#define HL_NAME(n) directx_##n #include #ifdef HL_WIN_DESKTOP #include #include #include #include #else #include #endif #include #include "directx.h" #define DXERR(cmd) { HRESULT __ret = cmd; if( __ret == E_OUTOFMEMORY ) return NULL; if( __ret != S_OK ) ReportDxError(__ret,__LINE__); } template 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 vclosure *on_dx_error = NULL; static IDXGIFactory *GetDXGI() { if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK ) hl_error("Failed to init DXGI"); return factory; } static void ReportDxError( HRESULT err, int line ) { if( on_dx_error ) { vdynamic args[3]; vdynamic *vargs[3] = { &args[0], &args[1], &args[2] }; args[0].t = &hlt_i32; args[1].t = &hlt_i32; args[2].t = &hlt_i32; args[0].v.i = (int)err; args[1].v.i = (err == DXGI_ERROR_DEVICE_REMOVED ? (int)driver->device->GetDeviceRemovedReason() : 0); args[2].v.i = line; hl_dyn_call(on_dx_error,vargs,3); return; } if( err == DXGI_ERROR_DEVICE_REMOVED && driver ){ err = driver->device->GetDeviceRemovedReason(); hl_error("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d",(DWORD)err,line); }else{ hl_error("DXERROR %X line %d",(DWORD)err,line); } } HL_PRIM void HL_NAME(set_error_handler)( vclosure *c ) { if( !on_dx_error ) { if( !c ) return; hl_add_root(&on_dx_error); } on_dx_error = c; } HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags, int restrictLevel ) { 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, }; static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL); DWORD result; DXGI_SWAP_CHAIN_DESC desc; RECT r; dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver)); ZeroMemory(d,sizeof(dx_driver)); GetClientRect(window, &r); ZeroMemory(&desc, sizeof(desc)); desc.BufferDesc.Width = r.right; desc.BufferDesc.Height = r.bottom; desc.BufferDesc.Format = (DXGI_FORMAT)format; desc.SampleDesc.Count = 1; // NO AA for now desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; #ifdef HL_WIN_DESKTOP desc.BufferCount = 1; desc.Windowed = true; #else desc.BufferCount = 2; desc.Windowed = false; #endif desc.OutputWindow = window; if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1; d->init_flags = flags; result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,levels + restrictLevel,maxLevels - restrictLevel,D3D11_SDK_VERSION,&desc,&d->swapchain,&d->device,&d->feature,&d->context); #ifdef HL_WIN_DESKTOP if( result == E_INVALIDARG ) { // disable flags not available in DX<11.1 flags &= ~D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT; d->init_flags = flags; } if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) { // no debug driver available, retry flags &= ~D3D11_CREATE_DEVICE_DEBUG; d->init_flags = flags; result = E_INVALIDARG; } #endif if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context); DXERR(result); driver = d; return d; } HL_PRIM void HL_NAME(dispose_driver)( dx_driver *d ) { d->swapchain->Release(); d->device->Release(); d->context->Release(); if( driver == d ) driver = NULL; } HL_PRIM dx_driver *HL_NAME(get_driver)(){ return driver; } HL_PRIM dx_resource *HL_NAME(get_back_buffer)() { ID3D11Texture2D *backBuffer; DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) ); return backBuffer; } HL_PRIM bool HL_NAME(resize)(int width, int height, int format) { #ifdef HL_WIN_DESKTOP HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK); return res == S_OK; #else return TRUE; //Should not be called if the window is not resized (in the case here it will never happen) #endif } HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct *desc ) { ID3D11RenderTargetView *rt; DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) ); return rt; } HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) { driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth); } HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct *desc ) { ID3D11RasterizerState *rs; DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) ); 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(rs_set_scissor_rects)( int count, vbyte *data ) { driver->context->RSSetScissorRects(count,(D3D11_RECT*)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)( int interval, int flags ) { HRESULT ret = driver->swapchain->Present(interval, flags); if (ret != S_OK && ret != DXGI_STATUS_OCCLUDED) ReportDxError(ret, __LINE__); } 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,(int)(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( size == 0 ) return NULL; DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) ); return buffer; } HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct *desc, vbyte *data ) { ID3D11Texture2D *tex; D3D11_SUBRESOURCE_DATA res; res.pSysMem = data; res.SysMemPitch = 0; res.SysMemSlicePitch = 0; DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) ); return tex; } HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct *box, vbyte *data, int srcRowPitch, int srcDstPitch ) { driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch); } HL_PRIM void HL_NAME(copy_subresource_region)( dx_resource *r, int index, int dx, int dy, int dz, dx_resource *src, int sindex, dx_struct *box ) { driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL); } HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) { D3D11_MAPPED_SUBRESOURCE map; DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) ); if( pitch ) *pitch = map.RowPitch; return map.pData; } HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) { driver->context->Unmap(r, subRes); } HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) { driver->context->CopyResource(to,from); } 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 = (int)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 = (int)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; DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) ); return shader; } HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) { ID3D11PixelShader *shader; DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) ); 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(draw_indexed_instanced)( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) { driver->context->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation); } HL_PRIM void HL_NAME(draw_indexed_instanced_indirect)( dx_resource *r, int offset ) { driver->context->DrawIndexedInstancedIndirect((ID3D11Buffer*)r, (UINT)offset); } 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, dx_resource **a ) { driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a); } 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, dx_resource **a ) { driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a); } 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, dx_resource **a, vbyte *strides, vbyte *offsets ) { driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(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;isize;i++) desc[i] = hl_aptr(arr,dx_struct*)[i]->value; DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) ); return input; } HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format, bool readOnly ) { ID3D11DepthStencilView *view; D3D11_DEPTH_STENCIL_VIEW_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Format = (DXGI_FORMAT)format; desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; desc.Flags = readOnly ? D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL : 0; DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) ); return view; } HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct *desc ) { ID3D11DepthStencilState *state; DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) ); 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 ? (UINT8)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*)[i]->value; DXERR( driver->device->CreateBlendState(&desc,&s) ); return s; } HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct *desc ) { ID3D11SamplerState *s; DXERR( driver->device->CreateSamplerState(&desc->value,&s) ); return s; } HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct *desc ) { ID3D11ShaderResourceView *view; DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) ); return view; } HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) { driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr); } HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) { driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr); } HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) { driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr); } HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) { driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr); } HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) { driver->context->GenerateMips((ID3D11ShaderResourceView*)t); } HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) { return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK; } HL_PRIM bool HL_NAME(get_fullscreen_state)() { BOOL ret; if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK ) return false; return ret != 0; } HL_PRIM void HL_NAME(debug_print)( vbyte *b ) { OutputDebugString((LPCWSTR)b); } #define _DRIVER _ABSTRACT(dx_driver) #define _POINTER _ABSTRACT(dx_pointer) #define _RESOURCE _ABSTRACT(dx_resource) DEFINE_PRIM(_VOID, set_error_handler, _FUN(_VOID, _I32 _I32 _I32)); DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32); DEFINE_PRIM(_VOID, dispose_driver, _DRIVER); DEFINE_PRIM(_BOOL, resize, _I32 _I32 _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 _REF(_POINTER) _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, rs_set_scissor_rects, _I32 _BYTES); DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64); DEFINE_PRIM(_VOID, present, _I32 _I32); 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 _REF(_I32)); DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32); DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE); 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, draw_indexed_instanced, _I32 _I32 _I32 _I32 _I32); DEFINE_PRIM(_VOID, draw_indexed_instanced_indirect, _RESOURCE _I32); DEFINE_PRIM(_VOID, vs_set_shader, _POINTER); DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE)); DEFINE_PRIM(_VOID, ps_set_shader, _POINTER); DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE)); 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 _REF(_RESOURCE) _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 _BOOL); DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN); DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER _I32); 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 _REF(_POINTER)); DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER)); DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER)); DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER)); DEFINE_PRIM(_VOID, generate_mips, _POINTER); DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL); DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG); DEFINE_PRIM(_VOID, debug_print, _BYTES); DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);