123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507 |
- #define HL_NAME(n) directx_##n
- #include <hl.h>
- #ifdef HL_WIN_DESKTOP
- #include <dxgi.h>
- #include <d3dcommon.h>
- #include <d3d11.h>
- #include <D3Dcompiler.h>
- #else
- #include <xbo_directx.h>
- #endif
- #include <assert.h>
- #include "directx.h"
- #define DXERR(cmd) { HRESULT __ret = cmd; if( __ret == E_OUTOFMEMORY ) return NULL; if( __ret != S_OK ) ReportDxError(__ret,__LINE__); }
- 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 vclosure *on_dx_error = NULL;
- static IDXGIFactory *GetDXGI() {
- if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
- hl_error("Failed to init DXGI");
- return factory;
- }
- static void ReportDxError( HRESULT err, int line ) {
- if( on_dx_error ) {
- vdynamic args[3];
- vdynamic *vargs[3] = { &args[0], &args[1], &args[2] };
- args[0].t = &hlt_i32;
- args[1].t = &hlt_i32;
- args[2].t = &hlt_i32;
- args[0].v.i = (int)err;
- args[1].v.i = (err == DXGI_ERROR_DEVICE_REMOVED ? (int)driver->device->GetDeviceRemovedReason() : 0);
- args[2].v.i = line;
- hl_dyn_call(on_dx_error,vargs,3);
- return;
- }
- if( err == DXGI_ERROR_DEVICE_REMOVED && driver ){
- err = driver->device->GetDeviceRemovedReason();
- hl_error("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d",(DWORD)err,line);
- }else{
- hl_error("DXERROR %X line %d",(DWORD)err,line);
- }
- }
- HL_PRIM void HL_NAME(set_error_handler)( vclosure *c ) {
- if( !on_dx_error ) {
- if( !c ) return;
- hl_add_root(&on_dx_error);
- }
- on_dx_error = c;
- }
- HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags, int restrictLevel ) {
- 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,
- };
- static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL);
- DWORD result;
- DXGI_SWAP_CHAIN_DESC desc;
- RECT r;
- dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
- ZeroMemory(d,sizeof(dx_driver));
- 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;
- #ifdef HL_WIN_DESKTOP
- desc.BufferCount = 1;
- desc.Windowed = true;
- #else
- desc.BufferCount = 2;
- desc.Windowed = false;
- #endif
- desc.OutputWindow = window;
- if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1;
- d->init_flags = flags;
- 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);
- #ifdef HL_WIN_DESKTOP
- if( result == E_INVALIDARG ) {
- // disable flags not available in DX<11.1
- flags &= ~D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT;
- d->init_flags = flags;
- }
- if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) {
- // no debug driver available, retry
- flags &= ~D3D11_CREATE_DEVICE_DEBUG;
- d->init_flags = flags;
- result = E_INVALIDARG;
- }
- #endif
- if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
- result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context);
- DXERR(result);
- driver = d;
- return d;
- }
- HL_PRIM void HL_NAME(dispose_driver)( dx_driver *d ) {
- d->swapchain->Release();
- d->device->Release();
- d->context->Release();
- if( driver == d )
- driver = NULL;
- }
- HL_PRIM dx_driver *HL_NAME(get_driver)(){
- return driver;
- }
- HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
- ID3D11Texture2D *backBuffer;
- DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) );
- return backBuffer;
- }
- HL_PRIM bool HL_NAME(resize)(int width, int height, int format) {
- #ifdef HL_WIN_DESKTOP
- HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK);
- return res == S_OK;
- #else
- return TRUE; //Should not be called if the window is not resized (in the case here it will never happen)
- #endif
- }
- HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
- ID3D11RenderTargetView *rt;
- DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) );
- 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;
- DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) );
- 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 ) {
- HRESULT ret = driver->swapchain->Present(interval, flags);
- if (ret != S_OK && ret != DXGI_STATUS_OCCLUDED) ReportDxError(ret, __LINE__);
- }
- 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,(int)(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;
- DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) );
- 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;
- DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) );
- 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(copy_subresource_region)( dx_resource *r, int index, int dx, int dy, int dz, dx_resource *src, int sindex, dx_struct<D3D11_BOX> *box ) {
- driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
- }
- HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
- D3D11_MAPPED_SUBRESOURCE map;
- DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) );
- 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 = (int)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 = (int)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;
- DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) );
- return shader;
- }
- HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
- ID3D11PixelShader *shader;
- DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) );
- 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(draw_indexed_instanced)( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) {
- driver->context->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
- }
- HL_PRIM void HL_NAME(draw_indexed_instanced_indirect)( dx_resource *r, int offset ) {
- driver->context->DrawIndexedInstancedIndirect((ID3D11Buffer*)r, (UINT)offset);
- }
- 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;
- DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) );
- return input;
- }
- HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format, bool readOnly ) {
- ID3D11DepthStencilView *view;
- D3D11_DEPTH_STENCIL_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Format = (DXGI_FORMAT)format;
- desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- desc.Flags = readOnly ? D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL : 0;
- DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) );
- return view;
- }
- HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
- ID3D11DepthStencilState *state;
- DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) );
- 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 ? (UINT8)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;
- DXERR( driver->device->CreateBlendState(&desc,&s) );
- return s;
- }
- HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
- ID3D11SamplerState *s;
- DXERR( driver->device->CreateSamplerState(&desc->value,&s) );
- 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;
- DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) );
- 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);
- }
- HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
- return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
- }
- HL_PRIM bool HL_NAME(get_fullscreen_state)() {
- BOOL ret;
- if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
- return false;
- return ret != 0;
- }
- HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
- OutputDebugString((LPCWSTR)b);
- }
- #define _DRIVER _ABSTRACT(dx_driver)
- #define _POINTER _ABSTRACT(dx_pointer)
- #define _RESOURCE _ABSTRACT(dx_resource)
- DEFINE_PRIM(_VOID, set_error_handler, _FUN(_VOID, _I32 _I32 _I32));
- DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
- DEFINE_PRIM(_VOID, dispose_driver, _DRIVER);
- 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, draw_indexed_instanced, _I32 _I32 _I32 _I32 _I32);
- DEFINE_PRIM(_VOID, draw_indexed_instanced_indirect, _RESOURCE _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 _BOOL);
- DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
- DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER _I32);
- 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);
- DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
- DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
- DEFINE_PRIM(_VOID, debug_print, _BYTES);
- DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);
|