directx.cpp 19 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("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d",(DWORD)err,line);
  45. }else{
  46. hl_error("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 == E_INVALIDARG ) {
  92. // disable flags not available in DX<11.1
  93. flags &= ~D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT;
  94. d->init_flags = flags;
  95. }
  96. if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) {
  97. // no debug driver available, retry
  98. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  99. d->init_flags = flags;
  100. result = E_INVALIDARG;
  101. }
  102. #endif
  103. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  104. result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context);
  105. DXERR(result);
  106. driver = d;
  107. return d;
  108. }
  109. HL_PRIM void HL_NAME(dispose_driver)( dx_driver *d ) {
  110. d->swapchain->Release();
  111. d->device->Release();
  112. d->context->Release();
  113. if( driver == d )
  114. driver = NULL;
  115. }
  116. HL_PRIM dx_driver *HL_NAME(get_driver)(){
  117. return driver;
  118. }
  119. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  120. ID3D11Texture2D *backBuffer;
  121. DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) );
  122. return backBuffer;
  123. }
  124. HL_PRIM bool HL_NAME(resize)(int width, int height, int format) {
  125. #ifdef HL_WIN_DESKTOP
  126. HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK);
  127. return res == S_OK;
  128. #else
  129. return TRUE; //Should not be called if the window is not resized (in the case here it will never happen)
  130. #endif
  131. }
  132. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  133. ID3D11RenderTargetView *rt;
  134. DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) );
  135. return rt;
  136. }
  137. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  138. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  139. }
  140. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  141. ID3D11RasterizerState *rs;
  142. DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) );
  143. return rs;
  144. }
  145. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  146. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  147. }
  148. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  149. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  150. }
  151. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  152. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  153. }
  154. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  155. float color[4];
  156. color[0] = (float)r;
  157. color[1] = (float)g;
  158. color[2] = (float)b;
  159. color[3] = (float)a;
  160. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  161. }
  162. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  163. HRESULT ret = driver->swapchain->Present(interval, flags);
  164. if (ret != S_OK && ret != DXGI_STATUS_OCCLUDED) ReportDxError(ret, __LINE__);
  165. }
  166. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  167. IDXGIAdapter *adapter;
  168. DXGI_ADAPTER_DESC desc;
  169. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  170. return USTR("Unknown");
  171. adapter->Release();
  172. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(int)(ustrlen((uchar*)desc.Description)+1)*2);
  173. }
  174. HL_PRIM double HL_NAME(get_supported_version)() {
  175. if( driver == NULL ) return 0.;
  176. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  177. }
  178. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  179. ID3D11Buffer *buffer;
  180. D3D11_BUFFER_DESC desc;
  181. D3D11_SUBRESOURCE_DATA res;
  182. desc.ByteWidth = size;
  183. desc.Usage = (D3D11_USAGE)usage;
  184. desc.BindFlags = bind;
  185. desc.CPUAccessFlags = access;
  186. desc.MiscFlags = misc;
  187. desc.StructureByteStride = stride;
  188. res.pSysMem = data;
  189. res.SysMemPitch = 0;
  190. res.SysMemSlicePitch = 0;
  191. if( size == 0 )
  192. return NULL;
  193. DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) );
  194. return buffer;
  195. }
  196. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  197. ID3D11Texture2D *tex;
  198. D3D11_SUBRESOURCE_DATA res;
  199. res.pSysMem = data;
  200. res.SysMemPitch = 0;
  201. res.SysMemSlicePitch = 0;
  202. DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) );
  203. return tex;
  204. }
  205. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  206. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  207. }
  208. 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 ) {
  209. driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
  210. }
  211. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  212. D3D11_MAPPED_SUBRESOURCE map;
  213. DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) );
  214. if( pitch )
  215. *pitch = map.RowPitch;
  216. return map.pData;
  217. }
  218. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  219. driver->context->Unmap(r, subRes);
  220. }
  221. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  222. driver->context->CopyResource(to,from);
  223. }
  224. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  225. ID3DBlob *code;
  226. ID3DBlob *errorMessage;
  227. vbyte *ret;
  228. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  229. *error = true;
  230. code = errorMessage;
  231. }
  232. *size = (int)code->GetBufferSize();
  233. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  234. code->Release();
  235. return ret;
  236. }
  237. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  238. ID3DBlob *out;
  239. vbyte *ret;
  240. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  241. return NULL;
  242. *size = (int)out->GetBufferSize();
  243. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  244. out->Release();
  245. return ret;
  246. }
  247. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  248. ID3D11VertexShader *shader;
  249. DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) );
  250. return shader;
  251. }
  252. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  253. ID3D11PixelShader *shader;
  254. DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) );
  255. return shader;
  256. }
  257. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  258. driver->context->DrawIndexed(count,start,baseVertex);
  259. }
  260. HL_PRIM void HL_NAME(draw_indexed_instanced)( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) {
  261. driver->context->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
  262. }
  263. HL_PRIM void HL_NAME(draw_indexed_instanced_indirect)( dx_resource *r, int offset ) {
  264. driver->context->DrawIndexedInstancedIndirect((ID3D11Buffer*)r, (UINT)offset);
  265. }
  266. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  267. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  268. }
  269. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  270. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  271. }
  272. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  273. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  274. }
  275. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  276. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  277. }
  278. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  279. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  280. }
  281. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  282. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  283. }
  284. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  285. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  286. }
  287. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  288. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  289. }
  290. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  291. p->Release();
  292. }
  293. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  294. r->Release();
  295. }
  296. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  297. ID3D11InputLayout *input;
  298. D3D11_INPUT_ELEMENT_DESC desc[32];
  299. int i;
  300. if( arr->size > 32 ) return NULL;
  301. for(i=0;i<arr->size;i++)
  302. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  303. DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) );
  304. return input;
  305. }
  306. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format, bool readOnly ) {
  307. ID3D11DepthStencilView *view;
  308. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  309. ZeroMemory(&desc, sizeof(desc));
  310. desc.Format = (DXGI_FORMAT)format;
  311. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  312. desc.Flags = readOnly ? D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL : 0;
  313. DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) );
  314. return view;
  315. }
  316. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  317. ID3D11DepthStencilState *state;
  318. DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) );
  319. return state;
  320. }
  321. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  322. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  323. }
  324. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  325. 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);
  326. }
  327. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  328. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  329. }
  330. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  331. ID3D11BlendState *s;
  332. D3D11_BLEND_DESC desc;
  333. int i;
  334. ZeroMemory(&desc,sizeof(desc));
  335. desc.AlphaToCoverageEnable = alphaToCoverage;
  336. desc.IndependentBlendEnable = independentBlend;
  337. for(i=0;i<count;i++)
  338. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  339. DXERR( driver->device->CreateBlendState(&desc,&s) );
  340. return s;
  341. }
  342. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  343. ID3D11SamplerState *s;
  344. DXERR( driver->device->CreateSamplerState(&desc->value,&s) );
  345. return s;
  346. }
  347. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  348. ID3D11ShaderResourceView *view;
  349. DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) );
  350. return view;
  351. }
  352. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  353. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  354. }
  355. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  356. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  357. }
  358. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  359. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  360. }
  361. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  362. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  363. }
  364. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  365. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  366. }
  367. HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
  368. return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
  369. }
  370. HL_PRIM bool HL_NAME(get_fullscreen_state)() {
  371. BOOL ret;
  372. if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
  373. return false;
  374. return ret != 0;
  375. }
  376. HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
  377. OutputDebugString((LPCWSTR)b);
  378. }
  379. #define _DRIVER _ABSTRACT(dx_driver)
  380. #define _POINTER _ABSTRACT(dx_pointer)
  381. #define _RESOURCE _ABSTRACT(dx_resource)
  382. DEFINE_PRIM(_VOID, set_error_handler, _FUN(_VOID, _I32 _I32 _I32));
  383. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
  384. DEFINE_PRIM(_VOID, dispose_driver, _DRIVER);
  385. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  386. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  387. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  388. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  389. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  390. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  391. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  392. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  393. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  394. DEFINE_PRIM(_VOID, present, _I32 _I32);
  395. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  396. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  397. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  398. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  399. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  400. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  401. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  402. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  403. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  404. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  405. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  406. DEFINE_PRIM(_VOID, draw_indexed_instanced, _I32 _I32 _I32 _I32 _I32);
  407. DEFINE_PRIM(_VOID, draw_indexed_instanced_indirect, _RESOURCE _I32);
  408. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  409. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  410. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  411. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  412. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  413. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  414. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  415. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  416. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  417. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  418. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  419. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32 _BOOL);
  420. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  421. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER _I32);
  422. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  423. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  424. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  425. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  426. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  427. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  428. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  429. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  430. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  431. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  432. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  433. DEFINE_PRIM(_VOID, generate_mips, _POINTER);
  434. DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
  435. DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
  436. DEFINE_PRIM(_VOID, debug_print, _BYTES);
  437. DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);