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- #define HL_NAME(n) directx_##n
- #include <hl.h>
- #include <dxgi.h>
- #include <d3dcommon.h>
- #include <d3d11.h>
- #include <D3Dcompiler.h>
- #ifdef HL_DEBUG
- # define DXERR() hl_error_msg(USTR("DXERROR line %d"),__LINE__)
- #else
- # define DXERR() return NULL;
- #endif
- 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 format, 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)format;
- 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 )
- DXERR();
- 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 )
- DXERR();
- return backBuffer;
- }
- HL_PRIM bool HL_NAME(resize)( int width, int height, int format ) {
- return driver->swapchain->ResizeBuffers(1,width,height,(DXGI_FORMAT)format,0) == S_OK;
- }
- 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 )
- DXERR();
- 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<D3D11_RASTERIZER_DESC> *desc ) {
- ID3D11RasterizerState *rs;
- if( driver->device->CreateRasterizerState(&desc->value,&rs) != S_OK )
- DXERR();
- 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 ) {
- driver->swapchain->Present(interval,flags);
- }
- 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( size == 0 )
- return NULL;
- if( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) != S_OK )
- DXERR();
- 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 )
- DXERR();
- 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, int *pitch ) {
- D3D11_MAPPED_SUBRESOURCE map;
- if( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
- DXERR();
- 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 = 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 )
- DXERR();
- 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 )
- DXERR();
- 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, 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;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 )
- DXERR();
- 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 )
- DXERR();
- 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 )
- DXERR();
- 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 )
- DXERR();
- 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 )
- DXERR();
- 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 )
- DXERR();
- 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);
- }
- #define _DRIVER _ABSTRACT(dx_driver)
- #define _POINTER _ABSTRACT(dx_pointer)
- #define _RESOURCE _ABSTRACT(dx_resource)
- DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32);
- 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, 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);
- 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 _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);
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