731 lines
26 KiB
C++
731 lines
26 KiB
C++
#ifdef ENABLE_DX11
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#include <cstdio>
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#include <vector>
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#include <cmath>
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#include <windows.h>
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#include <versionhelpers.h>
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#include <wrl/client.h>
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#include <dxgi1_3.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#ifndef _LANGUAGE_C
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#define _LANGUAGE_C
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#endif
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#include <PR/gbi.h>
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#include "gfx_cc.h"
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#include "gfx_window_manager_api.h"
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#include "gfx_rendering_api.h"
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#include "gfx_direct3d_common.h"
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#define DECLARE_GFX_DXGI_FUNCTIONS
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#include "gfx_dxgi.h"
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#include "gfx_screen_config.h"
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#define THREE_POINT_FILTERING 0
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#define DEBUG_D3D 0
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using namespace Microsoft::WRL; // For ComPtr
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namespace {
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struct PerFrameCB {
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uint32_t noise_frame;
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float noise_scale_x;
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float noise_scale_y;
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uint32_t padding;
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};
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struct PerDrawCB {
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struct Texture {
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uint32_t width;
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uint32_t height;
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uint32_t linear_filtering;
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uint32_t padding;
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} textures[2];
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};
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struct TextureData {
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ComPtr<ID3D11ShaderResourceView> resource_view;
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ComPtr<ID3D11SamplerState> sampler_state;
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uint32_t width;
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uint32_t height;
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bool linear_filtering;
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};
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struct ShaderProgramD3D11 {
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ComPtr<ID3D11VertexShader> vertex_shader;
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ComPtr<ID3D11PixelShader> pixel_shader;
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ComPtr<ID3D11InputLayout> input_layout;
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ComPtr<ID3D11BlendState> blend_state;
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uint32_t shader_id;
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uint8_t num_inputs;
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uint8_t num_floats;
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bool used_textures[2];
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};
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static struct {
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HMODULE d3d11_module;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
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HMODULE d3dcompiler_module;
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pD3DCompile D3DCompile;
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D3D_FEATURE_LEVEL feature_level;
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ComPtr<ID3D11Device> device;
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ComPtr<IDXGISwapChain1> swap_chain;
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ComPtr<ID3D11DeviceContext> context;
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ComPtr<ID3D11RenderTargetView> backbuffer_view;
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ComPtr<ID3D11DepthStencilView> depth_stencil_view;
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ComPtr<ID3D11RasterizerState> rasterizer_state;
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ComPtr<ID3D11DepthStencilState> depth_stencil_state;
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ComPtr<ID3D11Buffer> vertex_buffer;
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ComPtr<ID3D11Buffer> per_frame_cb;
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ComPtr<ID3D11Buffer> per_draw_cb;
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#if DEBUG_D3D
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ComPtr<ID3D11Debug> debug;
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#endif
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DXGI_SAMPLE_DESC sample_description;
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PerFrameCB per_frame_cb_data;
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PerDrawCB per_draw_cb_data;
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struct ShaderProgramD3D11 shader_program_pool[64];
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uint8_t shader_program_pool_size;
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std::vector<struct TextureData> textures;
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int current_tile;
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uint32_t current_texture_ids[2];
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// Current state
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struct ShaderProgramD3D11 *shader_program;
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uint32_t current_width, current_height;
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int8_t depth_test;
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int8_t depth_mask;
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int8_t zmode_decal;
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// Previous states (to prevent setting states needlessly)
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struct ShaderProgramD3D11 *last_shader_program = nullptr;
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uint32_t last_vertex_buffer_stride = 0;
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ComPtr<ID3D11BlendState> last_blend_state = nullptr;
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ComPtr<ID3D11ShaderResourceView> last_resource_views[2] = { nullptr, nullptr };
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ComPtr<ID3D11SamplerState> last_sampler_states[2] = { nullptr, nullptr };
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int8_t last_depth_test = -1;
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int8_t last_depth_mask = -1;
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int8_t last_zmode_decal = -1;
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D3D_PRIMITIVE_TOPOLOGY last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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} d3d;
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static LARGE_INTEGER last_time, accumulated_time, frequency;
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static void create_render_target_views(bool is_resize) {
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DXGI_SWAP_CHAIN_DESC1 desc1;
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if (is_resize) {
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// Release previous stuff (if any)
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d3d.backbuffer_view.Reset();
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d3d.depth_stencil_view.Reset();
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// Resize swap chain buffers
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ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
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ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags),
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gfx_dxgi_get_h_wnd(), "Failed to resize IDXGISwapChain buffers.");
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}
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// Get new size
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ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
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// Create back buffer
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ComPtr<ID3D11Texture2D> backbuffer_texture;
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ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *) backbuffer_texture.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to get backbuffer from IDXGISwapChain.");
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ThrowIfFailed(d3d.device->CreateRenderTargetView(backbuffer_texture.Get(), nullptr, d3d.backbuffer_view.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to create render target view.");
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// Create depth buffer
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D3D11_TEXTURE2D_DESC depth_stencil_texture_desc;
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ZeroMemory(&depth_stencil_texture_desc, sizeof(D3D11_TEXTURE2D_DESC));
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depth_stencil_texture_desc.Width = desc1.Width;
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depth_stencil_texture_desc.Height = desc1.Height;
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depth_stencil_texture_desc.MipLevels = 1;
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depth_stencil_texture_desc.ArraySize = 1;
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depth_stencil_texture_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ?
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DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_D24_UNORM_S8_UINT;
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depth_stencil_texture_desc.SampleDesc = d3d.sample_description;
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depth_stencil_texture_desc.Usage = D3D11_USAGE_DEFAULT;
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depth_stencil_texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depth_stencil_texture_desc.CPUAccessFlags = 0;
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depth_stencil_texture_desc.MiscFlags = 0;
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ComPtr<ID3D11Texture2D> depth_stencil_texture;
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ThrowIfFailed(d3d.device->CreateTexture2D(&depth_stencil_texture_desc, nullptr, depth_stencil_texture.GetAddressOf()));
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ThrowIfFailed(d3d.device->CreateDepthStencilView(depth_stencil_texture.Get(), nullptr, d3d.depth_stencil_view.GetAddressOf()));
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// Save resolution
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d3d.current_width = desc1.Width;
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d3d.current_height = desc1.Height;
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}
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static void gfx_d3d11_init(void) {
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// Load d3d11.dll
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d3d.d3d11_module = LoadLibraryW(L"d3d11.dll");
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if (d3d.d3d11_module == nullptr) {
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ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "d3d11.dll could not be loaded");
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}
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d3d.D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(d3d.d3d11_module, "D3D11CreateDevice");
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// Load D3DCompiler_47.dll or D3DCompiler_43.dll
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d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_47.dll");
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if (d3d.d3dcompiler_module == nullptr) {
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d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_43.dll");
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if (d3d.d3dcompiler_module == nullptr) {
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ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll or D3DCompiler_43.dll could not be loaded");
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}
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}
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d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile");
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// Create D3D11 device
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gfx_dxgi_create_factory_and_device(DEBUG_D3D, 11, [](IDXGIAdapter1 *adapter, bool test_only) {
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#if DEBUG_D3D
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UINT device_creation_flags = D3D11_CREATE_DEVICE_DEBUG;
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#else
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UINT device_creation_flags = 0;
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#endif
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D3D_FEATURE_LEVEL FeatureLevels[] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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HRESULT res = d3d.D3D11CreateDevice(
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adapter,
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D3D_DRIVER_TYPE_UNKNOWN, // since we use a specific adapter
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nullptr,
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device_creation_flags,
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FeatureLevels,
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ARRAYSIZE(FeatureLevels),
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D3D11_SDK_VERSION,
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test_only ? nullptr : d3d.device.GetAddressOf(),
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&d3d.feature_level,
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test_only ? nullptr : d3d.context.GetAddressOf());
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if (test_only) {
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return SUCCEEDED(res);
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} else {
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ThrowIfFailed(res, gfx_dxgi_get_h_wnd(), "Failed to create D3D11 device.");
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return true;
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}
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});
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// Sample description to be used in back buffer and depth buffer
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d3d.sample_description.Count = 1;
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d3d.sample_description.Quality = 0;
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// Create the swap chain
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d3d.swap_chain = gfx_dxgi_create_swap_chain(d3d.device.Get());
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// Create D3D Debug device if in debug mode
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#if DEBUG_D3D
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ThrowIfFailed(d3d.device->QueryInterface(__uuidof(ID3D11Debug), (void **) d3d.debug.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to get ID3D11Debug device.");
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#endif
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// Create views
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create_render_target_views(false);
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// Create main vertex buffer
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D3D11_BUFFER_DESC vertex_buffer_desc;
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ZeroMemory(&vertex_buffer_desc, sizeof(D3D11_BUFFER_DESC));
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vertex_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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vertex_buffer_desc.ByteWidth = 256 * 26 * 3 * sizeof(float); // Same as buf_vbo size in gfx_pc
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vertex_buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertex_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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vertex_buffer_desc.MiscFlags = 0;
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ThrowIfFailed(d3d.device->CreateBuffer(&vertex_buffer_desc, nullptr, d3d.vertex_buffer.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to create vertex buffer.");
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// Create per-frame constant buffer
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D3D11_BUFFER_DESC constant_buffer_desc;
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ZeroMemory(&constant_buffer_desc, sizeof(D3D11_BUFFER_DESC));
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constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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constant_buffer_desc.ByteWidth = sizeof(PerFrameCB);
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constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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constant_buffer_desc.MiscFlags = 0;
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ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_frame_cb.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to create per-frame constant buffer.");
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d3d.context->PSSetConstantBuffers(0, 1, d3d.per_frame_cb.GetAddressOf());
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// Create per-draw constant buffer
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constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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constant_buffer_desc.ByteWidth = sizeof(PerDrawCB);
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constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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constant_buffer_desc.MiscFlags = 0;
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ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_draw_cb.GetAddressOf()),
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gfx_dxgi_get_h_wnd(), "Failed to create per-draw constant buffer.");
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d3d.context->PSSetConstantBuffers(1, 1, d3d.per_draw_cb.GetAddressOf());
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}
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static bool gfx_d3d11_z_is_from_0_to_1(void) {
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return true;
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}
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static void gfx_d3d11_unload_shader(struct ShaderProgram *old_prg) {
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}
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static void gfx_d3d11_load_shader(struct ShaderProgram *new_prg) {
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d3d.shader_program = (struct ShaderProgramD3D11 *)new_prg;
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}
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static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shader_id) {
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CCFeatures cc_features;
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gfx_cc_get_features(shader_id, &cc_features);
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char buf[4096];
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size_t len, num_floats;
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gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, false, THREE_POINT_FILTERING);
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ComPtr<ID3DBlob> vs, ps;
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ComPtr<ID3DBlob> error_blob;
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#if DEBUG_D3D
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UINT compile_flags = D3DCOMPILE_DEBUG;
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#else
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UINT compile_flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
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#endif
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HRESULT hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_4_0_level_9_1", compile_flags, 0, vs.GetAddressOf(), error_blob.GetAddressOf());
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if (FAILED(hr)) {
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MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR);
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throw hr;
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}
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hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_4_0_level_9_1", compile_flags, 0, ps.GetAddressOf(), error_blob.GetAddressOf());
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if (FAILED(hr)) {
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MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR);
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throw hr;
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}
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struct ShaderProgramD3D11 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++];
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ThrowIfFailed(d3d.device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, prg->vertex_shader.GetAddressOf()));
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ThrowIfFailed(d3d.device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, prg->pixel_shader.GetAddressOf()));
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// Input Layout
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D3D11_INPUT_ELEMENT_DESC ied[7];
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uint8_t ied_index = 0;
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ied[ied_index++] = { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
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if (cc_features.used_textures[0] || cc_features.used_textures[1]) {
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ied[ied_index++] = { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
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}
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if (cc_features.opt_fog) {
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ied[ied_index++] = { "FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
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}
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for (unsigned int i = 0; i < cc_features.num_inputs; i++) {
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DXGI_FORMAT format = cc_features.opt_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT;
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ied[ied_index++] = { "INPUT", i, format, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
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}
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ThrowIfFailed(d3d.device->CreateInputLayout(ied, ied_index, vs->GetBufferPointer(), vs->GetBufferSize(), prg->input_layout.GetAddressOf()));
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// Blend state
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D3D11_BLEND_DESC blend_desc;
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ZeroMemory(&blend_desc, sizeof(D3D11_BLEND_DESC));
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if (cc_features.opt_alpha) {
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blend_desc.RenderTarget[0].BlendEnable = true;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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} else {
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blend_desc.RenderTarget[0].BlendEnable = false;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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}
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ThrowIfFailed(d3d.device->CreateBlendState(&blend_desc, prg->blend_state.GetAddressOf()));
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// Save some values
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prg->shader_id = shader_id;
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prg->num_inputs = cc_features.num_inputs;
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prg->num_floats = num_floats;
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prg->used_textures[0] = cc_features.used_textures[0];
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prg->used_textures[1] = cc_features.used_textures[1];
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return (struct ShaderProgram *)(d3d.shader_program = prg);
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}
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static struct ShaderProgram *gfx_d3d11_lookup_shader(uint32_t shader_id) {
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for (size_t i = 0; i < d3d.shader_program_pool_size; i++) {
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if (d3d.shader_program_pool[i].shader_id == shader_id) {
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return (struct ShaderProgram *)&d3d.shader_program_pool[i];
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}
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}
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return nullptr;
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}
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static void gfx_d3d11_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
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struct ShaderProgramD3D11 *p = (struct ShaderProgramD3D11 *)prg;
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*num_inputs = p->num_inputs;
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used_textures[0] = p->used_textures[0];
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used_textures[1] = p->used_textures[1];
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}
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static uint32_t gfx_d3d11_new_texture(void) {
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d3d.textures.resize(d3d.textures.size() + 1);
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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<ID3D11Texture2D> 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
|