-
Notifications
You must be signed in to change notification settings - Fork 22
/
gfx_direct3d11.cpp
728 lines (562 loc) · 26 KB
/
gfx_direct3d11.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
#ifdef ENABLE_DX11
#include <cstdio>
#include <vector>
#include <cmath>
#include <windows.h>
#include <versionhelpers.h>
#include <wrl/client.h>
#include <dxgi1_3.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifndef _LANGUAGE_C
#define _LANGUAGE_C
#endif
#include <PR/gbi.h>
#include "gfx_cc.h"
#include "gfx_window_manager_api.h"
#include "gfx_rendering_api.h"
#include "gfx_direct3d_common.h"
#define DECLARE_GFX_DXGI_FUNCTIONS
#include "gfx_dxgi.h"
#include "gfx_screen_config.h"
#define THREE_POINT_FILTERING 0
#define DEBUG_D3D 0
using namespace Microsoft::WRL; // For ComPtr
namespace {
struct PerFrameCB {
uint32_t noise_frame;
float noise_scale_x;
float noise_scale_y;
uint32_t padding;
};
struct PerDrawCB {
struct Texture {
uint32_t width;
uint32_t height;
uint32_t linear_filtering;
uint32_t padding;
} textures[2];
};
struct TextureData {
ComPtr<ID3D11ShaderResourceView> resource_view;
ComPtr<ID3D11SamplerState> sampler_state;
uint32_t width;
uint32_t height;
bool linear_filtering;
};
struct ShaderProgramD3D11 {
ComPtr<ID3D11VertexShader> vertex_shader;
ComPtr<ID3D11PixelShader> pixel_shader;
ComPtr<ID3D11InputLayout> input_layout;
ComPtr<ID3D11BlendState> blend_state;
uint32_t shader_id;
uint8_t num_inputs;
uint8_t num_floats;
bool used_textures[2];
};
static struct {
HMODULE d3d11_module;
PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
HMODULE d3dcompiler_module;
pD3DCompile D3DCompile;
D3D_FEATURE_LEVEL feature_level;
ComPtr<ID3D11Device> device;
ComPtr<IDXGISwapChain1> swap_chain;
ComPtr<ID3D11DeviceContext> context;
ComPtr<ID3D11RenderTargetView> backbuffer_view;
ComPtr<ID3D11DepthStencilView> depth_stencil_view;
ComPtr<ID3D11RasterizerState> rasterizer_state;
ComPtr<ID3D11DepthStencilState> depth_stencil_state;
ComPtr<ID3D11Buffer> vertex_buffer;
ComPtr<ID3D11Buffer> per_frame_cb;
ComPtr<ID3D11Buffer> per_draw_cb;
#if DEBUG_D3D
ComPtr<ID3D11Debug> debug;
#endif
DXGI_SAMPLE_DESC sample_description;
PerFrameCB per_frame_cb_data;
PerDrawCB per_draw_cb_data;
struct ShaderProgramD3D11 shader_program_pool[64];
uint8_t shader_program_pool_size;
std::vector<struct TextureData> textures;
int current_tile;
uint32_t current_texture_ids[2];
// Current state
struct ShaderProgramD3D11 *shader_program;
uint32_t current_width, current_height;
int8_t depth_test;
int8_t depth_mask;
int8_t zmode_decal;
// Previous states (to prevent setting states needlessly)
struct ShaderProgramD3D11 *last_shader_program = nullptr;
uint32_t last_vertex_buffer_stride = 0;
ComPtr<ID3D11BlendState> last_blend_state = nullptr;
ComPtr<ID3D11ShaderResourceView> last_resource_views[2] = { nullptr, nullptr };
ComPtr<ID3D11SamplerState> last_sampler_states[2] = { nullptr, nullptr };
int8_t last_depth_test = -1;
int8_t last_depth_mask = -1;
int8_t last_zmode_decal = -1;
D3D_PRIMITIVE_TOPOLOGY last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
} d3d;
static LARGE_INTEGER last_time, accumulated_time, frequency;
static void create_render_target_views(bool is_resize) {
DXGI_SWAP_CHAIN_DESC1 desc1;
if (is_resize) {
// Release previous stuff (if any)
d3d.backbuffer_view.Reset();
d3d.depth_stencil_view.Reset();
// Resize swap chain buffers
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags),
gfx_dxgi_get_h_wnd(), "Failed to resize IDXGISwapChain buffers.");
}
// Get new size
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
// Create back buffer
ComPtr<ID3D11Texture2D> backbuffer_texture;
ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *) backbuffer_texture.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to get backbuffer from IDXGISwapChain.");
ThrowIfFailed(d3d.device->CreateRenderTargetView(backbuffer_texture.Get(), nullptr, d3d.backbuffer_view.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create render target view.");
// Create depth buffer
D3D11_TEXTURE2D_DESC depth_stencil_texture_desc;
ZeroMemory(&depth_stencil_texture_desc, sizeof(D3D11_TEXTURE2D_DESC));
depth_stencil_texture_desc.Width = desc1.Width;
depth_stencil_texture_desc.Height = desc1.Height;
depth_stencil_texture_desc.MipLevels = 1;
depth_stencil_texture_desc.ArraySize = 1;
depth_stencil_texture_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ?
DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_D24_UNORM_S8_UINT;
depth_stencil_texture_desc.SampleDesc = d3d.sample_description;
depth_stencil_texture_desc.Usage = D3D11_USAGE_DEFAULT;
depth_stencil_texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depth_stencil_texture_desc.CPUAccessFlags = 0;
depth_stencil_texture_desc.MiscFlags = 0;
ComPtr<ID3D11Texture2D> depth_stencil_texture;
ThrowIfFailed(d3d.device->CreateTexture2D(&depth_stencil_texture_desc, nullptr, depth_stencil_texture.GetAddressOf()));
ThrowIfFailed(d3d.device->CreateDepthStencilView(depth_stencil_texture.Get(), nullptr, d3d.depth_stencil_view.GetAddressOf()));
// Save resolution
d3d.current_width = desc1.Width;
d3d.current_height = desc1.Height;
}
static void gfx_d3d11_init(void) {
// Load d3d11.dll
d3d.d3d11_module = LoadLibraryW(L"d3d11.dll");
if (d3d.d3d11_module == nullptr) {
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "d3d11.dll not found");
}
d3d.D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(d3d.d3d11_module, "D3D11CreateDevice");
// Load D3DCompiler_47.dll
d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_47.dll");
if (d3d.d3dcompiler_module == nullptr) {
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll not found");
}
d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile");
// Create D3D11 device
gfx_dxgi_create_factory_and_device(DEBUG_D3D, 11, [](IDXGIAdapter1 *adapter, bool test_only) {
#if DEBUG_D3D
UINT device_creation_flags = D3D11_CREATE_DEVICE_DEBUG;
#else
UINT device_creation_flags = 0;
#endif
D3D_FEATURE_LEVEL FeatureLevels[] = {
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
};
HRESULT res = d3d.D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN, // since we use a specific adapter
nullptr,
device_creation_flags,
FeatureLevels,
ARRAYSIZE(FeatureLevels),
D3D11_SDK_VERSION,
test_only ? nullptr : d3d.device.GetAddressOf(),
&d3d.feature_level,
test_only ? nullptr : d3d.context.GetAddressOf());
if (test_only) {
return SUCCEEDED(res);
} else {
ThrowIfFailed(res, gfx_dxgi_get_h_wnd(), "Failed to create D3D11 device.");
return true;
}
});
// Sample description to be used in back buffer and depth buffer
d3d.sample_description.Count = 1;
d3d.sample_description.Quality = 0;
// Create the swap chain
d3d.swap_chain = gfx_dxgi_create_swap_chain(d3d.device.Get());
// Create D3D Debug device if in debug mode
#if DEBUG_D3D
ThrowIfFailed(d3d.device->QueryInterface(__uuidof(ID3D11Debug), (void **) d3d.debug.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to get ID3D11Debug device.");
#endif
// Create views
create_render_target_views(false);
// Create main vertex buffer
D3D11_BUFFER_DESC vertex_buffer_desc;
ZeroMemory(&vertex_buffer_desc, sizeof(D3D11_BUFFER_DESC));
vertex_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
vertex_buffer_desc.ByteWidth = 256 * 26 * 3 * sizeof(float); // Same as buf_vbo size in gfx_pc
vertex_buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertex_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertex_buffer_desc.MiscFlags = 0;
ThrowIfFailed(d3d.device->CreateBuffer(&vertex_buffer_desc, nullptr, d3d.vertex_buffer.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create vertex buffer.");
// Create per-frame constant buffer
D3D11_BUFFER_DESC constant_buffer_desc;
ZeroMemory(&constant_buffer_desc, sizeof(D3D11_BUFFER_DESC));
constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
constant_buffer_desc.ByteWidth = sizeof(PerFrameCB);
constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constant_buffer_desc.MiscFlags = 0;
ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_frame_cb.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create per-frame constant buffer.");
d3d.context->PSSetConstantBuffers(0, 1, d3d.per_frame_cb.GetAddressOf());
// Create per-draw constant buffer
constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
constant_buffer_desc.ByteWidth = sizeof(PerDrawCB);
constant_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constant_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constant_buffer_desc.MiscFlags = 0;
ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_draw_cb.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create per-draw constant buffer.");
d3d.context->PSSetConstantBuffers(1, 1, d3d.per_draw_cb.GetAddressOf());
}
static bool gfx_d3d11_z_is_from_0_to_1(void) {
return true;
}
static void gfx_d3d11_unload_shader(struct ShaderProgram *old_prg) {
}
static void gfx_d3d11_load_shader(struct ShaderProgram *new_prg) {
d3d.shader_program = (struct ShaderProgramD3D11 *)new_prg;
}
static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shader_id) {
CCFeatures cc_features;
gfx_cc_get_features(shader_id, &cc_features);
char buf[4096];
size_t len, num_floats;
gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, false, THREE_POINT_FILTERING);
ComPtr<ID3DBlob> vs, ps;
ComPtr<ID3DBlob> error_blob;
#if DEBUG_D3D
UINT compile_flags = D3DCOMPILE_DEBUG;
#else
UINT compile_flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
#endif
HRESULT hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_4_0_level_9_1", compile_flags, 0, vs.GetAddressOf(), error_blob.GetAddressOf());
if (FAILED(hr)) {
MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR);
throw hr;
}
hr = d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_4_0_level_9_1", compile_flags, 0, ps.GetAddressOf(), error_blob.GetAddressOf());
if (FAILED(hr)) {
MessageBox(gfx_dxgi_get_h_wnd(), (char *) error_blob->GetBufferPointer(), "Error", MB_OK | MB_ICONERROR);
throw hr;
}
struct ShaderProgramD3D11 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++];
ThrowIfFailed(d3d.device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, prg->vertex_shader.GetAddressOf()));
ThrowIfFailed(d3d.device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, prg->pixel_shader.GetAddressOf()));
// Input Layout
D3D11_INPUT_ELEMENT_DESC ied[7];
uint8_t ied_index = 0;
ied[ied_index++] = { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
if (cc_features.used_textures[0] || cc_features.used_textures[1]) {
ied[ied_index++] = { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
}
if (cc_features.opt_fog) {
ied[ied_index++] = { "FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
}
for (unsigned int i = 0; i < cc_features.num_inputs; i++) {
DXGI_FORMAT format = cc_features.opt_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT;
ied[ied_index++] = { "INPUT", i, format, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 };
}
ThrowIfFailed(d3d.device->CreateInputLayout(ied, ied_index, vs->GetBufferPointer(), vs->GetBufferSize(), prg->input_layout.GetAddressOf()));
// Blend state
D3D11_BLEND_DESC blend_desc;
ZeroMemory(&blend_desc, sizeof(D3D11_BLEND_DESC));
if (cc_features.opt_alpha) {
blend_desc.RenderTarget[0].BlendEnable = true;
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
} else {
blend_desc.RenderTarget[0].BlendEnable = false;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
}
ThrowIfFailed(d3d.device->CreateBlendState(&blend_desc, prg->blend_state.GetAddressOf()));
// Save some values
prg->shader_id = shader_id;
prg->num_inputs = cc_features.num_inputs;
prg->num_floats = num_floats;
prg->used_textures[0] = cc_features.used_textures[0];
prg->used_textures[1] = cc_features.used_textures[1];
return (struct ShaderProgram *)(d3d.shader_program = prg);
}
static struct ShaderProgram *gfx_d3d11_lookup_shader(uint32_t shader_id) {
for (size_t i = 0; i < d3d.shader_program_pool_size; i++) {
if (d3d.shader_program_pool[i].shader_id == shader_id) {
return (struct ShaderProgram *)&d3d.shader_program_pool[i];
}
}
return nullptr;
}
static void gfx_d3d11_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
struct ShaderProgramD3D11 *p = (struct ShaderProgramD3D11 *)prg;
*num_inputs = p->num_inputs;
used_textures[0] = p->used_textures[0];
used_textures[1] = p->used_textures[1];
}
static uint32_t gfx_d3d11_new_texture(void) {
d3d.textures.resize(d3d.textures.size() + 1);
return (uint32_t)(d3d.textures.size() - 1);
}
static void gfx_d3d11_select_texture(int tile, uint32_t texture_id) {
d3d.current_tile = tile;
d3d.current_texture_ids[tile] = texture_id;
}
static D3D11_TEXTURE_ADDRESS_MODE gfx_cm_to_d3d11(uint32_t val) {
if (val & G_TX_CLAMP) {
return D3D11_TEXTURE_ADDRESS_CLAMP;
}
return (val & G_TX_MIRROR) ? D3D11_TEXTURE_ADDRESS_MIRROR : D3D11_TEXTURE_ADDRESS_WRAP;
}
static void gfx_d3d11_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
// Create texture
D3D11_TEXTURE2D_DESC texture_desc;
ZeroMemory(&texture_desc, sizeof(D3D11_TEXTURE2D_DESC));
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0; // D3D11_RESOURCE_MISC_GENERATE_MIPS ?
texture_desc.ArraySize = 1;
texture_desc.MipLevels = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
D3D11_SUBRESOURCE_DATA resource_data;
resource_data.pSysMem = rgba32_buf;
resource_data.SysMemPitch = width * 4;
resource_data.SysMemSlicePitch = resource_data.SysMemPitch * height;
ComPtr<ID3D11Texture2D> texture;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, &resource_data, texture.GetAddressOf()));
// Create shader resource view from texture
D3D11_SHADER_RESOURCE_VIEW_DESC resource_view_desc;
ZeroMemory(&resource_view_desc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
resource_view_desc.Format = texture_desc.Format;
resource_view_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resource_view_desc.Texture2D.MostDetailedMip = 0;
resource_view_desc.Texture2D.MipLevels = -1;
TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[d3d.current_tile]];
texture_data->width = width;
texture_data->height = height;
if (texture_data->resource_view.Get() != nullptr) {
// Free the previous texture in this slot
texture_data->resource_view.Reset();
}
ThrowIfFailed(d3d.device->CreateShaderResourceView(texture.Get(), &resource_view_desc, texture_data->resource_view.GetAddressOf()));
}
static void gfx_d3d11_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
D3D11_SAMPLER_DESC sampler_desc;
ZeroMemory(&sampler_desc, sizeof(D3D11_SAMPLER_DESC));
#if THREE_POINT_FILTERING
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
#else
sampler_desc.Filter = linear_filter ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_POINT;
#endif
sampler_desc.AddressU = gfx_cm_to_d3d11(cms);
sampler_desc.AddressV = gfx_cm_to_d3d11(cmt);
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[tile]];
texture_data->linear_filtering = linear_filter;
// This function is called twice per texture, the first one only to set default values.
// Maybe that could be skipped? Anyway, make sure to release the first default sampler
// state before setting the actual one.
texture_data->sampler_state.Reset();
ThrowIfFailed(d3d.device->CreateSamplerState(&sampler_desc, texture_data->sampler_state.GetAddressOf()));
}
static void gfx_d3d11_set_depth_test(bool depth_test) {
d3d.depth_test = depth_test;
}
static void gfx_d3d11_set_depth_mask(bool depth_mask) {
d3d.depth_mask = depth_mask;
}
static void gfx_d3d11_set_zmode_decal(bool zmode_decal) {
d3d.zmode_decal = zmode_decal;
}
static void gfx_d3d11_set_viewport(int x, int y, int width, int height) {
D3D11_VIEWPORT viewport;
viewport.TopLeftX = x;
viewport.TopLeftY = d3d.current_height - y - height;
viewport.Width = width;
viewport.Height = height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
d3d.context->RSSetViewports(1, &viewport);
}
static void gfx_d3d11_set_scissor(int x, int y, int width, int height) {
D3D11_RECT rect;
rect.left = x;
rect.top = d3d.current_height - y - height;
rect.right = x + width;
rect.bottom = d3d.current_height - y;
d3d.context->RSSetScissorRects(1, &rect);
}
static void gfx_d3d11_set_use_alpha(bool use_alpha) {
// Already part of the pipeline state from shader info
}
static void gfx_d3d11_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
if (d3d.last_depth_test != d3d.depth_test || d3d.last_depth_mask != d3d.depth_mask) {
d3d.last_depth_test = d3d.depth_test;
d3d.last_depth_mask = d3d.depth_mask;
d3d.depth_stencil_state.Reset();
D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
ZeroMemory(&depth_stencil_desc, sizeof(D3D11_DEPTH_STENCIL_DESC));
depth_stencil_desc.DepthEnable = d3d.depth_test;
depth_stencil_desc.DepthWriteMask = d3d.depth_mask ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
depth_stencil_desc.StencilEnable = false;
ThrowIfFailed(d3d.device->CreateDepthStencilState(&depth_stencil_desc, d3d.depth_stencil_state.GetAddressOf()));
d3d.context->OMSetDepthStencilState(d3d.depth_stencil_state.Get(), 0);
}
if (d3d.last_zmode_decal != d3d.zmode_decal) {
d3d.last_zmode_decal = d3d.zmode_decal;
d3d.rasterizer_state.Reset();
D3D11_RASTERIZER_DESC rasterizer_desc;
ZeroMemory(&rasterizer_desc, sizeof(D3D11_RASTERIZER_DESC));
rasterizer_desc.FillMode = D3D11_FILL_SOLID;
rasterizer_desc.CullMode = D3D11_CULL_NONE;
rasterizer_desc.FrontCounterClockwise = true;
rasterizer_desc.DepthBias = 0;
rasterizer_desc.SlopeScaledDepthBias = d3d.zmode_decal ? -2.0f : 0.0f;
rasterizer_desc.DepthBiasClamp = 0.0f;
rasterizer_desc.DepthClipEnable = true;
rasterizer_desc.ScissorEnable = true;
rasterizer_desc.MultisampleEnable = false;
rasterizer_desc.AntialiasedLineEnable = false;
ThrowIfFailed(d3d.device->CreateRasterizerState(&rasterizer_desc, d3d.rasterizer_state.GetAddressOf()));
d3d.context->RSSetState(d3d.rasterizer_state.Get());
}
bool textures_changed = false;
for (int i = 0; i < 2; i++) {
if (d3d.shader_program->used_textures[i]) {
if (d3d.last_resource_views[i].Get() != d3d.textures[d3d.current_texture_ids[i]].resource_view.Get()) {
d3d.last_resource_views[i] = d3d.textures[d3d.current_texture_ids[i]].resource_view.Get();
d3d.context->PSSetShaderResources(i, 1, d3d.textures[d3d.current_texture_ids[i]].resource_view.GetAddressOf());
#if THREE_POINT_FILTERING
d3d.per_draw_cb_data.textures[i].width = d3d.textures[d3d.current_texture_ids[i]].width;
d3d.per_draw_cb_data.textures[i].height = d3d.textures[d3d.current_texture_ids[i]].height;
d3d.per_draw_cb_data.textures[i].linear_filtering = d3d.textures[d3d.current_texture_ids[i]].linear_filtering;
textures_changed = true;
#endif
if (d3d.last_sampler_states[i].Get() != d3d.textures[d3d.current_texture_ids[i]].sampler_state.Get()) {
d3d.last_sampler_states[i] = d3d.textures[d3d.current_texture_ids[i]].sampler_state.Get();
d3d.context->PSSetSamplers(i, 1, d3d.textures[d3d.current_texture_ids[i]].sampler_state.GetAddressOf());
}
}
}
}
// Set per-draw constant buffer
if (textures_changed) {
D3D11_MAPPED_SUBRESOURCE ms;
ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
d3d.context->Map(d3d.per_draw_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
memcpy(ms.pData, &d3d.per_draw_cb_data, sizeof(PerDrawCB));
d3d.context->Unmap(d3d.per_draw_cb.Get(), 0);
}
// Set vertex buffer data
D3D11_MAPPED_SUBRESOURCE ms;
ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
d3d.context->Map(d3d.vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
memcpy(ms.pData, buf_vbo, buf_vbo_len * sizeof(float));
d3d.context->Unmap(d3d.vertex_buffer.Get(), 0);
uint32_t stride = d3d.shader_program->num_floats * sizeof(float);
uint32_t offset = 0;
if (d3d.last_vertex_buffer_stride != stride) {
d3d.last_vertex_buffer_stride = stride;
d3d.context->IASetVertexBuffers(0, 1, d3d.vertex_buffer.GetAddressOf(), &stride, &offset);
}
if (d3d.last_shader_program != d3d.shader_program) {
d3d.last_shader_program = d3d.shader_program;
d3d.context->IASetInputLayout(d3d.shader_program->input_layout.Get());
d3d.context->VSSetShader(d3d.shader_program->vertex_shader.Get(), 0, 0);
d3d.context->PSSetShader(d3d.shader_program->pixel_shader.Get(), 0, 0);
if (d3d.last_blend_state.Get() != d3d.shader_program->blend_state.Get()) {
d3d.last_blend_state = d3d.shader_program->blend_state.Get();
d3d.context->OMSetBlendState(d3d.shader_program->blend_state.Get(), 0, 0xFFFFFFFF);
}
}
if (d3d.last_primitive_topology != D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST) {
d3d.last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
d3d.context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
d3d.context->Draw(buf_vbo_num_tris * 3, 0);
}
static void gfx_d3d11_on_resize(void) {
create_render_target_views(true);
}
static void gfx_d3d11_start_frame(void) {
// Set render targets
d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), d3d.depth_stencil_view.Get());
// Clear render targets
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
d3d.context->ClearRenderTargetView(d3d.backbuffer_view.Get(), clearColor);
d3d.context->ClearDepthStencilView(d3d.depth_stencil_view.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
// Set per-frame constant buffer
d3d.per_frame_cb_data.noise_frame++;
if (d3d.per_frame_cb_data.noise_frame > 150) {
// No high values, as noise starts to look ugly
d3d.per_frame_cb_data.noise_frame = 0;
}
float aspect_ratio = (float) d3d.current_width / (float) d3d.current_height;
d3d.per_frame_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2
d3d.per_frame_cb_data.noise_scale_y = 120;
D3D11_MAPPED_SUBRESOURCE ms;
ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
d3d.context->Map(d3d.per_frame_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
memcpy(ms.pData, &d3d.per_frame_cb_data, sizeof(PerFrameCB));
d3d.context->Unmap(d3d.per_frame_cb.Get(), 0);
}
static void gfx_d3d11_end_frame(void) {
}
static void gfx_d3d11_finish_render(void) {
}
} // namespace
struct GfxRenderingAPI gfx_direct3d11_api = {
gfx_d3d11_z_is_from_0_to_1,
gfx_d3d11_unload_shader,
gfx_d3d11_load_shader,
gfx_d3d11_create_and_load_new_shader,
gfx_d3d11_lookup_shader,
gfx_d3d11_shader_get_info,
gfx_d3d11_new_texture,
gfx_d3d11_select_texture,
gfx_d3d11_upload_texture,
gfx_d3d11_set_sampler_parameters,
gfx_d3d11_set_depth_test,
gfx_d3d11_set_depth_mask,
gfx_d3d11_set_zmode_decal,
gfx_d3d11_set_viewport,
gfx_d3d11_set_scissor,
gfx_d3d11_set_use_alpha,
gfx_d3d11_draw_triangles,
gfx_d3d11_init,
gfx_d3d11_on_resize,
gfx_d3d11_start_frame,
gfx_d3d11_end_frame,
gfx_d3d11_finish_render
};
#endif