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@@ -1,374 +1,411 @@
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-#define HL_NAME(n) directx_##n
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-#include <hl.h>
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-
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-#include <dxgi.h>
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-#include <d3dcommon.h>
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-#include <d3d11.h>
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-#include <D3Dcompiler.h>
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-
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-#define INIT_ERROR __LINE__
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-#define CHECK(call) if( (call) != S_OK ) return INIT_ERROR
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-
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-typedef struct {
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- ID3D11Device *device;
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- ID3D11DeviceContext *context;
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- IDXGISwapChain *swapchain;
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- ID3D11RenderTargetView *renderTarget;
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- D3D_FEATURE_LEVEL feature;
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- int init_flags;
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-} dx_driver;
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-
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-template <typename T> class dx_struct {
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- hl_type *t;
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-public:
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- T value;
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-};
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-
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-typedef ID3D11Resource dx_resource;
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-typedef ID3D11DeviceChild dx_pointer;
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-
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-static dx_driver *driver = NULL;
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-static IDXGIFactory *factory = NULL;
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-
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-static IDXGIFactory *GetDXGI() {
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- if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
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- hl_error("Failed to init DXGI");
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- return factory;
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-}
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-
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-HL_PRIM dx_driver *HL_NAME(create)( HWND window, int flags ) {
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- DWORD result;
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- static D3D_FEATURE_LEVEL levels[] = {
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- D3D_FEATURE_LEVEL_11_1,
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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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- dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
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- ZeroMemory(d,sizeof(dx_driver));
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-
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- d->init_flags = flags;
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- result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,levels,7,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
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- if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
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- result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
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- if( result != S_OK )
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- return NULL;
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-
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- // create the SwapChain
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- DXGI_SWAP_CHAIN_DESC desc;
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- RECT r;
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- GetClientRect(window,&r);
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- ZeroMemory(&desc,sizeof(desc));
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- desc.BufferDesc.Width = r.right;
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- desc.BufferDesc.Height = r.bottom;
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- desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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- desc.SampleDesc.Count = 1; // NO AA for now
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- desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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- desc.BufferCount = 1;
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- desc.Windowed = true;
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- desc.OutputWindow = window;
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- if( GetDXGI()->CreateSwapChain(d->device,&desc,&d->swapchain) != S_OK )
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- return NULL;
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-
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- driver = d;
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- return d;
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-}
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-
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-HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
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- ID3D11Texture2D *backBuffer;
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- if( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
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- return NULL;
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- return backBuffer;
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
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- ID3D11RenderTargetView *rt;
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- if( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) != S_OK )
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- return NULL;
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- return rt;
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-}
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-
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-HL_PRIM void HL_NAME(om_set_render_targets)( int count, varray *arr, dx_pointer *depth ) {
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- driver->context->OMSetRenderTargets(count,hl_aptr(arr,ID3D11RenderTargetView*),(ID3D11DepthStencilView*)depth);
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
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- ID3D11RasterizerState *rs;
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- if( driver->device->CreateRasterizerState(&desc->value,&rs) != S_OK )
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- return NULL;
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- return rs;
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-}
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-
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-HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
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- driver->context->RSSetState((ID3D11RasterizerState*)rs);
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-}
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-
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-HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
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- driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
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-}
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-
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-HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
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- float color[4];
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- color[0] = (float)r;
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- color[1] = (float)g;
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- color[2] = (float)b;
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- color[3] = (float)a;
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- driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
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-}
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-
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-HL_PRIM void HL_NAME(present)() {
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- driver->swapchain->Present(0,0);
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-}
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-
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-HL_PRIM int HL_NAME(get_screen_width)() {
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- return GetSystemMetrics(SM_CXSCREEN);
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-}
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-
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-HL_PRIM int HL_NAME(get_screen_height)() {
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- return GetSystemMetrics(SM_CYSCREEN);
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-}
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-
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-HL_PRIM const uchar *HL_NAME(get_device_name)() {
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- IDXGIAdapter *adapter;
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- DXGI_ADAPTER_DESC desc;
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- if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
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- return USTR("Unknown");
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- adapter->Release();
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- return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(ustrlen((uchar*)desc.Description)+1)*2);
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-}
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-
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-HL_PRIM double HL_NAME(get_supported_version)() {
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- if( driver == NULL ) return 0.;
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- return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
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-}
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-
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-HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
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- ID3D11Buffer *buffer;
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- D3D11_BUFFER_DESC desc;
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- D3D11_SUBRESOURCE_DATA res;
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- desc.ByteWidth = size;
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- desc.Usage = (D3D11_USAGE)usage;
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- desc.BindFlags = bind;
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- desc.CPUAccessFlags = access;
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- desc.MiscFlags = misc;
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- desc.StructureByteStride = stride;
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- res.pSysMem = data;
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- res.SysMemPitch = 0;
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- res.SysMemSlicePitch = 0;
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- if( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) != S_OK )
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- return NULL;
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- return buffer;
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-}
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-
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-HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
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- ID3D11Texture2D *tex;
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- D3D11_SUBRESOURCE_DATA res;
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- res.pSysMem = data;
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- res.SysMemPitch = 0;
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- res.SysMemSlicePitch = 0;
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- if( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) != S_OK )
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- return NULL;
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- return tex;
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-}
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-
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-HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
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- driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
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-}
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-
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-HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu ) {
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- D3D11_MAPPED_SUBRESOURCE map;
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- if( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
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- return NULL;
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- return map.pData;
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-}
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-
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-HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
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- driver->context->Unmap(r, subRes);
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-}
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-
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-HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
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- ID3DBlob *code;
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- ID3DBlob *errorMessage;
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- vbyte *ret;
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- if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
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- *error = true;
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- code = errorMessage;
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- }
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- *size = code->GetBufferSize();
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- ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
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- code->Release();
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- return ret;
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-}
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-
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-HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
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- ID3DBlob *out;
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- vbyte *ret;
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- if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
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- return NULL;
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- *size = out->GetBufferSize();
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- ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
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- out->Release();
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- return ret;
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
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- ID3D11VertexShader *shader;
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- if( driver->device->CreateVertexShader(code, size, NULL, &shader) != S_OK )
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- return NULL;
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- return shader;
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
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- ID3D11PixelShader *shader;
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- if( driver->device->CreatePixelShader(code, size, NULL, &shader) != S_OK )
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- return NULL;
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- return shader;
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-}
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-
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-HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
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- driver->context->DrawIndexed(count,start,baseVertex);
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-}
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-
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-HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
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- driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
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-}
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-
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-HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, varray *a ) {
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- driver->context->VSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
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-}
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-
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-HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
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- driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
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-}
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-
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-HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, varray *a ) {
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- driver->context->PSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
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-}
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-
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-HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
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- driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
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-}
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-
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-HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, varray *a, vbyte *strides, vbyte *offsets ) {
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- driver->context->IASetVertexBuffers(start,count,hl_aptr(a,ID3D11Buffer*),(UINT*)strides,(UINT*)offsets);
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-}
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-
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-HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
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- driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
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-}
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-
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-HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
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- driver->context->IASetInputLayout((ID3D11InputLayout*)l);
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-}
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-
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-HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
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- p->Release();
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-}
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-
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-HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
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- r->Release();
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
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- ID3D11InputLayout *input;
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- D3D11_INPUT_ELEMENT_DESC desc[32];
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- int i;
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- if( arr->size > 32 ) return NULL;
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- for(i=0;i<arr->size;i++)
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- desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
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- if( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) != S_OK )
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- return NULL;
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- return input;
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
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- ID3D11DepthStencilView *view;
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- D3D11_DEPTH_STENCIL_VIEW_DESC desc;
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- ZeroMemory(&desc, sizeof(desc));
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- desc.Format = (DXGI_FORMAT)format;
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- desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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- if( driver->device->CreateDepthStencilView(tex,&desc,&view) != S_OK )
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- return NULL;
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- return view;
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-}
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-
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-HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
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- ID3D11DepthStencilState *state;
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- if( driver->device->CreateDepthStencilState(&desc->value,&state) != S_OK )
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- return NULL;
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- return state;
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-}
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-
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-HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
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- driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
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-}
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-
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-HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
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- driver->context->ClearDepthStencilView((ID3D11DepthStencilView*)view, (depth?D3D11_CLEAR_DEPTH:0) | (stencil?D3D11_CLEAR_STENCIL:0), depth ? (FLOAT)depth->v.d : 0.f, stencil ? stencil->v.i : 0);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
|
|
|
|
- driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
|
|
|
|
- ID3D11BlendState *s;
|
|
|
|
- D3D11_BLEND_DESC desc;
|
|
|
|
- int i;
|
|
|
|
- ZeroMemory(&desc,sizeof(desc));
|
|
|
|
- desc.AlphaToCoverageEnable = alphaToCoverage;
|
|
|
|
- desc.IndependentBlendEnable = independentBlend;
|
|
|
|
- for(i=0;i<count;i++)
|
|
|
|
- desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
|
|
|
|
- if( driver->device->CreateBlendState(&desc,&s) != S_OK )
|
|
|
|
- return NULL;
|
|
|
|
- return s;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-#define _DRIVER _ABSTRACT(dx_driver)
|
|
|
|
-#define _POINTER _ABSTRACT(dx_pointer)
|
|
|
|
-#define _RESOURCE _ABSTRACT(dx_resource)
|
|
|
|
-
|
|
|
|
-DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32);
|
|
|
|
-DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
|
|
|
|
-DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _ARR _POINTER);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
|
|
|
|
-DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
|
|
|
|
-DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
|
|
|
|
-DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
|
|
|
|
-DEFINE_PRIM(_VOID, present, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_I32, get_screen_width, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_I32, get_screen_height, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
|
|
|
|
-DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
|
|
|
|
-DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL);
|
|
|
|
-DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
|
|
|
|
-DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
|
|
|
|
-DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
|
|
|
|
-DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
|
|
|
|
-DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _ARR);
|
|
|
|
-DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
|
|
|
|
-DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _ARR);
|
|
|
|
-DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _ARR _BYTES _BYTES);
|
|
|
|
-DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
|
|
|
|
-DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
|
|
|
|
-DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
|
|
|
|
-DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER);
|
|
|
|
-DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
|
|
|
|
-DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
|
|
|
|
-DEFINE_PRIM(_VOID, release_pointer, _POINTER);
|
|
|
|
-DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
|
|
|
|
|
|
+#define HL_NAME(n) directx_##n
|
|
|
|
+#include <hl.h>
|
|
|
|
+
|
|
|
|
+#include <dxgi.h>
|
|
|
|
+#include <d3dcommon.h>
|
|
|
|
+#include <d3d11.h>
|
|
|
|
+#include <D3Dcompiler.h>
|
|
|
|
+
|
|
|
|
+#define INIT_ERROR __LINE__
|
|
|
|
+#define CHECK(call) if( (call) != S_OK ) return INIT_ERROR
|
|
|
|
+
|
|
|
|
+typedef struct {
|
|
|
|
+ ID3D11Device *device;
|
|
|
|
+ ID3D11DeviceContext *context;
|
|
|
|
+ IDXGISwapChain *swapchain;
|
|
|
|
+ ID3D11RenderTargetView *renderTarget;
|
|
|
|
+ D3D_FEATURE_LEVEL feature;
|
|
|
|
+ int init_flags;
|
|
|
|
+} dx_driver;
|
|
|
|
+
|
|
|
|
+template <typename T> class dx_struct {
|
|
|
|
+ hl_type *t;
|
|
|
|
+public:
|
|
|
|
+ T value;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+typedef ID3D11Resource dx_resource;
|
|
|
|
+typedef ID3D11DeviceChild dx_pointer;
|
|
|
|
+
|
|
|
|
+static dx_driver *driver = NULL;
|
|
|
|
+static IDXGIFactory *factory = NULL;
|
|
|
|
+
|
|
|
|
+static IDXGIFactory *GetDXGI() {
|
|
|
|
+ if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
|
|
|
|
+ hl_error("Failed to init DXGI");
|
|
|
|
+ return factory;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_driver *HL_NAME(create)( HWND window, int flags ) {
|
|
|
|
+ DWORD result;
|
|
|
|
+ static D3D_FEATURE_LEVEL levels[] = {
|
|
|
|
+ D3D_FEATURE_LEVEL_11_1,
|
|
|
|
+ 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,
|
|
|
|
+ };
|
|
|
|
+ dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
|
|
|
|
+ ZeroMemory(d,sizeof(dx_driver));
|
|
|
|
+
|
|
|
|
+ d->init_flags = flags;
|
|
|
|
+ result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,levels,7,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
|
|
|
|
+ if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
|
|
|
|
+ result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
|
|
|
|
+ if( result != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+
|
|
|
|
+ // create the SwapChain
|
|
|
|
+ DXGI_SWAP_CHAIN_DESC desc;
|
|
|
|
+ RECT r;
|
|
|
|
+ GetClientRect(window,&r);
|
|
|
|
+ ZeroMemory(&desc,sizeof(desc));
|
|
|
|
+ desc.BufferDesc.Width = r.right;
|
|
|
|
+ desc.BufferDesc.Height = r.bottom;
|
|
|
|
+ desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
|
|
+ desc.SampleDesc.Count = 1; // NO AA for now
|
|
|
|
+ desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
|
|
+ desc.BufferCount = 1;
|
|
|
|
+ desc.Windowed = true;
|
|
|
|
+ desc.OutputWindow = window;
|
|
|
|
+ if( GetDXGI()->CreateSwapChain(d->device,&desc,&d->swapchain) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+
|
|
|
|
+ driver = d;
|
|
|
|
+ return d;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
|
|
|
|
+ ID3D11Texture2D *backBuffer;
|
|
|
|
+ if( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return backBuffer;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
|
|
|
|
+ ID3D11RenderTargetView *rt;
|
|
|
|
+ if( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return rt;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(om_set_render_targets)( int count, varray *arr, dx_pointer *depth ) {
|
|
|
|
+ driver->context->OMSetRenderTargets(count,hl_aptr(arr,ID3D11RenderTargetView*),(ID3D11DepthStencilView*)depth);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
|
|
|
|
+ ID3D11RasterizerState *rs;
|
|
|
|
+ if( driver->device->CreateRasterizerState(&desc->value,&rs) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return rs;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
|
|
|
|
+ driver->context->RSSetState((ID3D11RasterizerState*)rs);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
|
|
|
|
+ driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
|
|
|
|
+ float color[4];
|
|
|
|
+ color[0] = (float)r;
|
|
|
|
+ color[1] = (float)g;
|
|
|
|
+ color[2] = (float)b;
|
|
|
|
+ color[3] = (float)a;
|
|
|
|
+ driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(present)() {
|
|
|
|
+ driver->swapchain->Present(0,0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM int HL_NAME(get_screen_width)() {
|
|
|
|
+ return GetSystemMetrics(SM_CXSCREEN);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM int HL_NAME(get_screen_height)() {
|
|
|
|
+ return GetSystemMetrics(SM_CYSCREEN);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM const uchar *HL_NAME(get_device_name)() {
|
|
|
|
+ IDXGIAdapter *adapter;
|
|
|
|
+ DXGI_ADAPTER_DESC desc;
|
|
|
|
+ if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
|
|
|
|
+ return USTR("Unknown");
|
|
|
|
+ adapter->Release();
|
|
|
|
+ return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(ustrlen((uchar*)desc.Description)+1)*2);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM double HL_NAME(get_supported_version)() {
|
|
|
|
+ if( driver == NULL ) return 0.;
|
|
|
|
+ return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
|
|
|
|
+ ID3D11Buffer *buffer;
|
|
|
|
+ D3D11_BUFFER_DESC desc;
|
|
|
|
+ D3D11_SUBRESOURCE_DATA res;
|
|
|
|
+ desc.ByteWidth = size;
|
|
|
|
+ desc.Usage = (D3D11_USAGE)usage;
|
|
|
|
+ desc.BindFlags = bind;
|
|
|
|
+ desc.CPUAccessFlags = access;
|
|
|
|
+ desc.MiscFlags = misc;
|
|
|
|
+ desc.StructureByteStride = stride;
|
|
|
|
+ res.pSysMem = data;
|
|
|
|
+ res.SysMemPitch = 0;
|
|
|
|
+ res.SysMemSlicePitch = 0;
|
|
|
|
+ if( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return buffer;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
|
|
|
|
+ ID3D11Texture2D *tex;
|
|
|
|
+ D3D11_SUBRESOURCE_DATA res;
|
|
|
|
+ res.pSysMem = data;
|
|
|
|
+ res.SysMemPitch = 0;
|
|
|
|
+ res.SysMemSlicePitch = 0;
|
|
|
|
+ if( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return tex;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
|
|
|
|
+ driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu ) {
|
|
|
|
+ D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
+ if( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return map.pData;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
|
|
|
|
+ driver->context->Unmap(r, subRes);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
|
|
|
|
+ ID3DBlob *code;
|
|
|
|
+ ID3DBlob *errorMessage;
|
|
|
|
+ vbyte *ret;
|
|
|
|
+ if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
|
|
|
|
+ *error = true;
|
|
|
|
+ code = errorMessage;
|
|
|
|
+ }
|
|
|
|
+ *size = code->GetBufferSize();
|
|
|
|
+ ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
|
|
|
|
+ code->Release();
|
|
|
|
+ return ret;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
|
|
|
|
+ ID3DBlob *out;
|
|
|
|
+ vbyte *ret;
|
|
|
|
+ if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ *size = out->GetBufferSize();
|
|
|
|
+ ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
|
|
|
|
+ out->Release();
|
|
|
|
+ return ret;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
|
|
|
|
+ ID3D11VertexShader *shader;
|
|
|
|
+ if( driver->device->CreateVertexShader(code, size, NULL, &shader) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
|
|
|
|
+ ID3D11PixelShader *shader;
|
|
|
|
+ if( driver->device->CreatePixelShader(code, size, NULL, &shader) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
|
|
|
|
+ driver->context->DrawIndexed(count,start,baseVertex);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
|
|
|
|
+ driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, varray *a ) {
|
|
|
|
+ driver->context->VSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
|
|
|
|
+ driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, varray *a ) {
|
|
|
|
+ driver->context->PSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
|
|
|
|
+ driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, varray *a, vbyte *strides, vbyte *offsets ) {
|
|
|
|
+ driver->context->IASetVertexBuffers(start,count,hl_aptr(a,ID3D11Buffer*),(UINT*)strides,(UINT*)offsets);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
|
|
|
|
+ driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
|
|
|
|
+ driver->context->IASetInputLayout((ID3D11InputLayout*)l);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
|
|
|
|
+ p->Release();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
|
|
|
|
+ r->Release();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
|
|
|
|
+ ID3D11InputLayout *input;
|
|
|
|
+ D3D11_INPUT_ELEMENT_DESC desc[32];
|
|
|
|
+ int i;
|
|
|
|
+ if( arr->size > 32 ) return NULL;
|
|
|
|
+ for(i=0;i<arr->size;i++)
|
|
|
|
+ desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
|
|
|
|
+ if( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return input;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
|
|
|
|
+ ID3D11DepthStencilView *view;
|
|
|
|
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
|
|
|
|
+ ZeroMemory(&desc, sizeof(desc));
|
|
|
|
+ desc.Format = (DXGI_FORMAT)format;
|
|
|
|
+ desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
|
|
+ if( driver->device->CreateDepthStencilView(tex,&desc,&view) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return view;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
|
|
|
|
+ ID3D11DepthStencilState *state;
|
|
|
|
+ if( driver->device->CreateDepthStencilState(&desc->value,&state) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return state;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
|
|
|
|
+ driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
|
|
|
|
+ driver->context->ClearDepthStencilView((ID3D11DepthStencilView*)view, (depth?D3D11_CLEAR_DEPTH:0) | (stencil?D3D11_CLEAR_STENCIL:0), depth ? (FLOAT)depth->v.d : 0.f, stencil ? stencil->v.i : 0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
|
|
|
|
+ driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
|
|
|
|
+ ID3D11BlendState *s;
|
|
|
|
+ D3D11_BLEND_DESC desc;
|
|
|
|
+ int i;
|
|
|
|
+ ZeroMemory(&desc,sizeof(desc));
|
|
|
|
+ desc.AlphaToCoverageEnable = alphaToCoverage;
|
|
|
|
+ desc.IndependentBlendEnable = independentBlend;
|
|
|
|
+ for(i=0;i<count;i++)
|
|
|
|
+ desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
|
|
|
|
+ if( driver->device->CreateBlendState(&desc,&s) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return s;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
|
|
|
|
+ ID3D11SamplerState *s;
|
|
|
|
+ if( driver->device->CreateSamplerState(&desc->value,&s) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return s;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
|
|
|
|
+ ID3D11ShaderResourceView *view;
|
|
|
|
+ if( driver->device->CreateShaderResourceView(res,&desc->value,&view) != S_OK )
|
|
|
|
+ return NULL;
|
|
|
|
+ return view;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, varray *arr ) {
|
|
|
|
+ driver->context->PSSetSamplers(start,count,hl_aptr(arr,ID3D11SamplerState*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, varray *arr ) {
|
|
|
|
+ driver->context->VSSetSamplers(start,count,hl_aptr(arr,ID3D11SamplerState*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, varray *arr ) {
|
|
|
|
+ driver->context->PSSetShaderResources(start, count, hl_aptr(arr,ID3D11ShaderResourceView*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, varray *arr ) {
|
|
|
|
+ driver->context->VSSetShaderResources(start, count, hl_aptr(arr,ID3D11ShaderResourceView*));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#define _DRIVER _ABSTRACT(dx_driver)
|
|
|
|
+#define _POINTER _ABSTRACT(dx_pointer)
|
|
|
|
+#define _RESOURCE _ABSTRACT(dx_resource)
|
|
|
|
+
|
|
|
|
+DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32);
|
|
|
|
+DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
|
|
|
|
+DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _ARR _POINTER);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
|
|
|
|
+DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
|
|
|
|
+DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
|
|
|
|
+DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
|
|
|
|
+DEFINE_PRIM(_VOID, present, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_I32, get_screen_width, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_I32, get_screen_height, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
|
|
|
|
+DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
|
|
|
|
+DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL);
|
|
|
|
+DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
|
|
|
|
+DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
|
|
|
|
+DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
|
|
|
|
+DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
|
|
|
|
+DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _ARR);
|
|
|
|
+DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
|
|
|
|
+DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _ARR);
|
|
|
|
+DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _ARR _BYTES _BYTES);
|
|
|
|
+DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
|
|
|
|
+DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
|
|
|
|
+DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER);
|
|
|
|
+DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
|
|
|
|
+DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
|
|
|
|
+DEFINE_PRIM(_VOID, release_pointer, _POINTER);
|
|
|
|
+DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
|
|
|
|
+DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
|
|
|
|
+DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _ARR);
|
|
|
|
+DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _ARR);
|
|
|
|
+DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _ARR);
|
|
|
|
+DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _ARR);
|
|
|
|
+
|