#ifdef ENABLE_DX11 #include #include #include #include #include #include #include #include #include #ifndef _LANGUAGE_C #define _LANGUAGE_C #endif #include #include "gfx_cc.h" #include "gfx_window_manager_api.h" #include "gfx_rendering_api.h" #include "gfx_direct3d_common.h" #define DECLARE_GFX_DXGI_FUNCTIONS #include "gfx_dxgi.h" #include "gfx_screen_config.h" #define THREE_POINT_FILTERING 0 #define DEBUG_D3D 0 using namespace Microsoft::WRL; // For ComPtr namespace { struct PerFrameCB { uint32_t noise_frame; float noise_scale_x; float noise_scale_y; uint32_t padding; }; struct PerDrawCB { struct Texture { uint32_t width; uint32_t height; uint32_t linear_filtering; uint32_t padding; } textures[2]; }; struct TextureData { ComPtr resource_view; ComPtr sampler_state; uint32_t width; uint32_t height; bool linear_filtering; }; struct ShaderProgramD3D11 { ComPtr vertex_shader; ComPtr pixel_shader; ComPtr input_layout; ComPtr blend_state; uint32_t shader_id; uint8_t num_inputs; uint8_t num_floats; bool used_textures[2]; }; static struct { HMODULE d3d11_module; PFN_D3D11_CREATE_DEVICE D3D11CreateDevice; HMODULE d3dcompiler_module; pD3DCompile D3DCompile; D3D_FEATURE_LEVEL feature_level; ComPtr device; ComPtr swap_chain; ComPtr context; ComPtr backbuffer_view; ComPtr depth_stencil_view; ComPtr rasterizer_state; ComPtr depth_stencil_state; ComPtr vertex_buffer; ComPtr per_frame_cb; ComPtr per_draw_cb; #if DEBUG_D3D ComPtr debug; #endif DXGI_SAMPLE_DESC sample_description; PerFrameCB per_frame_cb_data; PerDrawCB per_draw_cb_data; struct ShaderProgramD3D11 shader_program_pool[64]; uint8_t shader_program_pool_size; std::vector textures; int current_tile; uint32_t current_texture_ids[2]; // Current state struct ShaderProgramD3D11 *shader_program; uint32_t current_width, current_height; int8_t depth_test; int8_t depth_mask; int8_t zmode_decal; // Previous states (to prevent setting states needlessly) struct ShaderProgramD3D11 *last_shader_program = nullptr; uint32_t last_vertex_buffer_stride = 0; ComPtr last_blend_state = nullptr; ComPtr last_resource_views[2] = { nullptr, nullptr }; ComPtr last_sampler_states[2] = { nullptr, nullptr }; int8_t last_depth_test = -1; int8_t last_depth_mask = -1; int8_t last_zmode_decal = -1; D3D_PRIMITIVE_TOPOLOGY last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; } d3d; static LARGE_INTEGER last_time, accumulated_time, frequency; static void create_render_target_views(bool is_resize) { DXGI_SWAP_CHAIN_DESC1 desc1; if (is_resize) { // Release previous stuff (if any) d3d.backbuffer_view.Reset(); d3d.depth_stencil_view.Reset(); // Resize swap chain buffers ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1)); ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags), gfx_dxgi_get_h_wnd(), "Failed to resize IDXGISwapChain buffers."); } // Get new size ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1)); // Create back buffer ComPtr backbuffer_texture; ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *) backbuffer_texture.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to get backbuffer from IDXGISwapChain."); ThrowIfFailed(d3d.device->CreateRenderTargetView(backbuffer_texture.Get(), nullptr, d3d.backbuffer_view.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to create render target view."); // Create depth buffer D3D11_TEXTURE2D_DESC depth_stencil_texture_desc; ZeroMemory(&depth_stencil_texture_desc, sizeof(D3D11_TEXTURE2D_DESC)); depth_stencil_texture_desc.Width = desc1.Width; depth_stencil_texture_desc.Height = desc1.Height; depth_stencil_texture_desc.MipLevels = 1; depth_stencil_texture_desc.ArraySize = 1; depth_stencil_texture_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ? DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_D24_UNORM_S8_UINT; depth_stencil_texture_desc.SampleDesc = d3d.sample_description; depth_stencil_texture_desc.Usage = D3D11_USAGE_DEFAULT; depth_stencil_texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depth_stencil_texture_desc.CPUAccessFlags = 0; depth_stencil_texture_desc.MiscFlags = 0; ComPtr depth_stencil_texture; ThrowIfFailed(d3d.device->CreateTexture2D(&depth_stencil_texture_desc, nullptr, depth_stencil_texture.GetAddressOf())); ThrowIfFailed(d3d.device->CreateDepthStencilView(depth_stencil_texture.Get(), nullptr, d3d.depth_stencil_view.GetAddressOf())); // Save resolution d3d.current_width = desc1.Width; d3d.current_height = desc1.Height; } static void gfx_d3d11_init(void) { // Load d3d11.dll d3d.d3d11_module = LoadLibraryW(L"d3d11.dll"); if (d3d.d3d11_module == nullptr) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "d3d11.dll could not be loaded"); } d3d.D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(d3d.d3d11_module, "D3D11CreateDevice"); // Load D3DCompiler_47.dll or D3DCompiler_43.dll d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_47.dll"); if (d3d.d3dcompiler_module == nullptr) { d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_43.dll"); if (d3d.d3dcompiler_module == nullptr) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll or D3DCompiler_43.dll could not be loaded"); } } d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile"); // Create D3D11 device gfx_dxgi_create_factory_and_device(DEBUG_D3D, 11, [](IDXGIAdapter1 *adapter, bool test_only) { #if DEBUG_D3D UINT device_creation_flags = D3D11_CREATE_DEVICE_DEBUG; #else UINT device_creation_flags = 0; #endif D3D_FEATURE_LEVEL FeatureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; HRESULT res = d3d.D3D11CreateDevice( adapter, D3D_DRIVER_TYPE_UNKNOWN, // since we use a specific adapter nullptr, device_creation_flags, FeatureLevels, ARRAYSIZE(FeatureLevels), D3D11_SDK_VERSION, test_only ? nullptr : d3d.device.GetAddressOf(), &d3d.feature_level, test_only ? nullptr : d3d.context.GetAddressOf()); if (test_only) { return SUCCEEDED(res); } else { ThrowIfFailed(res, gfx_dxgi_get_h_wnd(), "Failed to create D3D11 device."); return true; } }); // Sample description to be used in back buffer and depth buffer d3d.sample_description.Count = 1; d3d.sample_description.Quality = 0; // Create the swap chain d3d.swap_chain = gfx_dxgi_create_swap_chain(d3d.device.Get()); // Create D3D Debug device if in debug mode #if DEBUG_D3D ThrowIfFailed(d3d.device->QueryInterface(__uuidof(ID3D11Debug), (void **) d3d.debug.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to get ID3D11Debug device."); #endif // Create views create_render_target_views(false); // Create main vertex buffer D3D11_BUFFER_DESC vertex_buffer_desc; ZeroMemory(&vertex_buffer_desc, sizeof(D3D11_BUFFER_DESC)); vertex_buffer_desc.Usage = D3D11_USAGE_DYNAMIC; vertex_buffer_desc.ByteWidth = 256 * 26 * 3 * sizeof(float); // Same as buf_vbo size in gfx_pc vertex_buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertex_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertex_buffer_desc.MiscFlags = 0; ThrowIfFailed(d3d.device->CreateBuffer(&vertex_buffer_desc, nullptr, d3d.vertex_buffer.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to create vertex buffer."); // Create per-frame constant buffer D3D11_BUFFER_DESC constant_buffer_desc; ZeroMemory(&constant_buffer_desc, sizeof(D3D11_BUFFER_DESC)); constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC; constant_buffer_desc.ByteWidth = sizeof(PerFrameCB); constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; constant_buffer_desc.MiscFlags = 0; ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_frame_cb.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to create per-frame constant buffer."); d3d.context->PSSetConstantBuffers(0, 1, d3d.per_frame_cb.GetAddressOf()); // Create per-draw constant buffer constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC; constant_buffer_desc.ByteWidth = sizeof(PerDrawCB); constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; constant_buffer_desc.MiscFlags = 0; ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_draw_cb.GetAddressOf()), gfx_dxgi_get_h_wnd(), "Failed to create per-draw constant buffer."); d3d.context->PSSetConstantBuffers(1, 1, d3d.per_draw_cb.GetAddressOf()); } static bool gfx_d3d11_z_is_from_0_to_1(void) { return true; } static void gfx_d3d11_unload_shader(struct ShaderProgram *old_prg) { } static void gfx_d3d11_load_shader(struct ShaderProgram *new_prg) { d3d.shader_program = (struct ShaderProgramD3D11 *)new_prg; } static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shader_id) { CCFeatures cc_features; gfx_cc_get_features(shader_id, &cc_features); char buf[4096]; size_t len, num_floats; gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, false, THREE_POINT_FILTERING); ComPtr vs, ps; ComPtr error_blob; #if DEBUG_D3D UINT compile_flags = D3DCOMPILE_DEBUG; #else UINT compile_flags = D3DCOMPILE_OPTIMIZATION_LEVEL2; #endif HRESULT hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_4_0_level_9_1", compile_flags, 0, vs.GetAddressOf(), error_blob.GetAddressOf()); if (FAILED(hr)) { MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR); throw hr; } hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_4_0_level_9_1", compile_flags, 0, ps.GetAddressOf(), error_blob.GetAddressOf()); if (FAILED(hr)) { MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR); throw hr; } struct ShaderProgramD3D11 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++]; ThrowIfFailed(d3d.device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, prg->vertex_shader.GetAddressOf())); ThrowIfFailed(d3d.device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, prg->pixel_shader.GetAddressOf())); // Input Layout D3D11_INPUT_ELEMENT_DESC ied[7]; uint8_t ied_index = 0; ied[ied_index++] = { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; if (cc_features.used_textures[0] || cc_features.used_textures[1]) { ied[ied_index++] = { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } if (cc_features.opt_fog) { ied[ied_index++] = { "FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } for (unsigned int i = 0; i < cc_features.num_inputs; i++) { DXGI_FORMAT format = cc_features.opt_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; ied[ied_index++] = { "INPUT", i, format, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } ThrowIfFailed(d3d.device->CreateInputLayout(ied, ied_index, vs->GetBufferPointer(), vs->GetBufferSize(), prg->input_layout.GetAddressOf())); // Blend state D3D11_BLEND_DESC blend_desc; ZeroMemory(&blend_desc, sizeof(D3D11_BLEND_DESC)); if (cc_features.opt_alpha) { blend_desc.RenderTarget[0].BlendEnable = true; blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; } else { blend_desc.RenderTarget[0].BlendEnable = false; blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; } ThrowIfFailed(d3d.device->CreateBlendState(&blend_desc, prg->blend_state.GetAddressOf())); // Save some values prg->shader_id = shader_id; prg->num_inputs = cc_features.num_inputs; prg->num_floats = num_floats; prg->used_textures[0] = cc_features.used_textures[0]; prg->used_textures[1] = cc_features.used_textures[1]; return (struct ShaderProgram *)(d3d.shader_program = prg); } static struct ShaderProgram *gfx_d3d11_lookup_shader(uint32_t shader_id) { for (size_t i = 0; i < d3d.shader_program_pool_size; i++) { if (d3d.shader_program_pool[i].shader_id == shader_id) { return (struct ShaderProgram *)&d3d.shader_program_pool[i]; } } return nullptr; } static void gfx_d3d11_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) { struct ShaderProgramD3D11 *p = (struct ShaderProgramD3D11 *)prg; *num_inputs = p->num_inputs; used_textures[0] = p->used_textures[0]; used_textures[1] = p->used_textures[1]; } static uint32_t gfx_d3d11_new_texture(void) { d3d.textures.resize(d3d.textures.size() + 1); return (uint32_t)(d3d.textures.size() - 1); } static void gfx_d3d11_select_texture(int tile, uint32_t texture_id) { d3d.current_tile = tile; d3d.current_texture_ids[tile] = texture_id; } static D3D11_TEXTURE_ADDRESS_MODE gfx_cm_to_d3d11(uint32_t val) { if (val & G_TX_CLAMP) { return D3D11_TEXTURE_ADDRESS_CLAMP; } return (val & G_TX_MIRROR) ? D3D11_TEXTURE_ADDRESS_MIRROR : D3D11_TEXTURE_ADDRESS_WRAP; } static void gfx_d3d11_upload_texture(const uint8_t *rgba32_buf, int width, int height) { // Create texture D3D11_TEXTURE2D_DESC texture_desc; ZeroMemory(&texture_desc, sizeof(D3D11_TEXTURE2D_DESC)); texture_desc.Width = width; texture_desc.Height = height; texture_desc.Usage = D3D11_USAGE_IMMUTABLE; texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; // D3D11_RESOURCE_MISC_GENERATE_MIPS ? texture_desc.ArraySize = 1; texture_desc.MipLevels = 1; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; D3D11_SUBRESOURCE_DATA resource_data; resource_data.pSysMem = rgba32_buf; resource_data.SysMemPitch = width * 4; resource_data.SysMemSlicePitch = resource_data.SysMemPitch * height; ComPtr texture; ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, &resource_data, texture.GetAddressOf())); // Create shader resource view from texture D3D11_SHADER_RESOURCE_VIEW_DESC resource_view_desc; ZeroMemory(&resource_view_desc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC)); resource_view_desc.Format = texture_desc.Format; resource_view_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; resource_view_desc.Texture2D.MostDetailedMip = 0; resource_view_desc.Texture2D.MipLevels = -1; TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[d3d.current_tile]]; texture_data->width = width; texture_data->height = height; if (texture_data->resource_view.Get() != nullptr) { // Free the previous texture in this slot texture_data->resource_view.Reset(); } ThrowIfFailed(d3d.device->CreateShaderResourceView(texture.Get(), &resource_view_desc, texture_data->resource_view.GetAddressOf())); } static void gfx_d3d11_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) { D3D11_SAMPLER_DESC sampler_desc; ZeroMemory(&sampler_desc, sizeof(D3D11_SAMPLER_DESC)); #if THREE_POINT_FILTERING sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; #else sampler_desc.Filter = linear_filter ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_POINT; #endif sampler_desc.AddressU = gfx_cm_to_d3d11(cms); sampler_desc.AddressV = gfx_cm_to_d3d11(cmt); sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampler_desc.MinLOD = 0; sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[tile]]; texture_data->linear_filtering = linear_filter; // This function is called twice per texture, the first one only to set default values. // Maybe that could be skipped? Anyway, make sure to release the first default sampler // state before setting the actual one. texture_data->sampler_state.Reset(); ThrowIfFailed(d3d.device->CreateSamplerState(&sampler_desc, texture_data->sampler_state.GetAddressOf())); } static void gfx_d3d11_set_depth_test(bool depth_test) { d3d.depth_test = depth_test; } static void gfx_d3d11_set_depth_mask(bool depth_mask) { d3d.depth_mask = depth_mask; } static void gfx_d3d11_set_zmode_decal(bool zmode_decal) { d3d.zmode_decal = zmode_decal; } static void gfx_d3d11_set_viewport(int x, int y, int width, int height) { D3D11_VIEWPORT viewport; viewport.TopLeftX = x; viewport.TopLeftY = d3d.current_height - y - height; viewport.Width = width; viewport.Height = height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; d3d.context->RSSetViewports(1, &viewport); } static void gfx_d3d11_set_scissor(int x, int y, int width, int height) { D3D11_RECT rect; rect.left = x; rect.top = d3d.current_height - y - height; rect.right = x + width; rect.bottom = d3d.current_height - y; d3d.context->RSSetScissorRects(1, &rect); } static void gfx_d3d11_set_use_alpha(bool use_alpha) { // Already part of the pipeline state from shader info } static void gfx_d3d11_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) { if (d3d.last_depth_test != d3d.depth_test || d3d.last_depth_mask != d3d.depth_mask) { d3d.last_depth_test = d3d.depth_test; d3d.last_depth_mask = d3d.depth_mask; d3d.depth_stencil_state.Reset(); D3D11_DEPTH_STENCIL_DESC depth_stencil_desc; ZeroMemory(&depth_stencil_desc, sizeof(D3D11_DEPTH_STENCIL_DESC)); depth_stencil_desc.DepthEnable = d3d.depth_test; depth_stencil_desc.DepthWriteMask = d3d.depth_mask ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; depth_stencil_desc.StencilEnable = false; ThrowIfFailed(d3d.device->CreateDepthStencilState(&depth_stencil_desc, d3d.depth_stencil_state.GetAddressOf())); d3d.context->OMSetDepthStencilState(d3d.depth_stencil_state.Get(), 0); } if (d3d.last_zmode_decal != d3d.zmode_decal) { d3d.last_zmode_decal = d3d.zmode_decal; d3d.rasterizer_state.Reset(); D3D11_RASTERIZER_DESC rasterizer_desc; ZeroMemory(&rasterizer_desc, sizeof(D3D11_RASTERIZER_DESC)); rasterizer_desc.FillMode = D3D11_FILL_SOLID; rasterizer_desc.CullMode = D3D11_CULL_NONE; rasterizer_desc.FrontCounterClockwise = true; rasterizer_desc.DepthBias = 0; rasterizer_desc.SlopeScaledDepthBias = d3d.zmode_decal ? -2.0f : 0.0f; rasterizer_desc.DepthBiasClamp = 0.0f; rasterizer_desc.DepthClipEnable = true; rasterizer_desc.ScissorEnable = true; rasterizer_desc.MultisampleEnable = false; rasterizer_desc.AntialiasedLineEnable = false; ThrowIfFailed(d3d.device->CreateRasterizerState(&rasterizer_desc, d3d.rasterizer_state.GetAddressOf())); d3d.context->RSSetState(d3d.rasterizer_state.Get()); } bool textures_changed = false; for (int i = 0; i < 2; i++) { if (d3d.shader_program->used_textures[i]) { if (d3d.last_resource_views[i].Get() != d3d.textures[d3d.current_texture_ids[i]].resource_view.Get()) { d3d.last_resource_views[i] = d3d.textures[d3d.current_texture_ids[i]].resource_view.Get(); d3d.context->PSSetShaderResources(i, 1, d3d.textures[d3d.current_texture_ids[i]].resource_view.GetAddressOf()); #if THREE_POINT_FILTERING d3d.per_draw_cb_data.textures[i].width = d3d.textures[d3d.current_texture_ids[i]].width; d3d.per_draw_cb_data.textures[i].height = d3d.textures[d3d.current_texture_ids[i]].height; d3d.per_draw_cb_data.textures[i].linear_filtering = d3d.textures[d3d.current_texture_ids[i]].linear_filtering; textures_changed = true; #endif if (d3d.last_sampler_states[i].Get() != d3d.textures[d3d.current_texture_ids[i]].sampler_state.Get()) { d3d.last_sampler_states[i] = d3d.textures[d3d.current_texture_ids[i]].sampler_state.Get(); d3d.context->PSSetSamplers(i, 1, d3d.textures[d3d.current_texture_ids[i]].sampler_state.GetAddressOf()); } } } } // Set per-draw constant buffer if (textures_changed) { D3D11_MAPPED_SUBRESOURCE ms; ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE)); d3d.context->Map(d3d.per_draw_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, &d3d.per_draw_cb_data, sizeof(PerDrawCB)); d3d.context->Unmap(d3d.per_draw_cb.Get(), 0); } // Set vertex buffer data D3D11_MAPPED_SUBRESOURCE ms; ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE)); d3d.context->Map(d3d.vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, buf_vbo, buf_vbo_len * sizeof(float)); d3d.context->Unmap(d3d.vertex_buffer.Get(), 0); uint32_t stride = d3d.shader_program->num_floats * sizeof(float); uint32_t offset = 0; if (d3d.last_vertex_buffer_stride != stride) { d3d.last_vertex_buffer_stride = stride; d3d.context->IASetVertexBuffers(0, 1, d3d.vertex_buffer.GetAddressOf(), &stride, &offset); } if (d3d.last_shader_program != d3d.shader_program) { d3d.last_shader_program = d3d.shader_program; d3d.context->IASetInputLayout(d3d.shader_program->input_layout.Get()); d3d.context->VSSetShader(d3d.shader_program->vertex_shader.Get(), 0, 0); d3d.context->PSSetShader(d3d.shader_program->pixel_shader.Get(), 0, 0); if (d3d.last_blend_state.Get() != d3d.shader_program->blend_state.Get()) { d3d.last_blend_state = d3d.shader_program->blend_state.Get(); d3d.context->OMSetBlendState(d3d.shader_program->blend_state.Get(), 0, 0xFFFFFFFF); } } if (d3d.last_primitive_topology != D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST) { d3d.last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; d3d.context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } d3d.context->Draw(buf_vbo_num_tris * 3, 0); } static void gfx_d3d11_on_resize(void) { create_render_target_views(true); } static void gfx_d3d11_start_frame(void) { // Set render targets d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), d3d.depth_stencil_view.Get()); // Clear render targets const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; d3d.context->ClearRenderTargetView(d3d.backbuffer_view.Get(), clearColor); d3d.context->ClearDepthStencilView(d3d.depth_stencil_view.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0); // Set per-frame constant buffer d3d.per_frame_cb_data.noise_frame++; if (d3d.per_frame_cb_data.noise_frame > 150) { // No high values, as noise starts to look ugly d3d.per_frame_cb_data.noise_frame = 0; } float aspect_ratio = (float) d3d.current_width / (float) d3d.current_height; d3d.per_frame_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2 d3d.per_frame_cb_data.noise_scale_y = 120; D3D11_MAPPED_SUBRESOURCE ms; ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE)); d3d.context->Map(d3d.per_frame_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, &d3d.per_frame_cb_data, sizeof(PerFrameCB)); d3d.context->Unmap(d3d.per_frame_cb.Get(), 0); } static void gfx_d3d11_end_frame(void) { } static void gfx_d3d11_finish_render(void) { } } // namespace struct GfxRenderingAPI gfx_direct3d11_api = { gfx_d3d11_z_is_from_0_to_1, gfx_d3d11_unload_shader, gfx_d3d11_load_shader, gfx_d3d11_create_and_load_new_shader, gfx_d3d11_lookup_shader, gfx_d3d11_shader_get_info, gfx_d3d11_new_texture, gfx_d3d11_select_texture, gfx_d3d11_upload_texture, gfx_d3d11_set_sampler_parameters, gfx_d3d11_set_depth_test, gfx_d3d11_set_depth_mask, gfx_d3d11_set_zmode_decal, gfx_d3d11_set_viewport, gfx_d3d11_set_scissor, gfx_d3d11_set_use_alpha, gfx_d3d11_draw_triangles, gfx_d3d11_init, gfx_d3d11_on_resize, gfx_d3d11_start_frame, gfx_d3d11_end_frame, gfx_d3d11_finish_render }; #endif