|
@@ -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);
|