directx.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463
  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 IDXGIFactory *GetDXGI() {
  24. if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
  25. hl_error("Failed to init DXGI");
  26. return factory;
  27. }
  28. static void ReportDxError( HRESULT err, int line ) {
  29. if( err == DXGI_ERROR_DEVICE_REMOVED && driver ){
  30. err = driver->device->GetDeviceRemovedReason();
  31. hl_error_msg(USTR("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d"),(DWORD)err,line);
  32. }else{
  33. hl_error_msg(USTR("DXERROR %X line %d"),(DWORD)err,line);
  34. }
  35. }
  36. HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags, int restrictLevel ) {
  37. static D3D_FEATURE_LEVEL levels[] = {
  38. D3D_FEATURE_LEVEL_11_1,
  39. D3D_FEATURE_LEVEL_11_0,
  40. D3D_FEATURE_LEVEL_10_1,
  41. D3D_FEATURE_LEVEL_10_0,
  42. D3D_FEATURE_LEVEL_9_3,
  43. D3D_FEATURE_LEVEL_9_2,
  44. D3D_FEATURE_LEVEL_9_1,
  45. };
  46. static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL);
  47. DWORD result;
  48. DXGI_SWAP_CHAIN_DESC desc;
  49. RECT r;
  50. dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
  51. ZeroMemory(d,sizeof(dx_driver));
  52. GetClientRect(window, &r);
  53. ZeroMemory(&desc, sizeof(desc));
  54. desc.BufferDesc.Width = r.right;
  55. desc.BufferDesc.Height = r.bottom;
  56. desc.BufferDesc.Format = (DXGI_FORMAT)format;
  57. desc.SampleDesc.Count = 1; // NO AA for now
  58. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  59. #ifdef HL_WIN_DESKTOP
  60. desc.BufferCount = 1;
  61. desc.Windowed = true;
  62. #else
  63. desc.BufferCount = 2;
  64. desc.Windowed = false;
  65. #endif
  66. desc.OutputWindow = window;
  67. if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1;
  68. #if _DEBUG
  69. flags |= D3D11_CREATE_DEVICE_INSTRUMENTED;
  70. #endif
  71. d->init_flags = flags;
  72. 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);
  73. #ifdef HL_WIN_DESKTOP
  74. if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) {
  75. // no debug driver available, retry
  76. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  77. d->init_flags = flags;
  78. result = E_INVALIDARG;
  79. }
  80. #endif
  81. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  82. result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context);
  83. DXERR(result);
  84. driver = d;
  85. return d;
  86. }
  87. HL_PRIM dx_driver *HL_NAME(get_driver)(){
  88. return driver;
  89. }
  90. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  91. ID3D11Texture2D *backBuffer;
  92. DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) );
  93. return backBuffer;
  94. }
  95. HL_PRIM bool HL_NAME(resize)(int width, int height, int format) {
  96. #ifdef HL_WIN_DESKTOP
  97. HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK);
  98. return res == S_OK;
  99. #else
  100. return TRUE; //Should not be called if the window is not resized (in the case here it will never happen)
  101. #endif
  102. }
  103. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  104. ID3D11RenderTargetView *rt;
  105. DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) );
  106. return rt;
  107. }
  108. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  109. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  110. }
  111. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  112. ID3D11RasterizerState *rs;
  113. DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) );
  114. return rs;
  115. }
  116. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  117. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  118. }
  119. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  120. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  121. }
  122. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  123. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  124. }
  125. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  126. float color[4];
  127. color[0] = (float)r;
  128. color[1] = (float)g;
  129. color[2] = (float)b;
  130. color[3] = (float)a;
  131. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  132. }
  133. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  134. HRESULT ret = driver->swapchain->Present(interval, flags);
  135. if (ret != S_OK) ReportDxError(ret, __LINE__);
  136. }
  137. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  138. IDXGIAdapter *adapter;
  139. DXGI_ADAPTER_DESC desc;
  140. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  141. return USTR("Unknown");
  142. adapter->Release();
  143. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(int)(ustrlen((uchar*)desc.Description)+1)*2);
  144. }
  145. HL_PRIM double HL_NAME(get_supported_version)() {
  146. if( driver == NULL ) return 0.;
  147. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  148. }
  149. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  150. ID3D11Buffer *buffer;
  151. D3D11_BUFFER_DESC desc;
  152. D3D11_SUBRESOURCE_DATA res;
  153. desc.ByteWidth = size;
  154. desc.Usage = (D3D11_USAGE)usage;
  155. desc.BindFlags = bind;
  156. desc.CPUAccessFlags = access;
  157. desc.MiscFlags = misc;
  158. desc.StructureByteStride = stride;
  159. res.pSysMem = data;
  160. res.SysMemPitch = 0;
  161. res.SysMemSlicePitch = 0;
  162. if( size == 0 )
  163. return NULL;
  164. DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) );
  165. return buffer;
  166. }
  167. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  168. ID3D11Texture2D *tex;
  169. D3D11_SUBRESOURCE_DATA res;
  170. res.pSysMem = data;
  171. res.SysMemPitch = 0;
  172. res.SysMemSlicePitch = 0;
  173. DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) );
  174. return tex;
  175. }
  176. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  177. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  178. }
  179. 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 ) {
  180. driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
  181. }
  182. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  183. D3D11_MAPPED_SUBRESOURCE map;
  184. DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) );
  185. if( pitch )
  186. *pitch = map.RowPitch;
  187. return map.pData;
  188. }
  189. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  190. driver->context->Unmap(r, subRes);
  191. }
  192. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  193. driver->context->CopyResource(to,from);
  194. }
  195. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  196. ID3DBlob *code;
  197. ID3DBlob *errorMessage;
  198. vbyte *ret;
  199. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  200. *error = true;
  201. code = errorMessage;
  202. }
  203. *size = (int)code->GetBufferSize();
  204. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  205. code->Release();
  206. return ret;
  207. }
  208. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  209. ID3DBlob *out;
  210. vbyte *ret;
  211. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  212. return NULL;
  213. *size = (int)out->GetBufferSize();
  214. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  215. out->Release();
  216. return ret;
  217. }
  218. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  219. ID3D11VertexShader *shader;
  220. DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) );
  221. return shader;
  222. }
  223. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  224. ID3D11PixelShader *shader;
  225. DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) );
  226. return shader;
  227. }
  228. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  229. driver->context->DrawIndexed(count,start,baseVertex);
  230. }
  231. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  232. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  233. }
  234. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  235. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  236. }
  237. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  238. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  239. }
  240. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  241. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  242. }
  243. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  244. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  245. }
  246. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  247. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  248. }
  249. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  250. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  251. }
  252. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  253. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  254. }
  255. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  256. p->Release();
  257. }
  258. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  259. r->Release();
  260. }
  261. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  262. ID3D11InputLayout *input;
  263. D3D11_INPUT_ELEMENT_DESC desc[32];
  264. int i;
  265. if( arr->size > 32 ) return NULL;
  266. for(i=0;i<arr->size;i++)
  267. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  268. DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) );
  269. return input;
  270. }
  271. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format ) {
  272. ID3D11DepthStencilView *view;
  273. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  274. ZeroMemory(&desc, sizeof(desc));
  275. desc.Format = (DXGI_FORMAT)format;
  276. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  277. DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) );
  278. return view;
  279. }
  280. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  281. ID3D11DepthStencilState *state;
  282. DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) );
  283. return state;
  284. }
  285. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  286. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  287. }
  288. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  289. 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);
  290. }
  291. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  292. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  293. }
  294. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  295. ID3D11BlendState *s;
  296. D3D11_BLEND_DESC desc;
  297. int i;
  298. ZeroMemory(&desc,sizeof(desc));
  299. desc.AlphaToCoverageEnable = alphaToCoverage;
  300. desc.IndependentBlendEnable = independentBlend;
  301. for(i=0;i<count;i++)
  302. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  303. DXERR( driver->device->CreateBlendState(&desc,&s) );
  304. return s;
  305. }
  306. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  307. ID3D11SamplerState *s;
  308. DXERR( driver->device->CreateSamplerState(&desc->value,&s) );
  309. return s;
  310. }
  311. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  312. ID3D11ShaderResourceView *view;
  313. DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) );
  314. return view;
  315. }
  316. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  317. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  318. }
  319. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  320. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  321. }
  322. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  323. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  324. }
  325. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  326. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  327. }
  328. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  329. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  330. }
  331. HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
  332. return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
  333. }
  334. HL_PRIM bool HL_NAME(get_fullscreen_state)() {
  335. BOOL ret;
  336. if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
  337. return false;
  338. return ret != 0;
  339. }
  340. HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
  341. OutputDebugString((LPCWSTR)b);
  342. }
  343. #define _DRIVER _ABSTRACT(dx_driver)
  344. #define _POINTER _ABSTRACT(dx_pointer)
  345. #define _RESOURCE _ABSTRACT(dx_resource)
  346. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
  347. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  348. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  349. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  350. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  351. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  352. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  353. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  354. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  355. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  356. DEFINE_PRIM(_VOID, present, _I32 _I32);
  357. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  358. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  359. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  360. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  361. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  362. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  363. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  364. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  365. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  366. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  367. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  368. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  369. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  370. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  371. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  372. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  373. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  374. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  375. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  376. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  377. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  378. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  379. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32);
  380. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  381. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER);
  382. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  383. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  384. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  385. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  386. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  387. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  388. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  389. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  390. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  391. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  392. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  393. DEFINE_PRIM(_VOID, generate_mips, _POINTER);
  394. DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
  395. DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
  396. DEFINE_PRIM(_VOID, debug_print, _BYTES);
  397. DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);