directx.cpp 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508
  1. #define HL_NAME(n) directx_##n
  2. #include <hl.h>
  3. #undef _GUID
  4. #ifdef HL_WIN_DESKTOP
  5. #include <dxgi.h>
  6. #include <d3dcommon.h>
  7. #include <d3d11.h>
  8. #include <D3Dcompiler.h>
  9. #else
  10. #include <xbo_directx.h>
  11. #endif
  12. #include <assert.h>
  13. #include "directx.h"
  14. #define DXERR(cmd) { HRESULT __ret = cmd; if( __ret == E_OUTOFMEMORY ) return NULL; if( __ret != S_OK ) ReportDxError(__ret,__LINE__); }
  15. template <typename T> class dx_struct {
  16. hl_type *t;
  17. public:
  18. T value;
  19. };
  20. typedef ID3D11Resource dx_resource;
  21. typedef ID3D11DeviceChild dx_pointer;
  22. static dx_driver *driver = NULL;
  23. static IDXGIFactory *factory = NULL;
  24. static vclosure *on_dx_error = NULL;
  25. static IDXGIFactory *GetDXGI() {
  26. if( factory == NULL && CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory) != S_OK )
  27. hl_error("Failed to init DXGI");
  28. return factory;
  29. }
  30. static void ReportDxError( HRESULT err, int line ) {
  31. if( on_dx_error ) {
  32. vdynamic args[3];
  33. vdynamic *vargs[3] = { &args[0], &args[1], &args[2] };
  34. args[0].t = &hlt_i32;
  35. args[1].t = &hlt_i32;
  36. args[2].t = &hlt_i32;
  37. args[0].v.i = (int)err;
  38. args[1].v.i = (err == DXGI_ERROR_DEVICE_REMOVED ? (int)driver->device->GetDeviceRemovedReason() : 0);
  39. args[2].v.i = line;
  40. hl_dyn_call(on_dx_error,vargs,3);
  41. return;
  42. }
  43. if( err == DXGI_ERROR_DEVICE_REMOVED && driver ){
  44. err = driver->device->GetDeviceRemovedReason();
  45. hl_error("DXGI_ERROR_DEVICE_REMOVED reason 0x%X line %d",(DWORD)err,line);
  46. }else{
  47. hl_error("DXERROR %X line %d",(DWORD)err,line);
  48. }
  49. }
  50. HL_PRIM void HL_NAME(set_error_handler)( vclosure *c ) {
  51. if( !on_dx_error ) {
  52. if( !c ) return;
  53. hl_add_root(&on_dx_error);
  54. }
  55. on_dx_error = c;
  56. }
  57. HL_PRIM dx_driver *HL_NAME(create)( HWND window, int format, int flags, int restrictLevel ) {
  58. static D3D_FEATURE_LEVEL levels[] = {
  59. D3D_FEATURE_LEVEL_11_1,
  60. D3D_FEATURE_LEVEL_11_0,
  61. D3D_FEATURE_LEVEL_10_1,
  62. D3D_FEATURE_LEVEL_10_0,
  63. D3D_FEATURE_LEVEL_9_3,
  64. D3D_FEATURE_LEVEL_9_2,
  65. D3D_FEATURE_LEVEL_9_1,
  66. };
  67. static int maxLevels = sizeof(levels) / sizeof(D3D_FEATURE_LEVEL);
  68. DWORD result;
  69. DXGI_SWAP_CHAIN_DESC desc;
  70. RECT r;
  71. dx_driver *d = (dx_driver*)hl_gc_alloc_noptr(sizeof(dx_driver));
  72. ZeroMemory(d,sizeof(dx_driver));
  73. GetClientRect(window, &r);
  74. ZeroMemory(&desc, sizeof(desc));
  75. desc.BufferDesc.Width = r.right;
  76. desc.BufferDesc.Height = r.bottom;
  77. desc.BufferDesc.Format = (DXGI_FORMAT)format;
  78. desc.SampleDesc.Count = 1; // NO AA for now
  79. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  80. #ifdef HL_WIN_DESKTOP
  81. desc.BufferCount = 1;
  82. desc.Windowed = true;
  83. #else
  84. desc.BufferCount = 2;
  85. desc.Windowed = false;
  86. #endif
  87. desc.OutputWindow = window;
  88. if( restrictLevel >= maxLevels ) restrictLevel = maxLevels - 1;
  89. d->init_flags = flags;
  90. 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);
  91. #ifdef HL_WIN_DESKTOP
  92. if( result == E_INVALIDARG ) {
  93. // disable flags not available in DX<11.1
  94. flags &= ~D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT;
  95. d->init_flags = flags;
  96. }
  97. if( result == DXGI_ERROR_SDK_COMPONENT_MISSING && (flags & D3D11_CREATE_DEVICE_DEBUG) != 0 ) {
  98. // no debug driver available, retry
  99. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  100. d->init_flags = flags;
  101. result = E_INVALIDARG;
  102. }
  103. #endif
  104. if( result == E_INVALIDARG ) // most likely no DX11.1 support, try again
  105. result = D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,NULL,0,D3D11_SDK_VERSION, &desc, &d->swapchain, &d->device, &d->feature, &d->context);
  106. DXERR(result);
  107. driver = d;
  108. return d;
  109. }
  110. HL_PRIM void HL_NAME(dispose_driver)( dx_driver *d ) {
  111. d->swapchain->Release();
  112. d->device->Release();
  113. d->context->Release();
  114. if( driver == d )
  115. driver = NULL;
  116. }
  117. HL_PRIM dx_driver *HL_NAME(get_driver)(){
  118. return driver;
  119. }
  120. HL_PRIM dx_resource *HL_NAME(get_back_buffer)() {
  121. ID3D11Texture2D *backBuffer;
  122. DXERR( driver->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer) );
  123. return backBuffer;
  124. }
  125. HL_PRIM bool HL_NAME(resize)(int width, int height, int format) {
  126. #ifdef HL_WIN_DESKTOP
  127. HRESULT res = driver->swapchain->ResizeBuffers(1, width, height, (DXGI_FORMAT)format, 0); assert(res == S_OK);
  128. return res == S_OK;
  129. #else
  130. return TRUE; //Should not be called if the window is not resized (in the case here it will never happen)
  131. #endif
  132. }
  133. HL_PRIM dx_pointer *HL_NAME(create_render_target_view)( dx_resource *r, dx_struct<D3D11_RENDER_TARGET_VIEW_DESC> *desc ) {
  134. ID3D11RenderTargetView *rt;
  135. DXERR( driver->device->CreateRenderTargetView(r, desc ? &desc->value : NULL, &rt) );
  136. return rt;
  137. }
  138. HL_PRIM void HL_NAME(om_set_render_targets)( int count, dx_pointer **arr, dx_pointer *depth ) {
  139. driver->context->OMSetRenderTargets(count,(ID3D11RenderTargetView**)arr,(ID3D11DepthStencilView*)depth);
  140. }
  141. HL_PRIM dx_pointer *HL_NAME(create_rasterizer_state)( dx_struct<D3D11_RASTERIZER_DESC> *desc ) {
  142. ID3D11RasterizerState *rs;
  143. DXERR( driver->device->CreateRasterizerState(&desc->value,&rs) );
  144. return rs;
  145. }
  146. HL_PRIM void HL_NAME(rs_set_state)( dx_pointer *rs ) {
  147. driver->context->RSSetState((ID3D11RasterizerState*)rs);
  148. }
  149. HL_PRIM void HL_NAME(rs_set_viewports)( int count, vbyte *data ) {
  150. driver->context->RSSetViewports(count,(D3D11_VIEWPORT*)data);
  151. }
  152. HL_PRIM void HL_NAME(rs_set_scissor_rects)( int count, vbyte *data ) {
  153. driver->context->RSSetScissorRects(count,(D3D11_RECT*)data);
  154. }
  155. HL_PRIM void HL_NAME(clear_color)( dx_pointer *rt, double r, double g, double b, double a ) {
  156. float color[4];
  157. color[0] = (float)r;
  158. color[1] = (float)g;
  159. color[2] = (float)b;
  160. color[3] = (float)a;
  161. driver->context->ClearRenderTargetView((ID3D11RenderTargetView*)rt,color);
  162. }
  163. HL_PRIM void HL_NAME(present)( int interval, int flags ) {
  164. HRESULT ret = driver->swapchain->Present(interval, flags);
  165. if (ret != S_OK && ret != DXGI_STATUS_OCCLUDED) ReportDxError(ret, __LINE__);
  166. }
  167. HL_PRIM const uchar *HL_NAME(get_device_name)() {
  168. IDXGIAdapter *adapter;
  169. DXGI_ADAPTER_DESC desc;
  170. if( GetDXGI()->EnumAdapters(0,&adapter) != S_OK || adapter->GetDesc(&desc) != S_OK )
  171. return USTR("Unknown");
  172. adapter->Release();
  173. return (uchar*)hl_copy_bytes((vbyte*)desc.Description,(int)(ustrlen((uchar*)desc.Description)+1)*2);
  174. }
  175. HL_PRIM double HL_NAME(get_supported_version)() {
  176. if( driver == NULL ) return 0.;
  177. return (driver->feature >> 12) + ((driver->feature & 0xFFF) / 2560.);
  178. }
  179. HL_PRIM dx_resource *HL_NAME(create_buffer)( int size, int usage, int bind, int access, int misc, int stride, vbyte *data ) {
  180. ID3D11Buffer *buffer;
  181. D3D11_BUFFER_DESC desc;
  182. D3D11_SUBRESOURCE_DATA res;
  183. desc.ByteWidth = size;
  184. desc.Usage = (D3D11_USAGE)usage;
  185. desc.BindFlags = bind;
  186. desc.CPUAccessFlags = access;
  187. desc.MiscFlags = misc;
  188. desc.StructureByteStride = stride;
  189. res.pSysMem = data;
  190. res.SysMemPitch = 0;
  191. res.SysMemSlicePitch = 0;
  192. if( size == 0 )
  193. return NULL;
  194. DXERR( driver->device->CreateBuffer(&desc,data?&res:NULL,&buffer) );
  195. return buffer;
  196. }
  197. HL_PRIM dx_resource *HL_NAME(create_texture_2d)( dx_struct<D3D11_TEXTURE2D_DESC> *desc, vbyte *data ) {
  198. ID3D11Texture2D *tex;
  199. D3D11_SUBRESOURCE_DATA res;
  200. res.pSysMem = data;
  201. res.SysMemPitch = 0;
  202. res.SysMemSlicePitch = 0;
  203. DXERR( driver->device->CreateTexture2D(&desc->value,data?&res:NULL,&tex) );
  204. return tex;
  205. }
  206. HL_PRIM void HL_NAME(update_subresource)( dx_resource *r, int index, dx_struct<D3D11_BOX> *box, vbyte *data, int srcRowPitch, int srcDstPitch ) {
  207. driver->context->UpdateSubresource(r, index, box ? &box->value : NULL, data, srcRowPitch, srcDstPitch);
  208. }
  209. 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 ) {
  210. driver->context->CopySubresourceRegion(r, index, dx, dy, dz, src, sindex, box ? &box->value : NULL);
  211. }
  212. HL_PRIM void *HL_NAME(map)( dx_resource *r, int subRes, int type, bool waitGpu, int *pitch ) {
  213. D3D11_MAPPED_SUBRESOURCE map;
  214. DXERR( driver->context->Map(r,subRes,(D3D11_MAP)type,waitGpu?0:D3D11_MAP_FLAG_DO_NOT_WAIT,&map) );
  215. if( pitch )
  216. *pitch = map.RowPitch;
  217. return map.pData;
  218. }
  219. HL_PRIM void HL_NAME(unmap)( dx_resource *r, int subRes ) {
  220. driver->context->Unmap(r, subRes);
  221. }
  222. HL_PRIM void HL_NAME(copy_resource)( dx_resource *to, dx_resource *from ) {
  223. driver->context->CopyResource(to,from);
  224. }
  225. HL_PRIM vbyte *HL_NAME(compile_shader)( vbyte *data, int dataSize, char *source, char *entry, char *target, int flags, bool *error, int *size ) {
  226. ID3DBlob *code;
  227. ID3DBlob *errorMessage;
  228. vbyte *ret;
  229. if( D3DCompile(data,dataSize,source,NULL,NULL,entry,target,flags,0,&code,&errorMessage) != S_OK ) {
  230. *error = true;
  231. code = errorMessage;
  232. }
  233. *size = (int)code->GetBufferSize();
  234. ret = hl_copy_bytes((vbyte*)code->GetBufferPointer(),*size);
  235. code->Release();
  236. return ret;
  237. }
  238. HL_PRIM vbyte *HL_NAME(disassemble_shader)( vbyte *data, int dataSize, int flags, vbyte *comments, int *size ) {
  239. ID3DBlob *out;
  240. vbyte *ret;
  241. if( D3DDisassemble(data,dataSize,flags,(char*)comments,&out) != S_OK )
  242. return NULL;
  243. *size = (int)out->GetBufferSize();
  244. ret = hl_copy_bytes((vbyte*)out->GetBufferPointer(),*size);
  245. out->Release();
  246. return ret;
  247. }
  248. HL_PRIM dx_pointer *HL_NAME(create_vertex_shader)( vbyte *code, int size ) {
  249. ID3D11VertexShader *shader;
  250. DXERR( driver->device->CreateVertexShader(code, size, NULL, &shader) );
  251. return shader;
  252. }
  253. HL_PRIM dx_pointer *HL_NAME(create_pixel_shader)( vbyte *code, int size ) {
  254. ID3D11PixelShader *shader;
  255. DXERR( driver->device->CreatePixelShader(code, size, NULL, &shader) );
  256. return shader;
  257. }
  258. HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
  259. driver->context->DrawIndexed(count,start,baseVertex);
  260. }
  261. HL_PRIM void HL_NAME(draw_indexed_instanced)( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) {
  262. driver->context->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
  263. }
  264. HL_PRIM void HL_NAME(draw_indexed_instanced_indirect)( dx_resource *r, int offset ) {
  265. driver->context->DrawIndexedInstancedIndirect((ID3D11Buffer*)r, (UINT)offset);
  266. }
  267. HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
  268. driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
  269. }
  270. HL_PRIM void HL_NAME(vs_set_constant_buffers)( int start, int count, dx_resource **a ) {
  271. driver->context->VSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  272. }
  273. HL_PRIM void HL_NAME(ps_set_shader)( dx_pointer *s ) {
  274. driver->context->PSSetShader((ID3D11PixelShader*)s,NULL,0);
  275. }
  276. HL_PRIM void HL_NAME(ps_set_constant_buffers)( int start, int count, dx_resource **a ) {
  277. driver->context->PSSetConstantBuffers(start,count,(ID3D11Buffer**)a);
  278. }
  279. HL_PRIM void HL_NAME(ia_set_index_buffer)( dx_resource *r, bool is32, int offset ) {
  280. driver->context->IASetIndexBuffer((ID3D11Buffer*)r,is32?DXGI_FORMAT_R32_UINT:DXGI_FORMAT_R16_UINT,offset);
  281. }
  282. HL_PRIM void HL_NAME(ia_set_vertex_buffers)( int start, int count, dx_resource **a, vbyte *strides, vbyte *offsets ) {
  283. driver->context->IASetVertexBuffers(start,count,(ID3D11Buffer**)a,(UINT*)strides,(UINT*)offsets);
  284. }
  285. HL_PRIM void HL_NAME(ia_set_primitive_topology)( int topology ) {
  286. driver->context->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)topology);
  287. }
  288. HL_PRIM void HL_NAME(ia_set_input_layout)( dx_pointer *l ) {
  289. driver->context->IASetInputLayout((ID3D11InputLayout*)l);
  290. }
  291. HL_PRIM void HL_NAME(release_pointer)( dx_pointer *p ) {
  292. p->Release();
  293. }
  294. HL_PRIM void HL_NAME(release_resource)( dx_resource *r ) {
  295. r->Release();
  296. }
  297. HL_PRIM dx_pointer *HL_NAME(create_input_layout)( varray *arr, vbyte *bytecode, int bytecodeLength ) {
  298. ID3D11InputLayout *input;
  299. D3D11_INPUT_ELEMENT_DESC desc[32];
  300. int i;
  301. if( arr->size > 32 ) return NULL;
  302. for(i=0;i<arr->size;i++)
  303. desc[i] = hl_aptr(arr,dx_struct<D3D11_INPUT_ELEMENT_DESC>*)[i]->value;
  304. DXERR( driver->device->CreateInputLayout(desc,arr->size,bytecode,bytecodeLength,&input) );
  305. return input;
  306. }
  307. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_view)( dx_resource *tex, int format, bool readOnly ) {
  308. ID3D11DepthStencilView *view;
  309. D3D11_DEPTH_STENCIL_VIEW_DESC desc;
  310. ZeroMemory(&desc, sizeof(desc));
  311. desc.Format = (DXGI_FORMAT)format;
  312. desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  313. desc.Flags = readOnly ? D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL : 0;
  314. DXERR( driver->device->CreateDepthStencilView(tex,&desc,&view) );
  315. return view;
  316. }
  317. HL_PRIM dx_pointer *HL_NAME(create_depth_stencil_state)( dx_struct<D3D11_DEPTH_STENCIL_DESC> *desc ) {
  318. ID3D11DepthStencilState *state;
  319. DXERR( driver->device->CreateDepthStencilState(&desc->value,&state) );
  320. return state;
  321. }
  322. HL_PRIM void HL_NAME(om_set_depth_stencil_state)( dx_pointer *s, int ref ) {
  323. driver->context->OMSetDepthStencilState((ID3D11DepthStencilState*)s,ref);
  324. }
  325. HL_PRIM void HL_NAME(clear_depth_stencil_view)( dx_pointer *view, vdynamic *depth, vdynamic *stencil ) {
  326. 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);
  327. }
  328. HL_PRIM void HL_NAME(om_set_blend_state)( dx_pointer *state, vbyte *factors, int sampleMask ) {
  329. driver->context->OMSetBlendState((ID3D11BlendState*)state,(FLOAT*)factors,sampleMask);
  330. }
  331. HL_PRIM dx_pointer *HL_NAME(create_blend_state)( bool alphaToCoverage, bool independentBlend, varray *arr, int count ) {
  332. ID3D11BlendState *s;
  333. D3D11_BLEND_DESC desc;
  334. int i;
  335. ZeroMemory(&desc,sizeof(desc));
  336. desc.AlphaToCoverageEnable = alphaToCoverage;
  337. desc.IndependentBlendEnable = independentBlend;
  338. for(i=0;i<count;i++)
  339. desc.RenderTarget[i] = hl_aptr(arr,dx_struct<D3D11_RENDER_TARGET_BLEND_DESC>*)[i]->value;
  340. DXERR( driver->device->CreateBlendState(&desc,&s) );
  341. return s;
  342. }
  343. HL_PRIM dx_pointer *HL_NAME(create_sampler_state)( dx_struct<D3D11_SAMPLER_DESC> *desc ) {
  344. ID3D11SamplerState *s;
  345. DXERR( driver->device->CreateSamplerState(&desc->value,&s) );
  346. return s;
  347. }
  348. HL_PRIM dx_pointer *HL_NAME(create_shader_resource_view)( dx_resource *res, dx_struct<D3D11_SHADER_RESOURCE_VIEW_DESC> *desc ) {
  349. ID3D11ShaderResourceView *view;
  350. DXERR( driver->device->CreateShaderResourceView(res,&desc->value,&view) );
  351. return view;
  352. }
  353. HL_PRIM void HL_NAME(ps_set_samplers)( int start, int count, dx_pointer **arr ) {
  354. driver->context->PSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  355. }
  356. HL_PRIM void HL_NAME(vs_set_samplers)( int start, int count, dx_pointer **arr ) {
  357. driver->context->VSSetSamplers(start,count,(ID3D11SamplerState**)arr);
  358. }
  359. HL_PRIM void HL_NAME(ps_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  360. driver->context->PSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  361. }
  362. HL_PRIM void HL_NAME(vs_set_shader_resources)( int start, int count, dx_pointer **arr ) {
  363. driver->context->VSSetShaderResources(start, count, (ID3D11ShaderResourceView**)arr);
  364. }
  365. HL_PRIM void HL_NAME(generate_mips)( dx_pointer *t ) {
  366. driver->context->GenerateMips((ID3D11ShaderResourceView*)t);
  367. }
  368. HL_PRIM bool HL_NAME(set_fullscreen_state)( bool fs ) {
  369. return driver->swapchain->SetFullscreenState(fs,NULL) == S_OK;
  370. }
  371. HL_PRIM bool HL_NAME(get_fullscreen_state)() {
  372. BOOL ret;
  373. if( driver->swapchain->GetFullscreenState(&ret,NULL) != S_OK )
  374. return false;
  375. return ret != 0;
  376. }
  377. HL_PRIM void HL_NAME(debug_print)( vbyte *b ) {
  378. OutputDebugString((LPCWSTR)b);
  379. }
  380. #define _DRIVER _ABSTRACT(dx_driver)
  381. #define _POINTER _ABSTRACT(dx_pointer)
  382. #define _RESOURCE _ABSTRACT(dx_resource)
  383. DEFINE_PRIM(_VOID, set_error_handler, _FUN(_VOID, _I32 _I32 _I32));
  384. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _I32 _I32);
  385. DEFINE_PRIM(_VOID, dispose_driver, _DRIVER);
  386. DEFINE_PRIM(_BOOL, resize, _I32 _I32 _I32);
  387. DEFINE_PRIM(_RESOURCE, get_back_buffer, _NO_ARG);
  388. DEFINE_PRIM(_POINTER, create_render_target_view, _RESOURCE _DYN);
  389. DEFINE_PRIM(_VOID, om_set_render_targets, _I32 _REF(_POINTER) _POINTER);
  390. DEFINE_PRIM(_POINTER, create_rasterizer_state, _DYN);
  391. DEFINE_PRIM(_VOID, rs_set_state, _POINTER);
  392. DEFINE_PRIM(_VOID, rs_set_viewports, _I32 _BYTES);
  393. DEFINE_PRIM(_VOID, rs_set_scissor_rects, _I32 _BYTES);
  394. DEFINE_PRIM(_VOID, clear_color, _POINTER _F64 _F64 _F64 _F64);
  395. DEFINE_PRIM(_VOID, present, _I32 _I32);
  396. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  397. DEFINE_PRIM(_F64, get_supported_version, _NO_ARG);
  398. DEFINE_PRIM(_RESOURCE, create_buffer, _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
  399. DEFINE_PRIM(_BYTES, map, _RESOURCE _I32 _I32 _BOOL _REF(_I32));
  400. DEFINE_PRIM(_VOID, unmap, _RESOURCE _I32);
  401. DEFINE_PRIM(_VOID, copy_resource, _RESOURCE _RESOURCE);
  402. DEFINE_PRIM(_BYTES, compile_shader, _BYTES _I32 _BYTES _BYTES _BYTES _I32 _REF(_BOOL) _REF(_I32));
  403. DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
  404. DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
  405. DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
  406. DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
  407. DEFINE_PRIM(_VOID, draw_indexed_instanced, _I32 _I32 _I32 _I32 _I32);
  408. DEFINE_PRIM(_VOID, draw_indexed_instanced_indirect, _RESOURCE _I32);
  409. DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
  410. DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  411. DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
  412. DEFINE_PRIM(_VOID, ps_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
  413. DEFINE_PRIM(_VOID, update_subresource, _RESOURCE _I32 _DYN _BYTES _I32 _I32);
  414. DEFINE_PRIM(_VOID, ia_set_index_buffer, _RESOURCE _BOOL _I32);
  415. DEFINE_PRIM(_VOID, ia_set_vertex_buffers, _I32 _I32 _REF(_RESOURCE) _BYTES _BYTES);
  416. DEFINE_PRIM(_VOID, ia_set_primitive_topology, _I32);
  417. DEFINE_PRIM(_VOID, ia_set_input_layout, _POINTER);
  418. DEFINE_PRIM(_POINTER, create_input_layout, _ARR _BYTES _I32);
  419. DEFINE_PRIM(_RESOURCE, create_texture_2d, _DYN _BYTES);
  420. DEFINE_PRIM(_POINTER, create_depth_stencil_view, _RESOURCE _I32 _BOOL);
  421. DEFINE_PRIM(_POINTER, create_depth_stencil_state, _DYN);
  422. DEFINE_PRIM(_VOID, om_set_depth_stencil_state, _POINTER _I32);
  423. DEFINE_PRIM(_VOID, clear_depth_stencil_view, _POINTER _NULL(_F64) _NULL(_I32));
  424. DEFINE_PRIM(_POINTER, create_blend_state, _BOOL _BOOL _ARR _I32);
  425. DEFINE_PRIM(_VOID, om_set_blend_state, _POINTER _BYTES _I32);
  426. DEFINE_PRIM(_VOID, release_pointer, _POINTER);
  427. DEFINE_PRIM(_VOID, release_resource, _RESOURCE);
  428. DEFINE_PRIM(_POINTER, create_sampler_state, _DYN);
  429. DEFINE_PRIM(_POINTER, create_shader_resource_view, _RESOURCE _DYN);
  430. DEFINE_PRIM(_VOID, ps_set_samplers, _I32 _I32 _REF(_POINTER));
  431. DEFINE_PRIM(_VOID, vs_set_samplers, _I32 _I32 _REF(_POINTER));
  432. DEFINE_PRIM(_VOID, ps_set_shader_resources, _I32 _I32 _REF(_POINTER));
  433. DEFINE_PRIM(_VOID, vs_set_shader_resources, _I32 _I32 _REF(_POINTER));
  434. DEFINE_PRIM(_VOID, generate_mips, _POINTER);
  435. DEFINE_PRIM(_BOOL, set_fullscreen_state, _BOOL);
  436. DEFINE_PRIM(_BOOL, get_fullscreen_state, _NO_ARG);
  437. DEFINE_PRIM(_VOID, debug_print, _BYTES);
  438. DEFINE_PRIM(_VOID, copy_subresource_region, _RESOURCE _I32 _I32 _I32 _I32 _RESOURCE _I32 _DYN);