State */
|
|
|
|
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
|
|
}
|
|
|
|
/* Window and Swapchain Management */
|
|
|
|
static D3D11WindowData* D3D11_INTERNAL_FetchWindowData(
|
|
void *windowHandle
|
|
) {
|
|
return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
|
|
}
|
|
|
|
static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
|
|
IUnknown *device,
|
|
IDXGIAdapter *adapter,
|
|
IDXGIFactory1 *factory,
|
|
HWND window,
|
|
DXGI_MODE_DESC *modeDescription,
|
|
DXGI_MODE_DESC *swapChainDescription
|
|
) {
|
|
HMONITOR monitor;
|
|
int iAdapter = 0, iOutput;
|
|
IDXGIAdapter1* pAdapter;
|
|
IDXGIOutput *output;
|
|
DXGI_OUTPUT_DESC description;
|
|
|
|
/* Find the output (on any adapter) attached to the monitor that holds our window */
|
|
monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
|
|
while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
|
|
{
|
|
iOutput = 0;
|
|
while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
|
|
{
|
|
IDXGIOutput_GetDesc(output, &description);
|
|
if (description.Monitor == monitor)
|
|
{
|
|
if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
|
|
{
|
|
IDXGIOutput_Release(output);
|
|
IDXGIAdapter1_Release(pAdapter);
|
|
return;
|
|
}
|
|
}
|
|
IDXGIOutput_Release(output);
|
|
}
|
|
IDXGIAdapter1_Release(pAdapter);
|
|
}
|
|
}
|
|
|
|
static uint8_t D3D11_INTERNAL_CreateSwapchain(
|
|
D3D11Renderer *renderer,
|
|
D3D11WindowData *windowData
|
|
) {
|
|
SDL_SysWMinfo info;
|
|
HWND dxgiHandle;
|
|
DXGI_MODE_DESC swapchainBufferDesc;
|
|
DXGI_SWAP_CHAIN_DESC swapchainDesc;
|
|
IDXGIFactory1 *pParent;
|
|
IDXGISwapChain *swapchain;
|
|
D3D11SwapchainData *swapchainData;
|
|
HRESULT res;
|
|
|
|
/* Get the DXGI handle */
|
|
SDL_VERSION(&info.version);
|
|
SDL_GetWindowWMInfo((SDL_Window*) windowData->windowHandle, &info);
|
|
dxgiHandle = info.info.win.window;
|
|
|
|
/* Initialize the swapchain buffer descriptor */
|
|
swapchainBufferDesc.Width = 0;
|
|
swapchainBufferDesc.Height = 0;
|
|
swapchainBufferDesc.RefreshRate.Numerator = 0;
|
|
swapchainBufferDesc.RefreshRate.Denominator = 0;
|
|
swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
|
|
swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
|
swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
|
|
|
/* Get the closest matching mode we can from the current monitor */
|
|
D3D11_INTERNAL_ResolveSwapChainModeDescription(
|
|
(IUnknown*) renderer->device,
|
|
(IDXGIAdapter*) renderer->adapter,
|
|
(IDXGIFactory1*) renderer->factory,
|
|
dxgiHandle,
|
|
&swapchainBufferDesc,
|
|
&swapchainDesc.BufferDesc
|
|
);
|
|
|
|
/* Initialize the swapchain descriptor */
|
|
swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
|
|
swapchainDesc.SampleDesc.Count = 1;
|
|
swapchainDesc.SampleDesc.Quality = 0;
|
|
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapchainDesc.BufferCount = 3;
|
|
swapchainDesc.OutputWindow = dxgiHandle;
|
|
swapchainDesc.Windowed = 1;
|
|
swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
|
swapchainDesc.Flags = 0;
|
|
|
|
/* Create the swapchain! */
|
|
res = IDXGIFactory1_CreateSwapChain(
|
|
(IDXGIFactory1*) renderer->factory,
|
|
(IUnknown*) renderer->device,
|
|
&swapchainDesc,
|
|
&swapchain
|
|
);
|
|
ERROR_CHECK("Could not create swapchain");
|
|
|
|
/*
|
|
* 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
|
|
);
|
|
}
|
|
}
|
|
|
|
/* Create the swapchain data */
|
|
swapchainData = (D3D11SwapchainData*) SDL_malloc(sizeof(D3D11SwapchainData));
|
|
swapchainData->swapchain = swapchain;
|
|
swapchainData->swapchainRTView = NULL;
|
|
|
|
windowData->swapchainData = swapchainData;
|
|
return 1;
|
|
}
|
|
|
|
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;
|
|
windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
|
|
|
|
if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData))
|
|
{
|
|
SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
|
|
|
|
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;
|
|
|
|
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 uint8_t D3D11_UnclaimWindow(
|
|
Refresh_Renderer *driverData,
|
|
void *windowHandle
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return 0;
|
|
}
|
|
|
|
static Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
void *windowHandle,
|
|
uint32_t *pWidth,
|
|
uint32_t *pHeight
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
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
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* Submission and Fences */
|
|
|
|
static void D3D11_Submit(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static Refresh_Fence* D3D11_SubmitAndAcquireFence(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_CommandBuffer *commandBuffer
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return NULL;
|
|
}
|
|
|
|
static void D3D11_Wait(
|
|
Refresh_Renderer *driverData
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static void D3D11_WaitForFences(
|
|
Refresh_Renderer *driverData,
|
|
uint8_t waitAll,
|
|
uint32_t fenceCount,
|
|
Refresh_Fence **pFences
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
static int D3D11_QueryFence(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_Fence *fence
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
return 0;
|
|
}
|
|
|
|
static void D3D11_ReleaseFence(
|
|
Refresh_Renderer *driverData,
|
|
Refresh_Fence *fence
|
|
) {
|
|
NOT_IMPLEMENTED
|
|
}
|
|
|
|
/* 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_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;
|
|
}
|
|
|
|
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_0 };
|
|
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);
|
|
|
|
/* Get the default adapter */
|
|
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
|
|
);
|
|
}
|
|
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,
|
|
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 */
|
|
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_calloc(
|
|
1,
|
|
sizeof(D3D11CommandBufferPool)
|
|
);
|
|
|
|
/* Create mutexes */
|
|
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
|
|
|
|
/* Initialize miscellaneous renderer members */
|
|
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
|
|
|
|
/* 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
|