directx.cpp 16 KB

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  1. #define HL_NAME(n) directx_##n
  2. #include <hl.h>
  3. #include <dxgi.h>
  4. #include <d3dcommon.h>
  5. #include <d3d11.h>
  6. #include <D3Dcompiler.h>
  7. #ifdef HL_DEBUG
  8. # define DXERR() hl_error_msg(USTR("DXERROR line %d"),__LINE__)
  9. #else
  10. # define DXERR() return NULL;
  11. #endif
  12. typedef struct {
  13. ID3D11Device *device;
  14. ID3D11DeviceContext *context;
  15. IDXGISwapChain *swapchain;
  16. ID3D11RenderTargetView *renderTarget;
  17. D3D_FEATURE_LEVEL feature;
  18. int init_flags;
  19. } dx_driver;
  20. template <typename T> class dx_struct {
  21. hl_type *t;
  22. public:
  23. T value;
  24. };
  25. typedef ID3D11Resource dx_resource;
  26. typedef ID3D11DeviceChild dx_pointer;
  27. static dx_driver *driver = NULL;
  28. static IDXGIFactory *factory = NULL;
  29. static IDXGIFactory *GetDXGI() {
  30. if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
  31. hl_error("Failed to init DXGI");
  32. return factory;
  33. }
  34. HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags ) {
  35. DWORD result;
  36. static D3D_FEATURE_LEVEL levels[] = {
  37. D3D_FEATURE_LEVEL_11_1,
  38. D3D_FEATURE_LEVEL_11_0,
  39. D3D_FEATURE_LEVEL_10_1,
  40. D3D_FEATURE_LEVEL_10_0,
  41. D3D_FEATURE_LEVEL_9_3,
  42. D3D_FEATURE_LEVEL_9_2,
  43. D3D_FEATURE_LEVEL_9_1,
  44. };
  45. dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
  46. ZeroMemory(d,sizeof(dx_driver));
  47. d->init_flags = flags;
  48. result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,levels,7,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
  49. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  50. result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
  51. if( result != S_OK )
  52. return NULL;
  53. // create the SwapChain
  54. DXGI_SWAP_CHAIN_DESC desc;
  55. RECT r;
  56. GetClientRect(window,&r);
  57. ZeroMemory(&desc,sizeof(desc));
  58. desc.BufferDesc.Width = r.right;
  59. desc.BufferDesc.Height = r.bottom;
  60. desc.BufferDesc.Format = (DXGI_FORMAT)format;
  61. desc.SampleDesc.Count = 1; // NO AA for now
  62. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  63. desc.BufferCount = 1;
  64. desc.Windowed = true;
  65. desc.OutputWindow = window;
  66. if( GetDXGI()->CreateSwapChain(d->device,&desc,&d->swapchain) != S_OK )
  67. DXERR();
  68. driver = d;
  69. return d;
  70. }
  71. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  72. ID3D11Texture2D *backBuffer;
  73. if( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
  74. DXERR();
  75. return backBuffer;
  76. }
  77. HL_PRIM bool HL_NAME(resize)( int width, int height, int format ) {
  78. return driver->swapchain->ResizeBuffers(1,width,height,(DXGI_FORMAT)format,0) == S_OK;
  79. }
  80. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  81. ID3D11RenderTargetView *rt;
  82. if( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) != S_OK )
  83. DXERR();
  84. return rt;
  85. }
  86. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  87. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  88. }
  89. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  90. ID3D11RasterizerState *rs;
  91. if( driver->device->CreateRasterizerState(&desc->value,&rs) != S_OK )
  92. DXERR();
  93. return rs;
  94. }
  95. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  96. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  97. }
  98. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  99. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  100. }
  101. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  102. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  103. }
  104. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  105. float color[4];
  106. color[0] = (float)r;
  107. color[1] = (float)g;
  108. color[2] = (float)b;
  109. color[3] = (float)a;
  110. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  111. }
  112. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  113. driver->swapchain->Present(interval,flags);
  114. }
  115. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  116. IDXGIAdapter *adapter;
  117. DXGI_ADAPTER_DESC desc;
  118. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  119. return USTR("Unknown");
  120. adapter->Release();
  121. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(ustrlen((uchar*)desc.Description)+1)*2);
  122. }
  123. HL_PRIM double HL_NAME(get_supported_version)() {
  124. if( driver == NULL ) return 0.;
  125. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  126. }
  127. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  128. ID3D11Buffer *buffer;
  129. D3D11_BUFFER_DESC desc;
  130. D3D11_SUBRESOURCE_DATA res;
  131. desc.ByteWidth = size;
  132. desc.Usage = (D3D11_USAGE)usage;
  133. desc.BindFlags = bind;
  134. desc.CPUAccessFlags = access;
  135. desc.MiscFlags = misc;
  136. desc.StructureByteStride = stride;
  137. res.pSysMem = data;
  138. res.SysMemPitch = 0;
  139. res.SysMemSlicePitch = 0;
  140. if( size == 0 )
  141. return NULL;
  142. if( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) != S_OK )
  143. DXERR();
  144. return buffer;
  145. }
  146. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  147. ID3D11Texture2D *tex;
  148. D3D11_SUBRESOURCE_DATA res;
  149. res.pSysMem = data;
  150. res.SysMemPitch = 0;
  151. res.SysMemSlicePitch = 0;
  152. if( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) != S_OK )
  153. DXERR();
  154. return tex;
  155. }
  156. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  157. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  158. }
  159. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  160. D3D11_MAPPED_SUBRESOURCE map;
  161. if( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
  162. DXERR();
  163. if( pitch )
  164. *pitch = map.RowPitch;
  165. return map.pData;
  166. }
  167. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  168. driver->context->Unmap(r, subRes);
  169. }
  170. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  171. driver->context->CopyResource(to,from);
  172. }
  173. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  174. ID3DBlob *code;
  175. ID3DBlob *errorMessage;
  176. vbyte *ret;
  177. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  178. *error = true;
  179. code = errorMessage;
  180. }
  181. *size = code->GetBufferSize();
  182. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  183. code->Release();
  184. return ret;
  185. }
  186. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  187. ID3DBlob *out;
  188. vbyte *ret;
  189. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  190. return NULL;
  191. *size = out->GetBufferSize();
  192. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  193. out->Release();
  194. return ret;
  195. }
  196. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  197. ID3D11VertexShader *shader;
  198. if( driver->device->CreateVertexShader(code, size, NULL, &shader) != S_OK )
  199. DXERR();
  200. return shader;
  201. }
  202. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  203. ID3D11PixelShader *shader;
  204. if( driver->device->CreatePixelShader(code, size, NULL, &shader) != S_OK )
  205. DXERR();
  206. return shader;
  207. }
  208. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  209. driver->context->DrawIndexed(count,start,baseVertex);
  210. }
  211. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  212. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  213. }
  214. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  215. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  216. }
  217. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  218. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  219. }
  220. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  221. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  222. }
  223. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  224. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  225. }
  226. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  227. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  228. }
  229. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  230. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  231. }
  232. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  233. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  234. }
  235. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  236. p->Release();
  237. }
  238. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  239. r->Release();
  240. }
  241. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  242. ID3D11InputLayout *input;
  243. D3D11_INPUT_ELEMENT_DESC desc[32];
  244. int i;
  245. if( arr->size > 32 ) return NULL;
  246. for(i=0;i<arr->size;i++)
  247. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  248. if( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) != S_OK )
  249. DXERR();
  250. return input;
  251. }
  252. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
  253. ID3D11DepthStencilView *view;
  254. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  255. ZeroMemory(&desc, sizeof(desc));
  256. desc.Format = (DXGI_FORMAT)format;
  257. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  258. if( driver->device->CreateDepthStencilView(tex,&desc,&view) != S_OK )
  259. DXERR();
  260. return view;
  261. }
  262. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  263. ID3D11DepthStencilState *state;
  264. if( driver->device->CreateDepthStencilState(&desc->value,&state) != S_OK )
  265. DXERR();
  266. return state;
  267. }
  268. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  269. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  270. }
  271. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  272. 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);
  273. }
  274. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  275. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  276. }
  277. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  278. ID3D11BlendState *s;
  279. D3D11_BLEND_DESC desc;
  280. int i;
  281. ZeroMemory(&desc,sizeof(desc));
  282. desc.AlphaToCoverageEnable = alphaToCoverage;
  283. desc.IndependentBlendEnable = independentBlend;
  284. for(i=0;i<count;i++)
  285. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  286. if( driver->device->CreateBlendState(&desc,&s) != S_OK )
  287. DXERR();
  288. return s;
  289. }
  290. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  291. ID3D11SamplerState *s;
  292. if( driver->device->CreateSamplerState(&desc->value,&s) != S_OK )
  293. DXERR();
  294. return s;
  295. }
  296. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  297. ID3D11ShaderResourceView *view;
  298. if( driver->device->CreateShaderResourceView(res,&desc->value,&view) != S_OK )
  299. DXERR();
  300. return view;
  301. }
  302. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  303. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  304. }
  305. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  306. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  307. }
  308. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  309. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  310. }
  311. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  312. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  313. }
  314. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  315. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  316. }
  317. #define _DRIVER _ABSTRACT(dx_driver)
  318. #define _POINTER _ABSTRACT(dx_pointer)
  319. #define _RESOURCE _ABSTRACT(dx_resource)
  320. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32);
  321. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  322. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  323. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  324. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  325. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  326. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  327. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  328. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  329. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  330. DEFINE_PRIM(_VOID, present, _I32 _I32);
  331. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  332. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  333. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  334. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  335. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  336. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  337. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  338. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  339. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  340. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  341. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  342. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  343. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  344. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  345. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  346. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  347. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  348. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  349. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  350. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  351. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  352. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  353. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
  354. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  355. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER);
  356. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  357. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  358. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  359. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  360. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  361. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  362. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  363. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  364. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  365. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  366. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  367. DEFINE_PRIM(_VOID, generate_mips, _POINTER);