directx.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451
  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, int restrictLevel ) {
  35. static D3D_FEATURE_LEVEL levels[] = {
  36. D3D_FEATURE_LEVEL_11_1,
  37. D3D_FEATURE_LEVEL_11_0,
  38. D3D_FEATURE_LEVEL_10_1,
  39. D3D_FEATURE_LEVEL_10_0,
  40. D3D_FEATURE_LEVEL_9_3,
  41. D3D_FEATURE_LEVEL_9_2,
  42. D3D_FEATURE_LEVEL_9_1,
  43. };
  44. static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL);
  45. DWORD result;
  46. dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
  47. ZeroMemory(d,sizeof(dx_driver));
  48. if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1;
  49. d->init_flags = flags;
  50. result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,levels + restrictLevel,maxLevels - restrictLevel,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
  51. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  52. result = D3D11CreateDevice(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION,&d->device,&d->feature,&d->context);
  53. if( result != S_OK )
  54. return NULL;
  55. // create the SwapChain
  56. DXGI_SWAP_CHAIN_DESC desc;
  57. RECT r;
  58. GetClientRect(window,&r);
  59. ZeroMemory(&desc,sizeof(desc));
  60. desc.BufferDesc.Width = r.right;
  61. desc.BufferDesc.Height = r.bottom;
  62. desc.BufferDesc.Format = (DXGI_FORMAT)format;
  63. desc.SampleDesc.Count = 1; // NO AA for now
  64. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  65. desc.BufferCount = 1;
  66. desc.Windowed = true;
  67. desc.OutputWindow = window;
  68. if( GetDXGI()->CreateSwapChain(d->device,&desc,&d->swapchain) != S_OK )
  69. DXERR();
  70. driver = d;
  71. return d;
  72. }
  73. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  74. ID3D11Texture2D *backBuffer;
  75. if( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) != S_OK )
  76. DXERR();
  77. return backBuffer;
  78. }
  79. HL_PRIM bool HL_NAME(resize)( int width, int height, int format ) {
  80. return driver->swapchain->ResizeBuffers(1,width,height,(DXGI_FORMAT)format,0) == S_OK;
  81. }
  82. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  83. ID3D11RenderTargetView *rt;
  84. if( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) != S_OK )
  85. DXERR();
  86. return rt;
  87. }
  88. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  89. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  90. }
  91. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  92. ID3D11RasterizerState *rs;
  93. if( driver->device->CreateRasterizerState(&desc->value,&rs) != S_OK )
  94. DXERR();
  95. return rs;
  96. }
  97. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  98. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  99. }
  100. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  101. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  102. }
  103. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  104. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  105. }
  106. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  107. float color[4];
  108. color[0] = (float)r;
  109. color[1] = (float)g;
  110. color[2] = (float)b;
  111. color[3] = (float)a;
  112. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  113. }
  114. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  115. driver->swapchain->Present(interval,flags);
  116. }
  117. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  118. IDXGIAdapter *adapter;
  119. DXGI_ADAPTER_DESC desc;
  120. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  121. return USTR("Unknown");
  122. adapter->Release();
  123. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(ustrlen((uchar*)desc.Description)+1)*2);
  124. }
  125. HL_PRIM double HL_NAME(get_supported_version)() {
  126. if( driver == NULL ) return 0.;
  127. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  128. }
  129. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  130. ID3D11Buffer *buffer;
  131. D3D11_BUFFER_DESC desc;
  132. D3D11_SUBRESOURCE_DATA res;
  133. desc.ByteWidth = size;
  134. desc.Usage = (D3D11_USAGE)usage;
  135. desc.BindFlags = bind;
  136. desc.CPUAccessFlags = access;
  137. desc.MiscFlags = misc;
  138. desc.StructureByteStride = stride;
  139. res.pSysMem = data;
  140. res.SysMemPitch = 0;
  141. res.SysMemSlicePitch = 0;
  142. if( size == 0 )
  143. return NULL;
  144. if( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) != S_OK )
  145. DXERR();
  146. return buffer;
  147. }
  148. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  149. ID3D11Texture2D *tex;
  150. D3D11_SUBRESOURCE_DATA res;
  151. res.pSysMem = data;
  152. res.SysMemPitch = 0;
  153. res.SysMemSlicePitch = 0;
  154. if( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) != S_OK )
  155. DXERR();
  156. return tex;
  157. }
  158. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  159. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  160. }
  161. 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 ) {
  162. driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
  163. }
  164. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  165. D3D11_MAPPED_SUBRESOURCE map;
  166. if( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) != S_OK )
  167. DXERR();
  168. if( pitch )
  169. *pitch = map.RowPitch;
  170. return map.pData;
  171. }
  172. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  173. driver->context->Unmap(r, subRes);
  174. }
  175. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  176. driver->context->CopyResource(to,from);
  177. }
  178. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  179. ID3DBlob *code;
  180. ID3DBlob *errorMessage;
  181. vbyte *ret;
  182. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  183. *error = true;
  184. code = errorMessage;
  185. }
  186. *size = code->GetBufferSize();
  187. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  188. code->Release();
  189. return ret;
  190. }
  191. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  192. ID3DBlob *out;
  193. vbyte *ret;
  194. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  195. return NULL;
  196. *size = out->GetBufferSize();
  197. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  198. out->Release();
  199. return ret;
  200. }
  201. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  202. ID3D11VertexShader *shader;
  203. if( driver->device->CreateVertexShader(code, size, NULL, &shader) != S_OK )
  204. DXERR();
  205. return shader;
  206. }
  207. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  208. ID3D11PixelShader *shader;
  209. if( driver->device->CreatePixelShader(code, size, NULL, &shader) != S_OK )
  210. DXERR();
  211. return shader;
  212. }
  213. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  214. driver->context->DrawIndexed(count,start,baseVertex);
  215. }
  216. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  217. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  218. }
  219. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  220. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  221. }
  222. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  223. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  224. }
  225. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  226. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  227. }
  228. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  229. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  230. }
  231. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  232. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  233. }
  234. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  235. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  236. }
  237. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  238. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  239. }
  240. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  241. p->Release();
  242. }
  243. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  244. r->Release();
  245. }
  246. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  247. ID3D11InputLayout *input;
  248. D3D11_INPUT_ELEMENT_DESC desc[32];
  249. int i;
  250. if( arr->size > 32 ) return NULL;
  251. for(i=0;i<arr->size;i++)
  252. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  253. if( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) != S_OK )
  254. DXERR();
  255. return input;
  256. }
  257. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
  258. ID3D11DepthStencilView *view;
  259. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  260. ZeroMemory(&desc, sizeof(desc));
  261. desc.Format = (DXGI_FORMAT)format;
  262. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  263. if( driver->device->CreateDepthStencilView(tex,&desc,&view) != S_OK )
  264. DXERR();
  265. return view;
  266. }
  267. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  268. ID3D11DepthStencilState *state;
  269. if( driver->device->CreateDepthStencilState(&desc->value,&state) != S_OK )
  270. DXERR();
  271. return state;
  272. }
  273. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  274. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  275. }
  276. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  277. 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);
  278. }
  279. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  280. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  281. }
  282. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  283. ID3D11BlendState *s;
  284. D3D11_BLEND_DESC desc;
  285. int i;
  286. ZeroMemory(&desc,sizeof(desc));
  287. desc.AlphaToCoverageEnable = alphaToCoverage;
  288. desc.IndependentBlendEnable = independentBlend;
  289. for(i=0;i<count;i++)
  290. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  291. if( driver->device->CreateBlendState(&desc,&s) != S_OK )
  292. DXERR();
  293. return s;
  294. }
  295. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  296. ID3D11SamplerState *s;
  297. if( driver->device->CreateSamplerState(&desc->value,&s) != S_OK )
  298. DXERR();
  299. return s;
  300. }
  301. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  302. ID3D11ShaderResourceView *view;
  303. if( driver->device->CreateShaderResourceView(res,&desc->value,&view) != S_OK )
  304. DXERR();
  305. return view;
  306. }
  307. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  308. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  309. }
  310. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  311. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  312. }
  313. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  314. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  315. }
  316. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  317. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  318. }
  319. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  320. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  321. }
  322. HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
  323. return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
  324. }
  325. HL_PRIM bool HL_NAME(get_fullscreen_state)() {
  326. BOOL ret;
  327. if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
  328. return false;
  329. return ret != 0;
  330. }
  331. HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
  332. OutputDebugString((LPCWSTR)b);
  333. }
  334. #define _DRIVER _ABSTRACT(dx_driver)
  335. #define _POINTER _ABSTRACT(dx_pointer)
  336. #define _RESOURCE _ABSTRACT(dx_resource)
  337. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
  338. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  339. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  340. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  341. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  342. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  343. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  344. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  345. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  346. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  347. DEFINE_PRIM(_VOID, present, _I32 _I32);
  348. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  349. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  350. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  351. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  352. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  353. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  354. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  355. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  356. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  357. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  358. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  359. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  360. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  361. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  362. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  363. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  364. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  365. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  366. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  367. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  368. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  369. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  370. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
  371. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  372. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER);
  373. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  374. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  375. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  376. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  377. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  378. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  379. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  380. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  381. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  382. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  383. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  384. DEFINE_PRIM(_VOID, generate_mips, _POINTER);
  385. DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
  386. DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
  387. DEFINE_PRIM(_VOID, debug_print, _BYTES);
  388. DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);