Nicolas Cannasse 8 years ago
parent
commit
e136c1fa95
2 changed files with 413 additions and 374 deletions
  1. 411 374
      libs/directx/directx.cpp
  2. 2 0
      libs/directx/dx/Driver.hx

+ 411 - 374
libs/directx/directx.cpp

@@ -1,374 +1,411 @@
-#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;
-}
-
-#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);
+

+ 2 - 0
libs/directx/dx/Driver.hx

@@ -73,6 +73,7 @@ abstract DxBool(Int) {
 }
 }
 
 
 @:enum abstract ResourceBind(Int) {
 @:enum abstract ResourceBind(Int) {
+	var None = 0;
 	var VertexBuffer = 1;
 	var VertexBuffer = 1;
 	var IndexBuffer = 2;
 	var IndexBuffer = 2;
 	var ConstantBuffer = 4;
 	var ConstantBuffer = 4;
@@ -259,6 +260,7 @@ class Texture2dDesc {
 	public var access : ResourceAccess;
 	public var access : ResourceAccess;
 	public var misc : ResourceMisc;
 	public var misc : ResourceMisc;
 	public function new() {
 	public function new() {
+		mipLevels = arraySize = sampleCount = 1;
 	}
 	}
 }
 }