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complete init code access

Nicolas Cannasse 8 年之前
父节点
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f92e09b31b
共有 4 个文件被更改,包括 218 次插入77 次删除
  1. 98 64
      libs/directx/directx.cpp
  2. 113 6
      libs/directx/dx/Driver.hx
  3. 5 5
      libs/directx/dx/Resource.hx
  4. 2 2
      libs/directx/window.c

+ 98 - 64
libs/directx/directx.cpp

@@ -23,12 +23,13 @@ typedef struct {
 	D3D11_BOX box;
 } dx_box_obj;
 
-
-typedef ID3D11Buffer dx_buffer;
 typedef ID3D11VertexShader dx_vshader;
 typedef ID3D11PixelShader dx_pshader;
-typedef ID3D11Buffer dx_buffer;
 typedef ID3D11InputLayout dx_layout;
+typedef ID3D11Resource dx_resource;
+typedef ID3D11RenderTargetView dx_render_target;
+typedef ID3D11DepthStencilView dx_depth_stencil;
+typedef ID3D11RasterizerState dx_raster;
 
 static dx_driver *driver = NULL;
 static IDXGIFactory *factory = NULL;
@@ -76,51 +77,60 @@ HL_PRIM dx_driver *HL_NAME(create)( HWND window, int flags ) {
 	if( GetDXGI()->CreateSwapChain(d->device,&desc,&d->swapchain) != S_OK )
 		return NULL;
 
-	// create the backbuffer
+	driver = d;
+	return d;
+}
+
+HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
 	ID3D11Texture2D *backBuffer;
-	if( d->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
+	if( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
 		return NULL;
-	if( d->device->CreateRenderTargetView(backBuffer, NULL, &d->renderTarget) != S_OK )
+	return backBuffer;
+}
+
+typedef struct {
+	hl_type *t;
+	D3D11_RENDER_TARGET_VIEW_DESC desc;
+} crr_desc;
+
+HL_PRIM dx_render_target *HL_NAME(create_render_target_view)( dx_resource *r, crr_desc *desc ) {
+	ID3D11RenderTargetView *rt;
+	if( driver->device->CreateRenderTargetView(r, desc ? &desc->desc : NULL, &rt) != S_OK )
 		return NULL;
-	backBuffer->Release();
+	return rt;
+}
 
-	d->context->OMSetRenderTargets(1,&d->renderTarget,NULL);
+HL_PRIM void HL_NAME(om_set_render_targets)( int count, varray *arr, dx_depth_stencil *depth ) {
+	driver->context->OMSetRenderTargets(count,hl_aptr(arr,dx_render_target*),depth);
+}
+
+typedef struct {
+	hl_type *t;
+	D3D11_RASTERIZER_DESC desc;
+} raster_desc;
 
+HL_PRIM dx_raster *HL_NAME(create_rasterizer_state)( raster_desc *desc ) {
 	ID3D11RasterizerState *rs;
-	D3D11_RASTERIZER_DESC rdesc;
-	rdesc.FillMode = D3D11_FILL_SOLID;
-	rdesc.CullMode = D3D11_CULL_NONE;
-	rdesc.FrontCounterClockwise = TRUE;
-	rdesc.DepthBias = 0;
-	rdesc.DepthBiasClamp = 0;
-	rdesc.SlopeScaledDepthBias = 0;
-	rdesc.DepthClipEnable = FALSE;
-	rdesc.ScissorEnable = FALSE;
-	rdesc.MultisampleEnable = FALSE;
-	rdesc.AntialiasedLineEnable = FALSE;
-	d->device->CreateRasterizerState(&rdesc,&rs);
-	d->context->RSSetState(rs);
-
-	D3D11_VIEWPORT view;
-	view.TopLeftX = 0;
-	view.TopLeftY = 0;
-	view.Width = (float)r.right;
-	view.Height = (float)r.bottom;
-	view.MinDepth = 0;
-	view.MaxDepth = 1;
-	d->context->RSSetViewports(1,&view);
+	if( driver->device->CreateRasterizerState(&desc->desc,&rs) != S_OK )
+		return NULL;
+	return rs;
+}
 
-	driver = d;
-	return d;
+HL_PRIM void HL_NAME(rs_set_state)( dx_raster *rs ) {
+	driver->context->RSSetState(rs);
 }
 
-HL_PRIM void HL_NAME(clear_color)( double r, double g, double b, double a ) {
+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_render_target *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(driver->renderTarget,color);
+	driver->context->ClearRenderTargetView(rt,color);
 }
 
 HL_PRIM void HL_NAME(present)() {
@@ -149,7 +159,7 @@ HL_PRIM double HL_NAME(get_supported_version)() {
 	return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
 }
 
-HL_PRIM dx_buffer *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
+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;
@@ -167,23 +177,19 @@ HL_PRIM dx_buffer *HL_NAME(create_buffer)( int size, int usage, int bind, int ac
 	return buffer;
 }
 
-HL_PRIM void HL_NAME(update_subresource)( dx_buffer *b, int index, dx_box_obj *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
-	driver->context->UpdateSubresource(b, index, box ? &box->box : NULL, data, srcRowPitch, srcDstPitch);
+HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_box_obj *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
+	driver->context->UpdateSubresource(r, index, box ? &box->box : NULL, data, srcRowPitch, srcDstPitch);
 }
 
-HL_PRIM void *HL_NAME(buffer_map)( dx_buffer *b, int subRes, int type, bool waitGpu ) {
+HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu ) {
 	D3D11_MAPPED_SUBRESOURCE map;
-	if( driver->context->Map(b,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK ) 
+	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(buffer_unmap)( dx_buffer *b, int subRes ) {
-	driver->context->Unmap(b, subRes);
-}
-
-HL_PRIM void HL_NAME(release_buffer)( dx_buffer *b ) {
-	b->Release();
+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 ) {
@@ -225,10 +231,6 @@ HL_PRIM dx_pshader *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
 	return shader;
 }
 
-HL_PRIM void HL_NAME(release_shader)( ID3D11DeviceChild *v ) {
-	v->Release();
-}
-
 HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
 	driver->context->DrawIndexed(count,start,baseVertex);
 }
@@ -238,7 +240,7 @@ HL_PRIM void HL_NAME(vs_set_shader)( dx_vshader *s ) {
 }
 
 HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, varray *a ) {
-	driver->context->VSSetConstantBuffers(start,count,hl_aptr(a,dx_buffer*));
+	driver->context->VSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
 }
 
 HL_PRIM void HL_NAME(ps_set_shader)( dx_pshader *s ) {
@@ -246,15 +248,15 @@ HL_PRIM void HL_NAME(ps_set_shader)( dx_pshader *s ) {
 }
 
 HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, varray *a ) {
-	driver->context->PSSetConstantBuffers(start,count,hl_aptr(a,dx_buffer*));
+	driver->context->PSSetConstantBuffers(start,count,hl_aptr(a,ID3D11Buffer*));
 }
 
-HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_buffer *b, bool is32, int offset ) {
-	driver->context->IASetIndexBuffer(b,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
+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,dx_buffer*),(UINT*)strides,(UINT*)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 ) {
@@ -265,6 +267,26 @@ HL_PRIM void HL_NAME(ia_set_input_layout)( dx_layout *l ) {
 	driver->context->IASetInputLayout(l);
 }
 
+HL_PRIM void HL_NAME(release_shader)( ID3D11DeviceChild *v ) {
+	v->Release();
+}
+
+HL_PRIM void HL_NAME(release_render_target)( dx_render_target *rt ) {
+	rt->Release();
+}
+
+HL_PRIM void HL_NAME(release_depth_stencil)( dx_depth_stencil *ds ) {
+	ds->Release();
+}
+
+HL_PRIM void HL_NAME(release_raster)( dx_raster *r ) {
+	r->Release();
+}
+
+HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
+	r->Release();
+}
+
 HL_PRIM void HL_NAME(release_layout)( dx_layout *l ) {
 	l->Release();
 }
@@ -287,23 +309,29 @@ HL_PRIM dx_layout *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, i
 }
 
 #define _DRIVER _ABSTRACT(dx_driver)
-#define _BUFFER _ABSTRACT(dx_buffer)
 #define _SHADER _ABSTRACT(dx_shader)
 #define _LAYOUT _ABSTRACT(dx_layout)
+#define _RESOURCE _ABSTRACT(dx_resource)
+#define _RASTER _ABSTRACT(dx_raster)
+#define _RENDER_TARGET _ABSTRACT(dx_render_target)
+#define _DEPTH_STENCIL _ABSTRACT(dx_depth_stencil)
 
 DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32);
-DEFINE_PRIM(_VOID, clear_color, _F64 _F64 _F64 _F64);
+DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
+DEFINE_PRIM(_RENDER_TARGET, create_render_target_view, _RESOURCE _DYN);
+DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _ARR _DEPTH_STENCIL);
+DEFINE_PRIM(_RASTER, create_rasterizer_state, _DYN);
+DEFINE_PRIM(_VOID, rs_set_state, _RASTER);
+DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
+DEFINE_PRIM(_VOID, clear_color, _RENDER_TARGET _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(_BUFFER, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
-DEFINE_PRIM(_BYTES, buffer_map, _BUFFER _I32 _I32 _BOOL);
-DEFINE_PRIM(_VOID, buffer_unmap, _BUFFER _I32);
-DEFINE_PRIM(_VOID, release_buffer, _BUFFER);
-DEFINE_PRIM(_VOID, release_shader, _SHADER);
-DEFINE_PRIM(_VOID, release_layout, _LAYOUT);
+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(_SHADER, create_vertex_shader, _BYTES _I32);
@@ -313,10 +341,16 @@ DEFINE_PRIM(_VOID, vs_set_shader, _SHADER);
 DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _ARR);
 DEFINE_PRIM(_VOID, ps_set_shader, _SHADER);
 DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _ARR);
-DEFINE_PRIM(_VOID, update_subresource, _BUFFER _I32 _OBJ(_I32 _I32 _I32 _I32 _I32 _I32) _BYTES _I32 _I32);
-DEFINE_PRIM(_VOID, ia_set_index_buffer, _BUFFER _BOOL _I32);
+DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _OBJ(_I32 _I32 _I32 _I32 _I32 _I32) _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, _LAYOUT);
 DEFINE_PRIM(_LAYOUT, create_input_layout, _ARR _BYTES _I32);
 
+DEFINE_PRIM(_VOID, release_render_target, _RENDER_TARGET);
+DEFINE_PRIM(_VOID, release_depth_stencil, _DEPTH_STENCIL);
+DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
+DEFINE_PRIM(_VOID, release_raster, _RASTER);
+DEFINE_PRIM(_VOID, release_shader, _SHADER);
+DEFINE_PRIM(_VOID, release_layout, _LAYOUT);

+ 113 - 6
libs/directx/dx/Driver.hx

@@ -12,6 +12,21 @@ abstract Layout(hl.Abstract<"dx_layout">) {
 	}
 }
 
+abstract RasterState(hl.Abstract<"dx_raster">) {
+	@:hlNative("directx", "release_raster") public function release() {
+	}
+}
+
+abstract RenderTargetView(hl.Abstract<"dx_render_target">) {
+	@:hlNative("directx", "release_render_target") public function release() {
+	}
+}
+
+abstract DepthStencilView(hl.Abstract<"dx_depth_stencil">) {
+	@:hlNative("directx", "release_depth_stencil") public function release() {
+	}
+}
+
 @:enum abstract DriverInitFlags(Int) {
 	var None = 0;
 	var SingleThread = 1;
@@ -97,6 +112,66 @@ class LayoutElement {
 	}
 }
 
+@:enum abstract RenderViewDimension(Int) {
+	var Unknown = 0;
+	var Buffer = 1;
+	var Texture1D = 2;
+	var Texture1DArray = 3;
+	var Texture2D = 4;
+	var Texture2DArray = 5;
+	var Texture2DMS = 6;
+	var Texture2DMSArray = 7;
+	var Texture3D = 8;
+}
+
+class RenderTargetDesc {
+	public var format : Format;
+	public var dimension : RenderViewDimension;
+	public var mipMap : Int;
+	public var firstSlice : Int;
+	public var sliceCount : Int;
+
+	// for buffer
+	public var firstElement(get, set) : Int;
+	public var elementCount(get, set) : Int;
+
+	public function new(format, dimension = Unknown) {
+		this.format = format;
+		this.dimension = dimension;
+	}
+
+	inline function get_firstElement() return mipMap;
+	inline function set_firstElement(m) return mipMap = m;
+	inline function get_elementCount() return firstSlice;
+	inline function set_elementCount(m) return firstSlice = m;
+}
+
+@:enum abstract FillMode(Int) {
+	public var WireFrame = 2;
+	public var Solid = 3;
+}
+
+@:enum abstract CullMode(Int) {
+	public var None = 1;
+	public var Front = 2;
+	public var Back = 3;
+}
+
+class RasterizerStateDesc {
+	public var fillMode : FillMode;
+	public var cullMode : CullMode;
+	public var frontCounterClockwise : Bool;
+	public var depthBias : Int;
+	public var depthBiasClamp : hl.F32;
+	public var slopeScaledDepthBias : hl.F32;
+	public var depthClipEnable : Bool;
+	public var scissorEnable : Bool;
+	public var multisampleEnable : Bool;
+	public var antialiasedLineEnable : Bool;
+	public function new() {
+	}
+}
+
 @:hlNative("directx")
 class Driver {
 
@@ -104,7 +179,28 @@ class Driver {
 		return dxCreate(@:privateAccess win.win, flags);
 	}
 
-	public static function clearColor( r : Float, g : Float, b : Float, a : Float ) {
+	public static function getBackBuffer() : Resource {
+		return null;
+	}
+
+	public static function createRenderTargetView( r : Resource, ?desc : RenderTargetDesc ) : RenderTargetView {
+		return dxCreateRenderTargetView(r,desc);
+	}
+
+	public static function omSetRenderTargets( count : Int, arr : hl.NativeArray<RenderTargetView>, ?depth : DepthStencilView ) {
+	}
+
+	public static function createRasterizerState( desc : RasterizerStateDesc ) : RasterState {
+		return dxCreateRasterizerState(desc);
+	}
+
+	public static function rsSetState( r : RasterState ) {
+	}
+
+	public static function rsSetViewports( count : Int, bytes : hl.BytesAccess<hl.F32> ) {
+	}
+
+	public static function clearColor( rt : RenderTargetView, r : Float, g : Float, b : Float, a : Float ) {
 	}
 
 	public static function present() {
@@ -156,22 +252,22 @@ class Driver {
 	public static function vsSetShader( shader : Shader ) : Void {
 	}
 
-	public static function vsSetConstantBuffers( start : Int, count : Int, buffers : hl.NativeArray<Buffer> ) : Void {
+	public static function vsSetConstantBuffers( start : Int, count : Int, buffers : hl.NativeArray<Resource> ) : Void {
 	}
 
 	public static function psSetShader( shader : Shader ) : Void {
 	}
 
-	public static function psSetConstantBuffers( start : Int, count : Int, buffers : hl.NativeArray<Buffer> ) : Void {
+	public static function psSetConstantBuffers( start : Int, count : Int, buffers : hl.NativeArray<Resource> ) : Void {
 	}
 
 	public static function iaSetPrimitiveTopology( topology : PrimitiveTopology ) : Void {
 	}
 
-	public static function iaSetIndexBuffer( buffer : Buffer, is32Bits : Bool, offset : Int ) : Void {
+	public static function iaSetIndexBuffer( buffer : Resource, is32Bits : Bool, offset : Int ) : Void {
 	}
 
-	public static function iaSetVertexBuffers( start : Int, count : Int, buffers : hl.NativeArray<Buffer>, strides : hl.BytesAccess<Int>, offsets : hl.BytesAccess<Int> ) : Void {
+	public static function iaSetVertexBuffers( start : Int, count : Int, buffers : hl.NativeArray<Resource>, strides : hl.BytesAccess<Int>, offsets : hl.BytesAccess<Int> ) : Void {
 	}
 
 	public static function iaSetInputLayout( layout : Layout ) : Void {
@@ -181,8 +277,19 @@ class Driver {
 		return null;
 	}
 
+	@:hlNative("directx", "create_rasterizer_state")
+	static function dxCreateRasterizerState( desc : Dynamic ) : RasterState {
+		return null;
+	}
+
+	@:hlNative("directx", "create_render_target_view")
+	static function dxCreateRenderTargetView( r : Resource, desc : Dynamic ) : RenderTargetView {
+		return null;
+	}
+
 	@:hlNative("directx","create")
-	static function dxCreate( win : hl.Abstract<"dx_window">, flags : DriverInitFlags ) : DriverInstance { return null; }
+	static function dxCreate( win : hl.Abstract < "dx_window" > , flags : DriverInitFlags ) : DriverInstance { return null; }
+
 	@:hlNative("directx","get_device_name")
 	static function dxGetDeviceName() : hl.Bytes { return null; }
 

+ 5 - 5
libs/directx/dx/Buffer.hx → libs/directx/dx/Resource.hx

@@ -72,14 +72,14 @@ class ResourceBox {
 	}
 }
 
-abstract Buffer(hl.Abstract<"dx_buffer">) {
+abstract Resource(hl.Abstract<"dx_resource">) {
 
 	@:hlNative("directx","create_buffer")
-	public static function alloc( size : Int, usage : BufferUsage, bind : BufferBind, access : BufferAccess, misc : BufferMisc, stride : Int, data : hl.Bytes ) : Buffer {
+	public static function createBuffer( size : Int, usage : BufferUsage, bind : BufferBind, access : BufferAccess, misc : BufferMisc, stride : Int, data : hl.Bytes ) : Resource {
 		return null;
 	}
 
-	@:hlNative("directx", "buffer_map")
+	@:hlNative("directx", "map")
 	public function map( subResource : Int, type : MapType, waitGpu : Bool ) : hl.Bytes {
 		return null;
 	}
@@ -88,11 +88,11 @@ abstract Buffer(hl.Abstract<"dx_buffer">) {
 	public function updateSubresource( subResource : Int, box : Null<ResourceBox>, data : hl.Bytes, srcRowPitch : Int, srcDepthPitch : Int ) : Void {
 	}
 
-	@:hlNative("directx", "buffer_unmap")
+	@:hlNative("directx", "unmap")
 	public function unmap( subResource : Int ) : Void {
 	}
 
-	@:hlNative("directx", "release_buffer")
+	@:hlNative("directx", "release_resource")
 	public function release() {
 	}
 

+ 2 - 2
libs/directx/window.c

@@ -62,8 +62,8 @@ HL_PRIM void HL_NAME(win_set_size)(dx_window *win, int width, int height) {
 HL_PRIM void HL_NAME(win_get_size)(dx_window *win, int *width, int *height) {
 	RECT r;
 	GetClientRect(win,&r);
-	*width = r.right;
-	*height = r.bottom;
+	if( width ) *width = r.right;
+	if( height ) *height = r.bottom;
 }
 
 HL_PRIM void HL_NAME(win_resize)(dx_window *win, int mode) {