directx.cpp 18 KB

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  1. #define HL_NAME(n) directx_##n
  2. #include <hl.h>
  3. #ifdef HL_WIN_DESKTOP
  4. #include <dxgi.h>
  5. #include <d3dcommon.h>
  6. #include <d3d11.h>
  7. #include <D3Dcompiler.h>
  8. #else
  9. #include <xbo_directx.h>
  10. #endif
  11. #include <assert.h>
  12. #include "directx.h"
  13. #define DXERR(cmd) { HRESULT __ret = cmd; if( __ret == E_OUTOFMEMORY ) return NULL; if( __ret != S_OK ) ReportDxError(__ret,__LINE__); }
  14. template <typename T> class dx_struct {
  15. hl_type *t;
  16. public:
  17. T value;
  18. };
  19. typedef ID3D11Resource dx_resource;
  20. typedef ID3D11DeviceChild dx_pointer;
  21. static dx_driver *driver = NULL;
  22. static IDXGIFactory *factory = NULL;
  23. static vclosure *on_dx_error = NULL;
  24. static IDXGIFactory *GetDXGI() {
  25. if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
  26. hl_error("Failed to init DXGI");
  27. return factory;
  28. }
  29. static void ReportDxError( HRESULT err, int line ) {
  30. if( on_dx_error ) {
  31. vdynamic args[3];
  32. vdynamic *vargs[3] = { &args[0], &args[1], &args[2] };
  33. args[0].t = &hlt_i32;
  34. args[1].t = &hlt_i32;
  35. args[2].t = &hlt_i32;
  36. args[0].v.i = (int)err;
  37. args[1].v.i = (err == DXGI_ERROR_DEVICE_REMOVED ? (int)driver->device->GetDeviceRemovedReason() : 0);
  38. args[2].v.i = line;
  39. hl_dyn_call(on_dx_error,vargs,3);
  40. return;
  41. }
  42. if( err == DXGI_ERROR_DEVICE_REMOVED && driver ){
  43. err = driver->device->GetDeviceRemovedReason();
  44. hl_error_msg(USTR("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d"),(DWORD)err,line);
  45. }else{
  46. hl_error_msg(USTR("DXERROR %X line %d"),(DWORD)err,line);
  47. }
  48. }
  49. HL_PRIM void HL_NAME(set_error_handler)( vclosure *c ) {
  50. if( !on_dx_error ) {
  51. if( !c ) return;
  52. hl_add_root(&on_dx_error);
  53. }
  54. on_dx_error = c;
  55. }
  56. HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags, int restrictLevel ) {
  57. static D3D_FEATURE_LEVEL levels[] = {
  58. D3D_FEATURE_LEVEL_11_1,
  59. D3D_FEATURE_LEVEL_11_0,
  60. D3D_FEATURE_LEVEL_10_1,
  61. D3D_FEATURE_LEVEL_10_0,
  62. D3D_FEATURE_LEVEL_9_3,
  63. D3D_FEATURE_LEVEL_9_2,
  64. D3D_FEATURE_LEVEL_9_1,
  65. };
  66. static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL);
  67. DWORD result;
  68. DXGI_SWAP_CHAIN_DESC desc;
  69. RECT r;
  70. dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
  71. ZeroMemory(d,sizeof(dx_driver));
  72. GetClientRect(window, &r);
  73. ZeroMemory(&desc, sizeof(desc));
  74. desc.BufferDesc.Width = r.right;
  75. desc.BufferDesc.Height = r.bottom;
  76. desc.BufferDesc.Format = (DXGI_FORMAT)format;
  77. desc.SampleDesc.Count = 1; // NO AA for now
  78. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  79. #ifdef HL_WIN_DESKTOP
  80. desc.BufferCount = 1;
  81. desc.Windowed = true;
  82. #else
  83. desc.BufferCount = 2;
  84. desc.Windowed = false;
  85. #endif
  86. desc.OutputWindow = window;
  87. if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1;
  88. d->init_flags = flags;
  89. 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);
  90. #ifdef HL_WIN_DESKTOP
  91. if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) {
  92. // no debug driver available, retry
  93. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  94. d->init_flags = flags;
  95. result = E_INVALIDARG;
  96. }
  97. #endif
  98. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  99. result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context);
  100. DXERR(result);
  101. driver = d;
  102. return d;
  103. }
  104. HL_PRIM void HL_NAME(dispose_driver)( dx_driver *d ) {
  105. d->swapchain->Release();
  106. d->device->Release();
  107. d->context->Release();
  108. if( driver == d )
  109. driver = NULL;
  110. }
  111. HL_PRIM dx_driver *HL_NAME(get_driver)(){
  112. return driver;
  113. }
  114. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  115. ID3D11Texture2D *backBuffer;
  116. DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) );
  117. return backBuffer;
  118. }
  119. HL_PRIM bool HL_NAME(resize)(int width, int height, int format) {
  120. #ifdef HL_WIN_DESKTOP
  121. HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK);
  122. return res == S_OK;
  123. #else
  124. return TRUE; //Should not be called if the window is not resized (in the case here it will never happen)
  125. #endif
  126. }
  127. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  128. ID3D11RenderTargetView *rt;
  129. DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) );
  130. return rt;
  131. }
  132. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  133. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  134. }
  135. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  136. ID3D11RasterizerState *rs;
  137. DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) );
  138. return rs;
  139. }
  140. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  141. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  142. }
  143. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  144. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  145. }
  146. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  147. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  148. }
  149. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  150. float color[4];
  151. color[0] = (float)r;
  152. color[1] = (float)g;
  153. color[2] = (float)b;
  154. color[3] = (float)a;
  155. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  156. }
  157. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  158. HRESULT ret = driver->swapchain->Present(interval, flags);
  159. if (ret != S_OK && ret != DXGI_STATUS_OCCLUDED) ReportDxError(ret, __LINE__);
  160. }
  161. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  162. IDXGIAdapter *adapter;
  163. DXGI_ADAPTER_DESC desc;
  164. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  165. return USTR("Unknown");
  166. adapter->Release();
  167. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(int)(ustrlen((uchar*)desc.Description)+1)*2);
  168. }
  169. HL_PRIM double HL_NAME(get_supported_version)() {
  170. if( driver == NULL ) return 0.;
  171. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  172. }
  173. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  174. ID3D11Buffer *buffer;
  175. D3D11_BUFFER_DESC desc;
  176. D3D11_SUBRESOURCE_DATA res;
  177. desc.ByteWidth = size;
  178. desc.Usage = (D3D11_USAGE)usage;
  179. desc.BindFlags = bind;
  180. desc.CPUAccessFlags = access;
  181. desc.MiscFlags = misc;
  182. desc.StructureByteStride = stride;
  183. res.pSysMem = data;
  184. res.SysMemPitch = 0;
  185. res.SysMemSlicePitch = 0;
  186. if( size == 0 )
  187. return NULL;
  188. DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) );
  189. return buffer;
  190. }
  191. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  192. ID3D11Texture2D *tex;
  193. D3D11_SUBRESOURCE_DATA res;
  194. res.pSysMem = data;
  195. res.SysMemPitch = 0;
  196. res.SysMemSlicePitch = 0;
  197. DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) );
  198. return tex;
  199. }
  200. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  201. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  202. }
  203. 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<D3D11_BOX> *box ) {
  204. driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
  205. }
  206. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  207. D3D11_MAPPED_SUBRESOURCE map;
  208. DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) );
  209. if( pitch )
  210. *pitch = map.RowPitch;
  211. return map.pData;
  212. }
  213. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  214. driver->context->Unmap(r, subRes);
  215. }
  216. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  217. driver->context->CopyResource(to,from);
  218. }
  219. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  220. ID3DBlob *code;
  221. ID3DBlob *errorMessage;
  222. vbyte *ret;
  223. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  224. *error = true;
  225. code = errorMessage;
  226. }
  227. *size = (int)code->GetBufferSize();
  228. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  229. code->Release();
  230. return ret;
  231. }
  232. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  233. ID3DBlob *out;
  234. vbyte *ret;
  235. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  236. return NULL;
  237. *size = (int)out->GetBufferSize();
  238. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  239. out->Release();
  240. return ret;
  241. }
  242. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  243. ID3D11VertexShader *shader;
  244. DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) );
  245. return shader;
  246. }
  247. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  248. ID3D11PixelShader *shader;
  249. DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) );
  250. return shader;
  251. }
  252. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  253. driver->context->DrawIndexed(count,start,baseVertex);
  254. }
  255. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  256. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  257. }
  258. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  259. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  260. }
  261. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  262. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  263. }
  264. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  265. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  266. }
  267. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  268. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  269. }
  270. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  271. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  272. }
  273. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  274. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  275. }
  276. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  277. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  278. }
  279. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  280. p->Release();
  281. }
  282. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  283. r->Release();
  284. }
  285. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  286. ID3D11InputLayout *input;
  287. D3D11_INPUT_ELEMENT_DESC desc[32];
  288. int i;
  289. if( arr->size > 32 ) return NULL;
  290. for(i=0;i<arr->size;i++)
  291. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  292. DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) );
  293. return input;
  294. }
  295. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
  296. ID3D11DepthStencilView *view;
  297. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  298. ZeroMemory(&desc, sizeof(desc));
  299. desc.Format = (DXGI_FORMAT)format;
  300. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  301. DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) );
  302. return view;
  303. }
  304. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  305. ID3D11DepthStencilState *state;
  306. DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) );
  307. return state;
  308. }
  309. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  310. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  311. }
  312. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  313. 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);
  314. }
  315. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  316. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  317. }
  318. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  319. ID3D11BlendState *s;
  320. D3D11_BLEND_DESC desc;
  321. int i;
  322. ZeroMemory(&desc,sizeof(desc));
  323. desc.AlphaToCoverageEnable = alphaToCoverage;
  324. desc.IndependentBlendEnable = independentBlend;
  325. for(i=0;i<count;i++)
  326. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  327. DXERR( driver->device->CreateBlendState(&desc,&s) );
  328. return s;
  329. }
  330. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  331. ID3D11SamplerState *s;
  332. DXERR( driver->device->CreateSamplerState(&desc->value,&s) );
  333. return s;
  334. }
  335. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  336. ID3D11ShaderResourceView *view;
  337. DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) );
  338. return view;
  339. }
  340. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  341. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  342. }
  343. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  344. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  345. }
  346. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  347. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  348. }
  349. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  350. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  351. }
  352. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  353. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  354. }
  355. HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
  356. return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
  357. }
  358. HL_PRIM bool HL_NAME(get_fullscreen_state)() {
  359. BOOL ret;
  360. if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
  361. return false;
  362. return ret != 0;
  363. }
  364. HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
  365. OutputDebugString((LPCWSTR)b);
  366. }
  367. #define _DRIVER _ABSTRACT(dx_driver)
  368. #define _POINTER _ABSTRACT(dx_pointer)
  369. #define _RESOURCE _ABSTRACT(dx_resource)
  370. DEFINE_PRIM(_VOID, set_error_handler, _FUN(_VOID, _I32 _I32 _I32));
  371. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
  372. DEFINE_PRIM(_VOID, dispose_driver, _DRIVER);
  373. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  374. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  375. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  376. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  377. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  378. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  379. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  380. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  381. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  382. DEFINE_PRIM(_VOID, present, _I32 _I32);
  383. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  384. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  385. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  386. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  387. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  388. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  389. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  390. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  391. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  392. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  393. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  394. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  395. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  396. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  397. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  398. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  399. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  400. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  401. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  402. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  403. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  404. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  405. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
  406. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  407. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER _I32);
  408. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  409. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  410. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  411. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  412. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  413. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  414. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  415. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  416. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  417. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  418. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  419. DEFINE_PRIM(_VOID, generate_mips, _POINTER);
  420. DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
  421. DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
  422. DEFINE_PRIM(_VOID, debug_print, _BYTES);
  423. DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);