diff --git a/VisualC-GDK/SDL/SDL.vcxproj b/VisualC-GDK/SDL/SDL.vcxproj index c779b40cc..7d41bbc5e 100644 --- a/VisualC-GDK/SDL/SDL.vcxproj +++ b/VisualC-GDK/SDL/SDL.vcxproj @@ -884,7 +884,6 @@ - CompileAsCpp CompileAsCpp diff --git a/VisualC-GDK/SDL/SDL.vcxproj.filters b/VisualC-GDK/SDL/SDL.vcxproj.filters index 46d3b4775..866d073e0 100644 --- a/VisualC-GDK/SDL/SDL.vcxproj.filters +++ b/VisualC-GDK/SDL/SDL.vcxproj.filters @@ -58,7 +58,6 @@ - diff --git a/VisualC/SDL/SDL.vcxproj b/VisualC/SDL/SDL.vcxproj index a6371238f..91fde679c 100644 --- a/VisualC/SDL/SDL.vcxproj +++ b/VisualC/SDL/SDL.vcxproj @@ -413,7 +413,6 @@ - diff --git a/VisualC/SDL/SDL.vcxproj.filters b/VisualC/SDL/SDL.vcxproj.filters index ada794006..8cd269132 100644 --- a/VisualC/SDL/SDL.vcxproj.filters +++ b/VisualC/SDL/SDL.vcxproj.filters @@ -1601,9 +1601,6 @@ gpu - - gpu - gpu diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index e5568261a..b9acd8f40 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -782,8 +782,8 @@ typedef Uint32 SDL_GPUShaderFormat; #define SDL_GPU_SHADERFORMAT_INVALID 0 #define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */ #define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */ -#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11. */ -#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */ #define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */ #define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */ @@ -2076,15 +2076,7 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD * - 1: Write-only storage textures, followed by write-only storage buffers * - 2: Uniform buffers * - * For DXBC Shader Model 5_0 shaders, use the following register order: - * - * - t registers: Sampled textures, followed by read-only storage textures, - * followed by read-only storage buffers - * - u registers: Write-only storage textures, followed by write-only storage - * buffers - * - b registers: Uniform buffers - * - * For DXIL shaders, use the following register order: + * For DXBC and DXIL shaders, use the following register order: * * - (t[n], space0): Sampled textures, followed by read-only storage textures, * followed by read-only storage buffers @@ -2172,14 +2164,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler( * buffers * - 3: Uniform buffers * - * For DXBC Shader Model 5_0 shaders, use the following register order: - * - * - t registers: Sampled textures, followed by storage textures, followed by - * storage buffers - * - s registers: Samplers with indices corresponding to the sampled textures - * - b registers: Uniform buffers - * - * For DXIL shaders, use the following register order: + * For DXBC and DXIL shaders, use the following register order: * * For vertex shaders: * diff --git a/src/SDL_internal.h b/src/SDL_internal.h index 75fa957a5..e0d7ace11 100644 --- a/src/SDL_internal.h +++ b/src/SDL_internal.h @@ -207,7 +207,6 @@ #endif // SDL_RENDER_DISABLED #ifdef SDL_GPU_DISABLED -#undef SDL_GPU_D3D11 #undef SDL_GPU_D3D12 #undef SDL_GPU_METAL #undef SDL_GPU_VULKAN diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c index 6f1e8975d..fe60bf5ae 100644 --- a/src/gpu/SDL_gpu.c +++ b/src/gpu/SDL_gpu.c @@ -166,9 +166,6 @@ static const SDL_GPUBootstrap *backends[] = { #endif #ifdef SDL_GPU_D3D12 &D3D12Driver, -#endif -#ifdef SDL_GPU_D3D11 - &D3D11Driver, #endif NULL }; diff --git a/src/gpu/SDL_sysgpu.h b/src/gpu/SDL_sysgpu.h index c20531f99..bd2a2f42b 100644 --- a/src/gpu/SDL_sysgpu.h +++ b/src/gpu/SDL_sysgpu.h @@ -953,7 +953,6 @@ extern "C" { #endif extern SDL_GPUBootstrap VulkanDriver; -extern SDL_GPUBootstrap D3D11Driver; extern SDL_GPUBootstrap D3D12Driver; extern SDL_GPUBootstrap MetalDriver; extern SDL_GPUBootstrap PS5Driver; diff --git a/src/gpu/d3d11/D3D11_Blit.h b/src/gpu/d3d11/D3D11_Blit.h deleted file mode 100644 index 58800af6d..000000000 --- a/src/gpu/d3d11/D3D11_Blit.h +++ /dev/null @@ -1,1707 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_VERTEXID 0 x 0 VERTID uint x -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// TEXCOORD 0 xy 0 NONE float xy -// SV_POSITION 0 xyzw 1 POS float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_input_sgv v0.x, vertex_id -dcl_output o0.xy -dcl_output_siv o1.xyzw, position -dcl_temps 1 -bfi r0.x, l(1), l(1), v0.x, l(0) -and r0.z, v0.x, l(2) -utof r0.xy, r0.xzxx -mov o0.xy, r0.xyxx -mad o1.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) -mov o1.zw, l(0,0,0,1.000000) -ret -// Approximately 7 instruction slots used -#endif - 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148, 0, 0, 0, 4, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer SourceRegionBuffer -// { -// -// float2 UVLeftTop; // Offset: 0 Size: 8 -// float2 UVDimensions; // Offset: 8 Size: 8 -// uint MipLevel; // Offset: 16 Size: 4 -// float LayerOrDepth; // Offset: 20 Size: 4 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// SourceSampler sampler NA NA s0 1 -// SourceTexture2DArray texture float4 2darray t0 1 -// SourceRegionBuffer cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// TEXCOORD 0 xy 0 NONE float xy -// SV_POSITION 0 xyzw 1 POS float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer CB0[2], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texture2darray (float,float,float,float) t0 -dcl_input_ps linear v0.xy -dcl_output o0.xyzw -dcl_temps 1 -ftou r0.x, cb0[1].y -utof r0.z, r0.x -mad r0.xy, cb0[0].zwzz, v0.xyxx, cb0[0].xyxx -utof r0.w, cb0[1].x -sample_l_indexable(texture2darray)(float,float,float,float) o0.xyzw, r0.xyzx, t0.xyzw, s0, r0.w -ret -// Approximately 6 instruction slots used -#endif - -const BYTE g_BlitFrom2DArray[] = -{ - 68, 88, 66, 67, 228, 235, - 27, 223, 254, 144, 184, 34, - 12, 203, 116, 115, 17, 233, - 159, 157, 1, 0, 0, 0, - 208, 4, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 160, 2, 0, 0, 248, 2, - 0, 0, 44, 3, 0, 0, - 52, 4, 0, 0, 82, 68, - 69, 70, 100, 2, 0, 0, - 1, 0, 0, 0, 212, 0, - 0, 0, 3, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 60, 2, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 156, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 170, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 5, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 13, 0, 0, 0, 191, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 83, 111, 117, 114, 99, 101, - 83, 97, 109, 112, 108, 101, - 114, 0, 83, 111, 117, 114, - 99, 101, 84, 101, 120, 116, - 117, 114, 101, 50, 68, 65, - 114, 114, 97, 121, 0, 83, - 111, 117, 114, 99, 101, 82, - 101, 103, 105, 111, 110, 66, - 117, 102, 102, 101, 114, 0, - 171, 171, 191, 0, 0, 0, - 4, 0, 0, 0, 236, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 140, 1, 0, 0, - 0, 0, 0, 0, 8, 0, - 0, 0, 2, 0, 0, 0, - 160, 1, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 196, 1, 0, 0, 8, 0, - 0, 0, 8, 0, 0, 0, - 2, 0, 0, 0, 160, 1, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 209, 1, - 0, 0, 16, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 224, 1, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 4, 2, 0, 0, - 20, 0, 0, 0, 4, 0, - 0, 0, 2, 0, 0, 0, - 24, 2, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 85, 86, 76, 101, 102, 116, - 84, 111, 112, 0, 102, 108, - 111, 97, 116, 50, 0, 171, - 171, 171, 1, 0, 3, 0, - 1, 0, 2, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 150, 1, - 0, 0, 85, 86, 68, 105, - 109, 101, 110, 115, 105, 111, - 110, 115, 0, 77, 105, 112, - 76, 101, 118, 101, 108, 0, - 100, 119, 111, 114, 100, 0, - 0, 0, 19, 0, 1, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 218, 1, 0, 0, - 76, 97, 121, 101, 114, 79, - 114, 68, 101, 112, 116, 104, - 0, 102, 108, 111, 97, 116, - 0, 171, 0, 0, 3, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 17, 2, - 0, 0, 77, 105, 99, 114, - 111, 115, 111, 102, 116, 32, - 40, 82, 41, 32, 72, 76, - 83, 76, 32, 83, 104, 97, - 100, 101, 114, 32, 67, 111, - 109, 112, 105, 108, 101, 114, - 32, 49, 48, 46, 49, 0, - 73, 83, 71, 78, 80, 0, - 0, 0, 2, 0, 0, 0, - 8, 0, 0, 0, 56, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 3, 3, 0, 0, 65, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 0, 0, - 15, 0, 0, 0, 84, 69, - 88, 67, 79, 79, 82, 68, - 0, 83, 86, 95, 80, 79, - 83, 73, 84, 73, 79, 78, - 0, 171, 171, 171, 79, 83, - 71, 78, 44, 0, 0, 0, - 1, 0, 0, 0, 8, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 84, - 97, 114, 103, 101, 116, 0, - 171, 171, 83, 72, 69, 88, - 0, 1, 0, 0, 80, 0, - 0, 0, 64, 0, 0, 0, - 106, 8, 0, 1, 89, 0, - 0, 4, 70, 142, 32, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 90, 0, 0, 3, - 0, 96, 16, 0, 0, 0, - 0, 0, 88, 64, 0, 4, - 0, 112, 16, 0, 0, 0, - 0, 0, 85, 85, 0, 0, - 98, 16, 0, 3, 50, 16, - 16, 0, 0, 0, 0, 0, - 101, 0, 0, 3, 242, 32, - 16, 0, 0, 0, 0, 0, - 104, 0, 0, 2, 1, 0, - 0, 0, 28, 0, 0, 6, - 18, 0, 16, 0, 0, 0, - 0, 0, 26, 128, 32, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 86, 0, 0, 5, - 66, 0, 16, 0, 0, 0, - 0, 0, 10, 0, 16, 0, - 0, 0, 0, 0, 50, 0, - 0, 11, 50, 0, 16, 0, - 0, 0, 0, 0, 230, 138, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 70, 16, - 16, 0, 0, 0, 0, 0, - 70, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 86, 0, 0, 6, 130, 0, - 16, 0, 0, 0, 0, 0, - 10, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 72, 0, 0, 141, 2, 2, - 0, 128, 67, 85, 21, 0, - 242, 32, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 70, 126, - 16, 0, 0, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 58, 0, 16, 0, - 0, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 6, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer SourceRegionBuffer -// { -// -// float2 UVLeftTop; // Offset: 0 Size: 8 -// float2 UVDimensions; // Offset: 8 Size: 8 -// uint MipLevel; // Offset: 16 Size: 4 -// float LayerOrDepth; // Offset: 20 Size: 4 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// SourceSampler sampler NA NA s0 1 -// SourceTexture3D texture float4 3d t0 1 -// SourceRegionBuffer cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// TEXCOORD 0 xy 0 NONE float xy -// SV_POSITION 0 xyzw 1 POS float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer CB0[2], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texture3d (float,float,float,float) t0 -dcl_input_ps linear v0.xy -dcl_output o0.xyzw -dcl_temps 1 -mad r0.xy, cb0[0].zwzz, v0.xyxx, cb0[0].xyxx -utof r0.w, cb0[1].x -mov r0.z, cb0[1].y -sample_l_indexable(texture3d)(float,float,float,float) o0.xyzw, r0.xyzx, t0.xyzw, s0, r0.w -ret -// Approximately 5 instruction slots used -#endif - -const BYTE g_BlitFrom3D[] = -{ - 68, 88, 66, 67, 147, 168, - 4, 231, 209, 46, 121, 4, - 107, 179, 12, 172, 196, 130, - 224, 85, 1, 0, 0, 0, - 184, 4, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 156, 2, 0, 0, 244, 2, - 0, 0, 40, 3, 0, 0, - 28, 4, 0, 0, 82, 68, - 69, 70, 96, 2, 0, 0, - 1, 0, 0, 0, 208, 0, - 0, 0, 3, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 56, 2, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 156, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 170, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 8, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 13, 0, 0, 0, 186, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 83, 111, 117, 114, 99, 101, - 83, 97, 109, 112, 108, 101, - 114, 0, 83, 111, 117, 114, - 99, 101, 84, 101, 120, 116, - 117, 114, 101, 51, 68, 0, - 83, 111, 117, 114, 99, 101, - 82, 101, 103, 105, 111, 110, - 66, 117, 102, 102, 101, 114, - 0, 171, 171, 171, 186, 0, - 0, 0, 4, 0, 0, 0, - 232, 0, 0, 0, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 136, 1, - 0, 0, 0, 0, 0, 0, - 8, 0, 0, 0, 2, 0, - 0, 0, 156, 1, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 192, 1, 0, 0, - 8, 0, 0, 0, 8, 0, - 0, 0, 2, 0, 0, 0, - 156, 1, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 205, 1, 0, 0, 16, 0, - 0, 0, 4, 0, 0, 0, - 2, 0, 0, 0, 220, 1, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 0, 2, - 0, 0, 20, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 20, 2, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 85, 86, 76, 101, - 102, 116, 84, 111, 112, 0, - 102, 108, 111, 97, 116, 50, - 0, 171, 171, 171, 1, 0, - 3, 0, 1, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 146, 1, 0, 0, 85, 86, - 68, 105, 109, 101, 110, 115, - 105, 111, 110, 115, 0, 77, - 105, 112, 76, 101, 118, 101, - 108, 0, 100, 119, 111, 114, - 100, 0, 0, 0, 19, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 214, 1, - 0, 0, 76, 97, 121, 101, - 114, 79, 114, 68, 101, 112, - 116, 104, 0, 102, 108, 111, - 97, 116, 0, 171, 0, 0, - 3, 0, 1, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 13, 2, 0, 0, 77, 105, - 99, 114, 111, 115, 111, 102, - 116, 32, 40, 82, 41, 32, - 72, 76, 83, 76, 32, 83, - 104, 97, 100, 101, 114, 32, - 67, 111, 109, 112, 105, 108, - 101, 114, 32, 49, 48, 46, - 49, 0, 73, 83, 71, 78, - 80, 0, 0, 0, 2, 0, - 0, 0, 8, 0, 0, 0, - 56, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 3, 3, 0, 0, - 65, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 15, 0, 0, 0, - 84, 69, 88, 67, 79, 79, - 82, 68, 0, 83, 86, 95, - 80, 79, 83, 73, 84, 73, - 79, 78, 0, 171, 171, 171, - 79, 83, 71, 78, 44, 0, - 0, 0, 1, 0, 0, 0, - 8, 0, 0, 0, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 0, 83, 86, - 95, 84, 97, 114, 103, 101, - 116, 0, 171, 171, 83, 72, - 69, 88, 236, 0, 0, 0, - 80, 0, 0, 0, 59, 0, - 0, 0, 106, 8, 0, 1, - 89, 0, 0, 4, 70, 142, - 32, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 90, 0, - 0, 3, 0, 96, 16, 0, - 0, 0, 0, 0, 88, 40, - 0, 4, 0, 112, 16, 0, - 0, 0, 0, 0, 85, 85, - 0, 0, 98, 16, 0, 3, - 50, 16, 16, 0, 0, 0, - 0, 0, 101, 0, 0, 3, - 242, 32, 16, 0, 0, 0, - 0, 0, 104, 0, 0, 2, - 1, 0, 0, 0, 50, 0, - 0, 11, 50, 0, 16, 0, - 0, 0, 0, 0, 230, 138, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 70, 16, - 16, 0, 0, 0, 0, 0, - 70, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 86, 0, 0, 6, 130, 0, - 16, 0, 0, 0, 0, 0, - 10, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 54, 0, 0, 6, 66, 0, - 16, 0, 0, 0, 0, 0, - 26, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 72, 0, 0, 141, 66, 1, - 0, 128, 67, 85, 21, 0, - 242, 32, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 70, 126, - 16, 0, 0, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 58, 0, 16, 0, - 0, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 5, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer SourceRegionBuffer -// { -// -// float2 UVLeftTop; // Offset: 0 Size: 8 -// float2 UVDimensions; // Offset: 8 Size: 8 -// uint MipLevel; // Offset: 16 Size: 4 -// float LayerOrDepth; // Offset: 20 Size: 4 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// SourceSampler sampler NA NA s0 1 -// SourceTextureCube texture float4 cube t0 1 -// SourceRegionBuffer cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// TEXCOORD 0 xy 0 NONE float xy -// SV_POSITION 0 xyzw 1 POS float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer CB0[2], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texturecube (float,float,float,float) t0 -dcl_input_ps linear v0.xy -dcl_output o0.xyzw -dcl_temps 2 -mad r0.xy, cb0[0].zwzz, v0.xyxx, cb0[0].xyxx -mad r0.xz, r0.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000) -ftou r1.x, cb0[1].y -switch r1.x - case l(0) - mov r0.yz, -r0.zzxz - mov r0.x, l(1.000000) - break - case l(1) - mov r0.y, l(-1.000000) - mov r0.w, -r0.z - mov r0.xyz, r0.ywxy - break - case l(2) - mul r0.xz, r0.xxzx, l(1.000000, 0.000000, -1.000000, 0.000000) - mov r0.y, l(1.000000) - break - case l(3) - mov r0.y, l(-1.000000) - break - case l(4) - mul r0.xy, r0.xzxx, l(1.000000, -1.000000, 0.000000, 0.000000) - mov r0.z, l(1.000000) - break - case l(5) - mov r0.xy, -r0.xzxx - mov r0.z, l(-1.000000) - break - default - mov r0.xyz, l(0,0,0,0) - break -endswitch -utof r0.w, cb0[1].x -sample_l_indexable(texturecube)(float,float,float,float) o0.xyzw, r0.xyzx, t0.xyzw, s0, r0.w -ret -// Approximately 35 instruction slots used -#endif - -const BYTE g_BlitFromCube[] = -{ - 68, 88, 66, 67, 10, 119, - 223, 12, 113, 233, 111, 65, - 57, 156, 6, 26, 212, 111, - 79, 35, 1, 0, 0, 0, - 176, 6, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 156, 2, 0, 0, 244, 2, - 0, 0, 40, 3, 0, 0, - 20, 6, 0, 0, 82, 68, - 69, 70, 96, 2, 0, 0, - 1, 0, 0, 0, 208, 0, - 0, 0, 3, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 56, 2, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 156, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 170, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 9, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 13, 0, 0, 0, 188, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 83, 111, 117, 114, 99, 101, - 83, 97, 109, 112, 108, 101, - 114, 0, 83, 111, 117, 114, - 99, 101, 84, 101, 120, 116, - 117, 114, 101, 67, 117, 98, - 101, 0, 83, 111, 117, 114, - 99, 101, 82, 101, 103, 105, - 111, 110, 66, 117, 102, 102, - 101, 114, 0, 171, 188, 0, - 0, 0, 4, 0, 0, 0, - 232, 0, 0, 0, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 136, 1, - 0, 0, 0, 0, 0, 0, - 8, 0, 0, 0, 2, 0, - 0, 0, 156, 1, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 192, 1, 0, 0, - 8, 0, 0, 0, 8, 0, - 0, 0, 2, 0, 0, 0, - 156, 1, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 205, 1, 0, 0, 16, 0, - 0, 0, 4, 0, 0, 0, - 2, 0, 0, 0, 220, 1, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 0, 2, - 0, 0, 20, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 20, 2, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 85, 86, 76, 101, - 102, 116, 84, 111, 112, 0, - 102, 108, 111, 97, 116, 50, - 0, 171, 171, 171, 1, 0, - 3, 0, 1, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 146, 1, 0, 0, 85, 86, - 68, 105, 109, 101, 110, 115, - 105, 111, 110, 115, 0, 77, - 105, 112, 76, 101, 118, 101, - 108, 0, 100, 119, 111, 114, - 100, 0, 0, 0, 19, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 214, 1, - 0, 0, 76, 97, 121, 101, - 114, 79, 114, 68, 101, 112, - 116, 104, 0, 102, 108, 111, - 97, 116, 0, 171, 0, 0, - 3, 0, 1, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 13, 2, 0, 0, 77, 105, - 99, 114, 111, 115, 111, 102, - 116, 32, 40, 82, 41, 32, - 72, 76, 83, 76, 32, 83, - 104, 97, 100, 101, 114, 32, - 67, 111, 109, 112, 105, 108, - 101, 114, 32, 49, 48, 46, - 49, 0, 73, 83, 71, 78, - 80, 0, 0, 0, 2, 0, - 0, 0, 8, 0, 0, 0, - 56, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 3, 3, 0, 0, - 65, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 15, 0, 0, 0, - 84, 69, 88, 67, 79, 79, - 82, 68, 0, 83, 86, 95, - 80, 79, 83, 73, 84, 73, - 79, 78, 0, 171, 171, 171, - 79, 83, 71, 78, 44, 0, - 0, 0, 1, 0, 0, 0, - 8, 0, 0, 0, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 0, 83, 86, - 95, 84, 97, 114, 103, 101, - 116, 0, 171, 171, 83, 72, - 69, 88, 228, 2, 0, 0, - 80, 0, 0, 0, 185, 0, - 0, 0, 106, 8, 0, 1, - 89, 0, 0, 4, 70, 142, - 32, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 90, 0, - 0, 3, 0, 96, 16, 0, - 0, 0, 0, 0, 88, 48, - 0, 4, 0, 112, 16, 0, - 0, 0, 0, 0, 85, 85, - 0, 0, 98, 16, 0, 3, - 50, 16, 16, 0, 0, 0, - 0, 0, 101, 0, 0, 3, - 242, 32, 16, 0, 0, 0, - 0, 0, 104, 0, 0, 2, - 2, 0, 0, 0, 50, 0, - 0, 11, 50, 0, 16, 0, - 0, 0, 0, 0, 230, 138, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 70, 16, - 16, 0, 0, 0, 0, 0, - 70, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 50, 0, 0, 15, 82, 0, - 16, 0, 0, 0, 0, 0, - 6, 1, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 64, 0, 0, - 0, 0, 0, 0, 0, 64, - 0, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 191, - 0, 0, 0, 0, 0, 0, - 128, 191, 0, 0, 0, 0, - 28, 0, 0, 6, 18, 0, - 16, 0, 1, 0, 0, 0, - 26, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 76, 0, 0, 3, 10, 0, - 16, 0, 1, 0, 0, 0, - 6, 0, 0, 3, 1, 64, - 0, 0, 0, 0, 0, 0, - 54, 0, 0, 6, 98, 0, - 16, 0, 0, 0, 0, 0, - 166, 8, 16, 128, 65, 0, - 0, 0, 0, 0, 0, 0, - 54, 0, 0, 5, 18, 0, - 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 128, 63, 2, 0, 0, 1, - 6, 0, 0, 3, 1, 64, - 0, 0, 1, 0, 0, 0, - 54, 0, 0, 5, 34, 0, - 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 128, 191, 54, 0, 0, 6, - 130, 0, 16, 0, 0, 0, - 0, 0, 42, 0, 16, 128, - 65, 0, 0, 0, 0, 0, - 0, 0, 54, 0, 0, 5, - 114, 0, 16, 0, 0, 0, - 0, 0, 214, 4, 16, 0, - 0, 0, 0, 0, 2, 0, - 0, 1, 6, 0, 0, 3, - 1, 64, 0, 0, 2, 0, - 0, 0, 56, 0, 0, 10, - 82, 0, 16, 0, 0, 0, - 0, 0, 6, 2, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 63, - 0, 0, 0, 0, 0, 0, - 128, 191, 0, 0, 0, 0, - 54, 0, 0, 5, 34, 0, - 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 128, 63, 2, 0, 0, 1, - 6, 0, 0, 3, 1, 64, - 0, 0, 3, 0, 0, 0, - 54, 0, 0, 5, 34, 0, - 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 128, 191, 2, 0, 0, 1, - 6, 0, 0, 3, 1, 64, - 0, 0, 4, 0, 0, 0, - 56, 0, 0, 10, 50, 0, - 16, 0, 0, 0, 0, 0, - 134, 0, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 128, 63, 0, 0, - 128, 191, 0, 0, 0, 0, - 0, 0, 0, 0, 54, 0, - 0, 5, 66, 0, 16, 0, - 0, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 63, - 2, 0, 0, 1, 6, 0, - 0, 3, 1, 64, 0, 0, - 5, 0, 0, 0, 54, 0, - 0, 6, 50, 0, 16, 0, - 0, 0, 0, 0, 134, 0, - 16, 128, 65, 0, 0, 0, - 0, 0, 0, 0, 54, 0, - 0, 5, 66, 0, 16, 0, - 0, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 191, - 2, 0, 0, 1, 10, 0, - 0, 1, 54, 0, 0, 8, - 114, 0, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 1, 23, 0, 0, 1, - 86, 0, 0, 6, 130, 0, - 16, 0, 0, 0, 0, 0, - 10, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 72, 0, 0, 141, 130, 1, - 0, 128, 67, 85, 21, 0, - 242, 32, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 70, 126, - 16, 0, 0, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 58, 0, 16, 0, - 0, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 35, 0, - 0, 0, 2, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 7, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 8, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 8, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer SourceRegionBuffer -// { -// -// float2 UVLeftTop; // Offset: 0 Size: 8 -// float2 UVDimensions; // Offset: 8 Size: 8 -// uint MipLevel; // Offset: 16 Size: 4 -// float LayerOrDepth; // Offset: 20 Size: 4 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// SourceSampler sampler NA NA s0 1 -// SourceTextureCubeArray texture float4 cubearray t0 1 -// SourceRegionBuffer cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// TEXCOORD 0 xy 0 NONE float xy -// SV_POSITION 0 xyzw 1 POS float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer CB0[2], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texturecubearray (float,float,float,float) t0 -dcl_input_ps linear v0.xy -dcl_output o0.xyzw -dcl_temps 3 -mad r0.xy, cb0[0].zwzz, v0.xyxx, cb0[0].xyxx -mad r0.xz, r0.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000) -ftou r1.x, cb0[1].y -udiv r1.x, r2.x, r1.x, l(6) -switch r2.x - case l(0) - mov r0.yz, -r0.zzxz - mov r0.x, l(1.000000) - break - case l(1) - mov r0.y, l(-1.000000) - mov r0.w, -r0.z - mov r0.xyz, r0.ywxy - break - case l(2) - mul r0.xz, r0.xxzx, l(1.000000, 0.000000, -1.000000, 0.000000) - mov r0.y, l(1.000000) - break - case l(3) - mov r0.y, l(-1.000000) - break - case l(4) - mul r0.xy, r0.xzxx, l(1.000000, -1.000000, 0.000000, 0.000000) - mov r0.z, l(1.000000) - break - case l(5) - mov r0.xy, -r0.xzxx - mov r0.z, l(-1.000000) - break -endswitch -utof r0.w, r1.x -utof r1.x, cb0[1].x -sample_l_indexable(texturecubearray)(float,float,float,float) o0.xyzw, r0.xyzw, t0.xyzw, s0, r1.x -ret -// Approximately 34 instruction slots used -#endif - -const BYTE g_BlitFromCubeArray[] = -{ - 68, 88, 66, 67, 59, 147, - 203, 21, 33, 208, 116, 167, - 11, 254, 103, 46, 206, 206, - 176, 66, 1, 0, 0, 0, - 196, 6, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 160, 2, 0, 0, 248, 2, - 0, 0, 44, 3, 0, 0, - 40, 6, 0, 0, 82, 68, - 69, 70, 100, 2, 0, 0, - 1, 0, 0, 0, 212, 0, - 0, 0, 3, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 60, 2, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 156, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 170, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 10, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 13, 0, 0, 0, 193, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 83, 111, 117, 114, 99, 101, - 83, 97, 109, 112, 108, 101, - 114, 0, 83, 111, 117, 114, - 99, 101, 84, 101, 120, 116, - 117, 114, 101, 67, 117, 98, - 101, 65, 114, 114, 97, 121, - 0, 83, 111, 117, 114, 99, - 101, 82, 101, 103, 105, 111, - 110, 66, 117, 102, 102, 101, - 114, 0, 193, 0, 0, 0, - 4, 0, 0, 0, 236, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 140, 1, 0, 0, - 0, 0, 0, 0, 8, 0, - 0, 0, 2, 0, 0, 0, - 160, 1, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 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0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/src/gpu/d3d11/SDL_gpu_d3d11.c b/src/gpu/d3d11/SDL_gpu_d3d11.c deleted file mode 100644 index f2a864bac..000000000 --- a/src/gpu/d3d11/SDL_gpu_d3d11.c +++ /dev/null @@ -1,6534 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2024 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#include "SDL_internal.h" - -#ifdef SDL_GPU_D3D11 - -#define D3D11_NO_HELPERS -#define CINTERFACE -#define COBJMACROS - -#include -#include -#include -#include -#include - -#include "../SDL_sysgpu.h" - -#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ -#define HAVE_IDXGIINFOQUEUE -#endif - -// Function Pointer Signatures -typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY1)(const GUID *riid, void **ppFactory); -typedef HRESULT(WINAPI *PFN_DXGI_GET_DEBUG_INTERFACE)(const GUID *riid, void **ppDebug); - -// IIDs (from https://www.magnumdb.com/) -static const IID D3D_IID_IDXGIFactory1 = { 0x770aae78, 0xf26f, 0x4dba, { 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87 } }; -static const IID D3D_IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } }; -static const IID D3D_IID_IDXGIFactory5 = { 0x7632e1f5, 0xee65, 0x4dca, { 0x87, 0xfd, 0x84, 0xcd, 0x75, 0xf8, 0x83, 0x8d } }; -static const IID D3D_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; -static const IID D3D_IID_IDXGIAdapter1 = { 0x29038f61, 0x3839, 0x4626, { 0x91, 0xfd, 0x08, 0x68, 0x79, 0x01, 0x1a, 0x05 } }; -static const IID D3D_IID_IDXGISwapChain3 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; -static const IID D3D_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; -static const IID D3D_IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } }; -static const IID D3D_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; -static const IID D3D_IID_IDXGIDebug = { 0x119e7452, 0xde9e, 0x40fe, { 0x88, 0x06, 0x88, 0xf9, 0x0c, 0x12, 0xb4, 0x41 } }; -#ifdef HAVE_IDXGIINFOQUEUE -static const IID D3D_IID_IDXGIInfoQueue = { 0xd67441c7, 0x672a, 0x476f, { 0x9e, 0x82, 0xcd, 0x55, 0xb4, 0x49, 0x49, 0xce } }; -#endif - -static const GUID D3D_IID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } }; -static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x08 } }; - -// Defines - -#if defined(_WIN32) -#define D3D11_DLL "d3d11.dll" -#define DXGI_DLL "dxgi.dll" -#define DXGIDEBUG_DLL "dxgidebug.dll" -#elif defined(__APPLE__) -#define D3D11_DLL "libdxvk_d3d11.0.dylib" -#define DXGI_DLL "libdxvk_dxgi.0.dylib" -#define DXGIDEBUG_DLL "libdxvk_dxgidebug.0.dylib" -#else -#define D3D11_DLL "libdxvk_d3d11.so.0" -#define DXGI_DLL "libdxvk_dxgi.so.0" -#define DXGIDEBUG_DLL "libdxvk_dxgidebug.so.0" -#endif - -#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice" -#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1" -#define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface" -#define WINDOW_PROPERTY_DATA "SDL_GPUD3D11WindowPropertyData" - -#define SDL_GPU_SHADERSTAGE_COMPUTE 2 - -#ifdef _WIN32 -#define HRESULT_FMT "(0x%08lX)" -#else -#define HRESULT_FMT "(0x%08X)" -#endif - -// Built-in shaders, compiled with compile_shaders.bat - -#define g_FullscreenVert D3D11_FullscreenVert -#define g_BlitFrom2D D3D11_BlitFrom2D -#define g_BlitFrom2DArray D3D11_BlitFrom2DArray -#define g_BlitFrom3D D3D11_BlitFrom3D -#define g_BlitFromCube D3D11_BlitFromCube -#define g_BlitFromCubeArray D3D11_BlitFromCubeArray -#include "D3D11_Blit.h" -#undef g_FullscreenVert -#undef g_BlitFrom2D -#undef g_BlitFrom2DArray -#undef g_BlitFrom3D -#undef g_BlitFromCube -#undef g_BlitFromCubeArray - -// Macros - -#define SET_ERROR_AND_RETURN(fmt, msg, ret) \ - if (renderer->debugMode) { \ - SDL_LogError(SDL_LOG_CATEGORY_GPU, fmt, msg); \ - } \ - SDL_SetError(fmt, msg); \ - return ret; \ - -#define SET_STRING_ERROR_AND_RETURN(msg, ret) SET_ERROR_AND_RETURN("%s", msg, ret) - -#define CHECK_D3D11_ERROR_AND_RETURN(msg, ret) \ - if (FAILED(res)) { \ - D3D11_INTERNAL_SetError(renderer, msg, res); \ - return ret; \ - } - -#define TRACK_RESOURCE(resource, type, array, count, capacity) \ - Uint32 i; \ - \ - for (i = 0; i < commandBuffer->count; i += 1) { \ - if (commandBuffer->array[i] == resource) { \ - return; \ - } \ - } \ - \ - if (commandBuffer->count == commandBuffer->capacity) { \ - commandBuffer->capacity += 1; \ - commandBuffer->array = SDL_realloc( \ - commandBuffer->array, \ - commandBuffer->capacity * sizeof(type)); \ - } \ - commandBuffer->array[commandBuffer->count] = resource; \ - commandBuffer->count += 1; \ - SDL_AtomicIncRef(&resource->referenceCount); - -// Forward Declarations - -static bool D3D11_Wait(SDL_GPURenderer *driverData); -static void D3D11_ReleaseWindow( - SDL_GPURenderer *driverData, - SDL_Window *window); -static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData); - -// Conversions - -static SDL_GPUTextureFormat SwapchainCompositionToSDLTextureFormat[] = { - SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, // SDR - SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, // SDR_SRGB - SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, // HDR - SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, // HDR_ADVANCED -}; - -static DXGI_FORMAT SwapchainCompositionToTextureFormat[] = { - DXGI_FORMAT_B8G8R8A8_UNORM, // SDR - DXGI_FORMAT_B8G8R8A8_UNORM, /* SDR_SRGB */ // NOTE: The RTV uses the sRGB format - DXGI_FORMAT_R16G16B16A16_FLOAT, // HDR - DXGI_FORMAT_R10G10B10A2_UNORM, // HDR_ADVANCED -}; - -static DXGI_COLOR_SPACE_TYPE SwapchainCompositionToColorSpace[] = { - DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, // SDR - DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, // SDR_SRGB - DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, // HDR - DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 // HDR_ADVANCED -}; - -static DXGI_FORMAT SDLToD3D11_TextureFormat[] = { - DXGI_FORMAT_UNKNOWN, // INVALID - DXGI_FORMAT_A8_UNORM, // A8_UNORM - DXGI_FORMAT_R8_UNORM, // R8_UNORM - DXGI_FORMAT_R8G8_UNORM, // R8G8_UNORM - DXGI_FORMAT_R8G8B8A8_UNORM, // R8G8B8A8_UNORM - DXGI_FORMAT_R16_UNORM, // R16_UNORM - DXGI_FORMAT_R16G16_UNORM, // R16G16_UNORM - DXGI_FORMAT_R16G16B16A16_UNORM, // R16G16B16A16_UNORM - DXGI_FORMAT_R10G10B10A2_UNORM, // R10G10B10A2_UNORM - DXGI_FORMAT_B5G6R5_UNORM, // B5G6R5_UNORM - DXGI_FORMAT_B5G5R5A1_UNORM, // B5G5R5A1_UNORM - DXGI_FORMAT_B4G4R4A4_UNORM, // B4G4R4A4_UNORM - DXGI_FORMAT_B8G8R8A8_UNORM, // B8G8R8A8_UNORM - DXGI_FORMAT_BC1_UNORM, // BC1_UNORM - DXGI_FORMAT_BC2_UNORM, // BC2_UNORM - DXGI_FORMAT_BC3_UNORM, // BC3_UNORM - DXGI_FORMAT_BC4_UNORM, // BC4_UNORM - DXGI_FORMAT_BC5_UNORM, // BC5_UNORM - DXGI_FORMAT_BC7_UNORM, // BC7_UNORM - DXGI_FORMAT_BC6H_SF16, // BC6H_FLOAT - DXGI_FORMAT_BC6H_UF16, // BC6H_UFLOAT - DXGI_FORMAT_R8_SNORM, // R8_SNORM - DXGI_FORMAT_R8G8_SNORM, // R8G8_SNORM - DXGI_FORMAT_R8G8B8A8_SNORM, // R8G8B8A8_SNORM - DXGI_FORMAT_R16_SNORM, // R16_SNORM - DXGI_FORMAT_R16G16_SNORM, // R16G16_SNORM - DXGI_FORMAT_R16G16B16A16_SNORM, // R16G16B16A16_SNORM - DXGI_FORMAT_R16_FLOAT, // R16_FLOAT - DXGI_FORMAT_R16G16_FLOAT, // R16G16_FLOAT - DXGI_FORMAT_R16G16B16A16_FLOAT, // R16G16B16A16_FLOAT - DXGI_FORMAT_R32_FLOAT, // R32_FLOAT - DXGI_FORMAT_R32G32_FLOAT, // R32G32_FLOAT - DXGI_FORMAT_R32G32B32A32_FLOAT, // R32G32B32A32_FLOAT - DXGI_FORMAT_R11G11B10_FLOAT, // R11G11B10_UFLOAT - DXGI_FORMAT_R8_UINT, // R8_UINT - DXGI_FORMAT_R8G8_UINT, // R8G8_UINT - DXGI_FORMAT_R8G8B8A8_UINT, // R8G8B8A8_UINT - DXGI_FORMAT_R16_UINT, // R16_UINT - DXGI_FORMAT_R16G16_UINT, // R16G16_UINT - DXGI_FORMAT_R16G16B16A16_UINT, // R16G16B16A16_UINT - DXGI_FORMAT_R32_UINT, // R32_UINT - DXGI_FORMAT_R32G32_UINT, // R32G32_UINT - DXGI_FORMAT_R32G32B32A32_UINT, // R32G32B32A32_UINT - DXGI_FORMAT_R8_SINT, // R8_INT - DXGI_FORMAT_R8G8_SINT, // R8G8_INT - DXGI_FORMAT_R8G8B8A8_SINT, // R8G8B8A8_INT - DXGI_FORMAT_R16_SINT, // R16_INT - DXGI_FORMAT_R16G16_SINT, // R16G16_INT - DXGI_FORMAT_R16G16B16A16_SINT, // R16G16B16A16_INT - DXGI_FORMAT_R32_SINT, // R32_INT - DXGI_FORMAT_R32G32_SINT, // R32G32_INT - DXGI_FORMAT_R32G32B32A32_SINT, // R32G32B32A32_INT - DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, // R8G8B8A8_UNORM_SRGB - DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, // B8G8R8A8_UNORM_SRGB - DXGI_FORMAT_BC1_UNORM_SRGB, // BC1_UNORM_SRGB - DXGI_FORMAT_BC2_UNORM_SRGB, // BC2_UNORM_SRGB - DXGI_FORMAT_BC3_UNORM_SRGB, // BC3_UNORM_SRGB - DXGI_FORMAT_BC7_UNORM_SRGB, // BC7_UNORM_SRGB - DXGI_FORMAT_D16_UNORM, // D16_UNORM - DXGI_FORMAT_D24_UNORM_S8_UINT, // D24_UNORM - DXGI_FORMAT_D32_FLOAT, // D32_FLOAT - DXGI_FORMAT_D24_UNORM_S8_UINT, // D24_UNORM_S8_UINT - DXGI_FORMAT_D32_FLOAT_S8X24_UINT, // D32_FLOAT_S8_UINT - DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM - DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM_SRGB - DXGI_FORMAT_UNKNOWN, // ASTC_4x4_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_5x4_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_5x5_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_6x5_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_6x6_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_8x5_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_8x6_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_8x8_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_10x5_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_10x6_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_10x8_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_10x10_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_12x10_FLOAT - DXGI_FORMAT_UNKNOWN, // ASTC_12x12_FLOAT -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_TextureFormat, SDL_arraysize(SDLToD3D11_TextureFormat) == SDL_GPU_TEXTUREFORMAT_MAX_ENUM_VALUE); - -static DXGI_FORMAT SDLToD3D11_VertexFormat[] = { - DXGI_FORMAT_UNKNOWN, // INVALID - DXGI_FORMAT_R32_SINT, // INT - DXGI_FORMAT_R32G32_SINT, // INT2 - DXGI_FORMAT_R32G32B32_SINT, // INT3 - DXGI_FORMAT_R32G32B32A32_SINT, // INT4 - DXGI_FORMAT_R32_UINT, // UINT - DXGI_FORMAT_R32G32_UINT, // UINT2 - DXGI_FORMAT_R32G32B32_UINT, // UINT3 - DXGI_FORMAT_R32G32B32A32_UINT, // UINT4 - DXGI_FORMAT_R32_FLOAT, // FLOAT - DXGI_FORMAT_R32G32_FLOAT, // FLOAT2 - DXGI_FORMAT_R32G32B32_FLOAT, // FLOAT3 - DXGI_FORMAT_R32G32B32A32_FLOAT, // FLOAT4 - DXGI_FORMAT_R8G8_SINT, // BYTE2 - DXGI_FORMAT_R8G8B8A8_SINT, // BYTE4 - DXGI_FORMAT_R8G8_UINT, // UBYTE2 - DXGI_FORMAT_R8G8B8A8_UINT, // UBYTE4 - DXGI_FORMAT_R8G8_SNORM, // BYTE2_NORM - DXGI_FORMAT_R8G8B8A8_SNORM, // BYTE4_NORM - DXGI_FORMAT_R8G8_UNORM, // UBYTE2_NORM - DXGI_FORMAT_R8G8B8A8_UNORM, // UBYTE4_NORM - DXGI_FORMAT_R16G16_SINT, // SHORT2 - DXGI_FORMAT_R16G16B16A16_SINT, // SHORT4 - DXGI_FORMAT_R16G16_UINT, // USHORT2 - DXGI_FORMAT_R16G16B16A16_UINT, // USHORT4 - DXGI_FORMAT_R16G16_SNORM, // SHORT2_NORM - DXGI_FORMAT_R16G16B16A16_SNORM, // SHORT4_NORM - DXGI_FORMAT_R16G16_UNORM, // USHORT2_NORM - DXGI_FORMAT_R16G16B16A16_UNORM, // USHORT4_NORM - DXGI_FORMAT_R16G16_FLOAT, // HALF2 - DXGI_FORMAT_R16G16B16A16_FLOAT // HALF4 -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_VertexFormat, SDL_arraysize(SDLToD3D11_VertexFormat) == SDL_GPU_VERTEXELEMENTFORMAT_MAX_ENUM_VALUE); - -static Uint32 SDLToD3D11_SampleCount[] = { - 1, // SDL_GPU_SAMPLECOUNT_1 - 2, // SDL_GPU_SAMPLECOUNT_2 - 4, // SDL_GPU_SAMPLECOUNT_4 - 8 // SDL_GPU_SAMPLECOUNT_8 -}; - -static DXGI_FORMAT SDLToD3D11_IndexType[] = { - DXGI_FORMAT_R16_UINT, // 16BIT - DXGI_FORMAT_R32_UINT // 32BIT -}; - -static D3D11_PRIMITIVE_TOPOLOGY SDLToD3D11_PrimitiveType[] = { - D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, // TRIANGLELIST - D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, // TRIANGLESTRIP - D3D_PRIMITIVE_TOPOLOGY_LINELIST, // LINELIST - D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, // LINESTRIP - D3D_PRIMITIVE_TOPOLOGY_POINTLIST // POINTLIST -}; - -static D3D11_CULL_MODE SDLToD3D11_CullMode[] = { - D3D11_CULL_NONE, // NONE - D3D11_CULL_FRONT, // FRONT - D3D11_CULL_BACK // BACK -}; - -static D3D11_BLEND SDLToD3D11_BlendFactor[] = { - D3D11_BLEND_ZERO, // INVALID - D3D11_BLEND_ZERO, // ZERO - D3D11_BLEND_ONE, // ONE - D3D11_BLEND_SRC_COLOR, // SRC_COLOR - D3D11_BLEND_INV_SRC_COLOR, // ONE_MINUS_SRC_COLOR - D3D11_BLEND_DEST_COLOR, // DST_COLOR - D3D11_BLEND_INV_DEST_COLOR, // ONE_MINUS_DST_COLOR - D3D11_BLEND_SRC_ALPHA, // SRC_ALPHA - D3D11_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_ALPHA - D3D11_BLEND_DEST_ALPHA, // DST_ALPHA - D3D11_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_ALPHA - D3D11_BLEND_BLEND_FACTOR, // CONSTANT_COLOR - D3D11_BLEND_INV_BLEND_FACTOR, // ONE_MINUS_CONSTANT_COLOR - D3D11_BLEND_SRC_ALPHA_SAT, // SRC_ALPHA_SATURATE -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_BlendFactor, SDL_arraysize(SDLToD3D11_BlendFactor) == SDL_GPU_BLENDFACTOR_MAX_ENUM_VALUE); - -static D3D11_BLEND SDLToD3D11_BlendFactorAlpha[] = { - D3D11_BLEND_ZERO, // ALPHA - D3D11_BLEND_ZERO, // ZERO - D3D11_BLEND_ONE, // ONE - D3D11_BLEND_SRC_ALPHA, // SRC_COLOR - D3D11_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_COLOR - D3D11_BLEND_DEST_ALPHA, // DST_COLOR - D3D11_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_COLOR - D3D11_BLEND_SRC_ALPHA, // SRC_ALPHA - D3D11_BLEND_INV_SRC_ALPHA, // ONE_MINUS_SRC_ALPHA - D3D11_BLEND_DEST_ALPHA, // DST_ALPHA - D3D11_BLEND_INV_DEST_ALPHA, // ONE_MINUS_DST_ALPHA - D3D11_BLEND_BLEND_FACTOR, // CONSTANT_COLOR - D3D11_BLEND_INV_BLEND_FACTOR, // ONE_MINUS_CONSTANT_COLOR - D3D11_BLEND_SRC_ALPHA_SAT, // SRC_ALPHA_SATURATE -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_BlendFactorAlpha, SDL_arraysize(SDLToD3D11_BlendFactorAlpha) == SDL_GPU_BLENDFACTOR_MAX_ENUM_VALUE); - -static D3D11_BLEND_OP SDLToD3D11_BlendOp[] = { - D3D11_BLEND_OP_ADD, // INVALID - D3D11_BLEND_OP_ADD, // ADD - D3D11_BLEND_OP_SUBTRACT, // SUBTRACT - D3D11_BLEND_OP_REV_SUBTRACT, // REVERSE_SUBTRACT - D3D11_BLEND_OP_MIN, // MIN - D3D11_BLEND_OP_MAX // MAX -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_BlendOp, SDL_arraysize(SDLToD3D11_BlendOp) == SDL_GPU_BLENDOP_MAX_ENUM_VALUE); - -static D3D11_COMPARISON_FUNC SDLToD3D11_CompareOp[] = { - D3D11_COMPARISON_NEVER, // INVALID - D3D11_COMPARISON_NEVER, // NEVER - D3D11_COMPARISON_LESS, // LESS - D3D11_COMPARISON_EQUAL, // EQUAL - D3D11_COMPARISON_LESS_EQUAL, // LESS_OR_EQUAL - D3D11_COMPARISON_GREATER, // GREATER - D3D11_COMPARISON_NOT_EQUAL, // NOT_EQUAL - D3D11_COMPARISON_GREATER_EQUAL, // GREATER_OR_EQUAL - D3D11_COMPARISON_ALWAYS // ALWAYS -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_CompareOp, SDL_arraysize(SDLToD3D11_CompareOp) == SDL_GPU_COMPAREOP_MAX_ENUM_VALUE); - -static D3D11_STENCIL_OP SDLToD3D11_StencilOp[] = { - D3D11_STENCIL_OP_KEEP, // INVALID - D3D11_STENCIL_OP_KEEP, // KEEP - D3D11_STENCIL_OP_ZERO, // ZERO - D3D11_STENCIL_OP_REPLACE, // REPLACE - D3D11_STENCIL_OP_INCR_SAT, // INCREMENT_AND_CLAMP - D3D11_STENCIL_OP_DECR_SAT, // DECREMENT_AND_CLAMP - D3D11_STENCIL_OP_INVERT, // INVERT - D3D11_STENCIL_OP_INCR, // INCREMENT_AND_WRAP - D3D11_STENCIL_OP_DECR // DECREMENT_AND_WRAP -}; -SDL_COMPILE_TIME_ASSERT(SDLToD3D11_StencilOp, SDL_arraysize(SDLToD3D11_StencilOp) == SDL_GPU_STENCILOP_MAX_ENUM_VALUE); - -static D3D11_INPUT_CLASSIFICATION SDLToD3D11_VertexInputRate[] = { - D3D11_INPUT_PER_VERTEX_DATA, // VERTEX - D3D11_INPUT_PER_INSTANCE_DATA // INSTANCE -}; - -static D3D11_TEXTURE_ADDRESS_MODE SDLToD3D11_SamplerAddressMode[] = { - D3D11_TEXTURE_ADDRESS_WRAP, // REPEAT - D3D11_TEXTURE_ADDRESS_MIRROR, // MIRRORED_REPEAT - D3D11_TEXTURE_ADDRESS_CLAMP // CLAMP_TO_EDGE -}; - -static D3D11_FILTER SDLToD3D11_Filter(const SDL_GPUSamplerCreateInfo *createInfo) -{ - if (createInfo->min_filter == SDL_GPU_FILTER_LINEAR) { - if (createInfo->mag_filter == SDL_GPU_FILTER_LINEAR) { - if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) { - return D3D11_FILTER_MIN_MAG_MIP_LINEAR; - } else { - return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; - } - } else { - if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) { - return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; - } else { - return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; - } - } - } else { - if (createInfo->mag_filter == SDL_GPU_FILTER_LINEAR) { - if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) { - return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; - } else { - return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; - } - } else { - if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) { - return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; - } else { - return D3D11_FILTER_MIN_MAG_MIP_POINT; - } - } - } -} - -// Structs - -typedef struct D3D11Texture D3D11Texture; - -typedef struct D3D11TextureContainer -{ - TextureCommonHeader header; - - D3D11Texture *activeTexture; - - Uint32 textureCapacity; - Uint32 textureCount; - D3D11Texture **textures; - - char *debugName; - bool canBeCycled; -} D3D11TextureContainer; - -typedef struct D3D11TextureSubresource -{ - D3D11Texture *parent; - Uint32 layer; - Uint32 level; - Uint32 depth; // total depth - Uint32 index; - - // One RTV per depth slice - ID3D11RenderTargetView **colorTargetViews; // NULL if not a color target - - ID3D11UnorderedAccessView *uav; // NULL if not a storage texture - ID3D11DepthStencilView *depthStencilTargetView; // NULL if not a depth stencil target -} D3D11TextureSubresource; - -struct D3D11Texture -{ - D3D11TextureContainer *container; - Uint32 containerIndex; - - ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */ - ID3D11ShaderResourceView *shaderView; - - D3D11TextureSubresource *subresources; - Uint32 subresourceCount; /* layerCount * num_levels */ - - SDL_AtomicInt referenceCount; -}; - -typedef struct D3D11Fence -{ - ID3D11Query *handle; - SDL_AtomicInt referenceCount; -} D3D11Fence; - -typedef struct D3D11WindowData -{ - SDL_Window *window; - IDXGISwapChain *swapchain; - D3D11Texture texture; - D3D11TextureContainer textureContainer; - SDL_GPUPresentMode presentMode; - SDL_GPUSwapchainComposition swapchainComposition; - DXGI_FORMAT swapchainFormat; - DXGI_COLOR_SPACE_TYPE swapchainColorSpace; - Uint32 width; - Uint32 height; - SDL_GPUFence *inFlightFences[MAX_FRAMES_IN_FLIGHT]; - Uint32 frameCounter; - bool needsSwapchainRecreate; -} D3D11WindowData; - -typedef struct D3D11Shader -{ - ID3D11DeviceChild *handle; // ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader - void *bytecode; - size_t bytecodeSize; - - Uint32 numSamplers; - Uint32 numUniformBuffers; - Uint32 numStorageBuffers; - Uint32 numStorageTextures; -} D3D11Shader; - -typedef struct D3D11GraphicsPipeline -{ - Sint32 numColorTargets; - DXGI_FORMAT colorTargetFormats[MAX_COLOR_TARGET_BINDINGS]; - ID3D11BlendState *colorTargetBlendState; - Uint32 sampleMask; - - SDL_GPUMultisampleState multisampleState; - - Uint8 hasDepthStencilTarget; - DXGI_FORMAT depthStencilTargetFormat; - ID3D11DepthStencilState *depthStencilState; - - SDL_GPUPrimitiveType primitiveType; - ID3D11RasterizerState *rasterizerState; - - ID3D11VertexShader *vertexShader; - ID3D11PixelShader *fragmentShader; - - ID3D11InputLayout *inputLayout; - Uint32 vertexStrides[MAX_VERTEX_BUFFERS]; - - Uint32 vertexSamplerCount; - Uint32 vertexUniformBufferCount; - Uint32 vertexStorageBufferCount; - Uint32 vertexStorageTextureCount; - - Uint32 fragmentSamplerCount; - Uint32 fragmentUniformBufferCount; - Uint32 fragmentStorageBufferCount; - Uint32 fragmentStorageTextureCount; -} D3D11GraphicsPipeline; - -typedef struct D3D11ComputePipeline -{ - ID3D11ComputeShader *computeShader; - - Uint32 numSamplers; - Uint32 numReadonlyStorageTextures; - Uint32 numReadWriteStorageTextures; - Uint32 numReadonlyStorageBuffers; - Uint32 numReadWriteStorageBuffers; - Uint32 numUniformBuffers; -} D3D11ComputePipeline; - -typedef struct D3D11Buffer -{ - ID3D11Buffer *handle; - ID3D11UnorderedAccessView *uav; - ID3D11ShaderResourceView *srv; - Uint32 size; - SDL_AtomicInt referenceCount; -} D3D11Buffer; - -typedef struct D3D11BufferContainer -{ - D3D11Buffer *activeBuffer; - - Uint32 bufferCapacity; - Uint32 bufferCount; - D3D11Buffer **buffers; - - D3D11_BUFFER_DESC bufferDesc; - - char *debugName; -} D3D11BufferContainer; - -typedef struct D3D11BufferDownload -{ - ID3D11Buffer *stagingBuffer; - Uint32 dstOffset; - Uint32 size; -} D3D11BufferDownload; - -typedef struct D3D11TextureDownload -{ - ID3D11Resource *stagingTexture; - Uint32 width; - Uint32 height; - Uint32 depth; - Uint32 bufferOffset; - Uint32 bytesPerRow; - Uint32 bytesPerDepthSlice; -} D3D11TextureDownload; - -typedef struct D3D11TransferBuffer -{ - Uint8 *data; - Uint32 size; - SDL_AtomicInt referenceCount; - - D3D11BufferDownload *bufferDownloads; - Uint32 bufferDownloadCount; - Uint32 bufferDownloadCapacity; - - D3D11TextureDownload *textureDownloads; - Uint32 textureDownloadCount; - Uint32 textureDownloadCapacity; -} D3D11TransferBuffer; - -typedef struct D3D11TransferBufferContainer -{ - D3D11TransferBuffer *activeBuffer; - - /* These are all the buffers that have been used by this container. - * If the resource is bound and then updated with DISCARD, a new resource - * will be added to this list. - * These can be reused after they are submitted and command processing is complete. - */ - Uint32 bufferCapacity; - Uint32 bufferCount; - D3D11TransferBuffer **buffers; -} D3D11TransferBufferContainer; - -typedef struct D3D11UniformBuffer -{ - ID3D11Buffer *buffer; - void *mappedData; - - Uint32 drawOffset; - Uint32 writeOffset; - Uint32 currentBlockSize; -} D3D11UniformBuffer; - -typedef struct D3D11Sampler -{ - ID3D11SamplerState *handle; -} D3D11Sampler; - -typedef struct D3D11Renderer D3D11Renderer; - -typedef struct D3D11CommandBuffer -{ - CommandBufferCommonHeader common; - D3D11Renderer *renderer; - - // Deferred Context - ID3D11DeviceContext1 *context; - - // Presentation - D3D11WindowData **windowDatas; - Uint32 windowDataCount; - Uint32 windowDataCapacity; - - // Render Pass - D3D11GraphicsPipeline *graphicsPipeline; - Uint8 stencilRef; - SDL_FColor blendConstants; - D3D11TextureSubresource *colorTargetSubresources[MAX_COLOR_TARGET_BINDINGS]; - D3D11TextureSubresource *colorResolveSubresources[MAX_COLOR_TARGET_BINDINGS]; - - // Compute Pass - D3D11ComputePipeline *computePipeline; - - // Debug Annotation - ID3DUserDefinedAnnotation *annotation; - - // Resource slot state - - bool needVertexBufferBind; - - bool needVertexSamplerBind; - bool needVertexStorageTextureBind; - bool needVertexStorageBufferBind; - bool needVertexUniformBufferBind; - - bool needFragmentSamplerBind; - bool needFragmentStorageTextureBind; - bool needFragmentStorageBufferBind; - bool needFragmentUniformBufferBind; - - bool needComputeSamplerBind; - bool needComputeReadOnlyTextureBind; - bool needComputeReadOnlyBufferBind; - bool needComputeUniformBufferBind; - - // defer OMSetBlendState because it combines three different states - bool needBlendStateSet; - - ID3D11Buffer *vertexBuffers[MAX_VERTEX_BUFFERS]; - Uint32 vertexBufferOffsets[MAX_VERTEX_BUFFERS]; - Uint32 vertexBufferCount; - - D3D11Texture *vertexSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Sampler *vertexSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Texture *vertexStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; - D3D11Buffer *vertexStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; - - D3D11Texture *fragmentSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Sampler *fragmentSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Texture *fragmentStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; - D3D11Buffer *fragmentStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; - - D3D11Texture *computeSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Sampler *computeSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - D3D11Texture *computeReadOnlyStorageTextures[MAX_STORAGE_TEXTURES_PER_STAGE]; - D3D11Buffer *computeReadOnlyStorageBuffers[MAX_STORAGE_BUFFERS_PER_STAGE]; - D3D11TextureSubresource *computeReadWriteStorageTextureSubresources[MAX_COMPUTE_WRITE_TEXTURES]; - D3D11Buffer *computeReadWriteStorageBuffers[MAX_COMPUTE_WRITE_BUFFERS]; - - // Uniform buffers - D3D11UniformBuffer *vertexUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; - D3D11UniformBuffer *fragmentUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; - D3D11UniformBuffer *computeUniformBuffers[MAX_UNIFORM_BUFFERS_PER_STAGE]; - - // Fences - D3D11Fence *fence; - bool autoReleaseFence; - - // Reference Counting - D3D11Buffer **usedBuffers; - Uint32 usedBufferCount; - Uint32 usedBufferCapacity; - - D3D11TransferBuffer **usedTransferBuffers; - Uint32 usedTransferBufferCount; - Uint32 usedTransferBufferCapacity; - - D3D11Texture **usedTextures; - Uint32 usedTextureCount; - Uint32 usedTextureCapacity; - - D3D11UniformBuffer **usedUniformBuffers; - Uint32 usedUniformBufferCount; - Uint32 usedUniformBufferCapacity; -} D3D11CommandBuffer; - -struct D3D11Renderer -{ - ID3D11Device1 *device; - ID3D11DeviceContext *immediateContext; - IDXGIFactory1 *factory; - IDXGIAdapter1 *adapter; - IDXGIDebug *dxgiDebug; -#ifdef HAVE_IDXGIINFOQUEUE - IDXGIInfoQueue *dxgiInfoQueue; -#endif - - SDL_SharedObject *d3d11_dll; - SDL_SharedObject *dxgi_dll; - SDL_SharedObject *dxgidebug_dll; - - Uint8 debugMode; - BOOL supportsTearing; - Uint8 supportsFlipDiscard; - - SDL_iconv_t iconv; - - // Blit - BlitPipelineCacheEntry blitPipelines[5]; - SDL_GPUSampler *blitNearestSampler; - SDL_GPUSampler *blitLinearSampler; - - // Resource Tracking - D3D11WindowData **claimedWindows; - Uint32 claimedWindowCount; - Uint32 claimedWindowCapacity; - - D3D11CommandBuffer **availableCommandBuffers; - Uint32 availableCommandBufferCount; - Uint32 availableCommandBufferCapacity; - - D3D11CommandBuffer **submittedCommandBuffers; - Uint32 submittedCommandBufferCount; - Uint32 submittedCommandBufferCapacity; - - D3D11Fence **availableFences; - Uint32 availableFenceCount; - Uint32 availableFenceCapacity; - - D3D11UniformBuffer **uniformBufferPool; - Uint32 uniformBufferPoolCount; - Uint32 uniformBufferPoolCapacity; - - D3D11TransferBufferContainer **transferBufferContainersToDestroy; - Uint32 transferBufferContainersToDestroyCount; - Uint32 transferBufferContainersToDestroyCapacity; - - D3D11BufferContainer **bufferContainersToDestroy; - Uint32 bufferContainersToDestroyCount; - Uint32 bufferContainersToDestroyCapacity; - - D3D11TextureContainer **textureContainersToDestroy; - Uint32 textureContainersToDestroyCount; - Uint32 textureContainersToDestroyCapacity; - - SDL_Mutex *contextLock; - SDL_Mutex *acquireCommandBufferLock; - SDL_Mutex *acquireUniformBufferLock; - SDL_Mutex *fenceLock; - SDL_Mutex *windowLock; - - // Null arrays for resetting resource slots - ID3D11RenderTargetView *nullRTVs[MAX_COLOR_TARGET_BINDINGS]; - - ID3D11ShaderResourceView *nullSRVs[MAX_TEXTURE_SAMPLERS_PER_STAGE * 2 + - MAX_STORAGE_TEXTURES_PER_STAGE + - MAX_STORAGE_BUFFERS_PER_STAGE]; - - ID3D11SamplerState *nullSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE * 2]; - - ID3D11UnorderedAccessView *nullUAVs[MAX_COMPUTE_WRITE_TEXTURES + - MAX_COMPUTE_WRITE_BUFFERS]; -}; - -// Logging - -static void D3D11_INTERNAL_SetError( - D3D11Renderer *renderer, - const char *msg, - HRESULT res) -{ -#define MAX_ERROR_LEN 1024 // FIXME: Arbitrary! - - // Buffer for text, ensure space for \0 terminator after buffer - char wszMsgBuff[MAX_ERROR_LEN + 1]; - DWORD dwChars; // Number of chars returned. - - if (res == DXGI_ERROR_DEVICE_REMOVED) { - res = ID3D11Device_GetDeviceRemovedReason(renderer->device); - } - - // Try to get the message from the system errors. -#ifdef _WIN32 - dwChars = FormatMessageA( - FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, - NULL, - res, - 0, - wszMsgBuff, - MAX_ERROR_LEN, - NULL); -#else - // FIXME: Do we have error strings in dxvk-native? -flibit - dwChars = 0; -#endif - - // No message? Screw it, just post the code. - if (dwChars == 0) { - if (renderer->debugMode) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: " HRESULT_FMT, msg, res); - } - SDL_SetError("%s! Error Code: " HRESULT_FMT, msg, res); - return; - } - - // Ensure valid range - dwChars = SDL_min(dwChars, MAX_ERROR_LEN); - - // Trim whitespace from tail of message - while (dwChars > 0) { - if (wszMsgBuff[dwChars - 1] <= ' ') { - dwChars--; - } else { - break; - } - } - - // Ensure null-terminated string - wszMsgBuff[dwChars] = '\0'; - - if (renderer->debugMode) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res); - } - SDL_SetError("%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res); -} - -// Helper Functions - -static inline Uint32 D3D11_INTERNAL_CalcSubresource( - Uint32 mipLevel, - Uint32 layer, - Uint32 numLevels) -{ - return mipLevel + (layer * numLevels); -} - -static inline Uint32 D3D11_INTERNAL_NextHighestAlignment( - Uint32 n, - Uint32 align) -{ - return align * ((n + align - 1) / align); -} - -static DXGI_FORMAT D3D11_INTERNAL_GetTypelessFormat( - DXGI_FORMAT typedFormat) -{ - switch (typedFormat) { - case DXGI_FORMAT_D16_UNORM: - return DXGI_FORMAT_R16_TYPELESS; - case DXGI_FORMAT_D32_FLOAT: - return DXGI_FORMAT_R32_TYPELESS; - case DXGI_FORMAT_D24_UNORM_S8_UINT: - return DXGI_FORMAT_R24G8_TYPELESS; - case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: - return DXGI_FORMAT_R32G8X24_TYPELESS; - default: - return DXGI_FORMAT_UNKNOWN; - } -} - -static DXGI_FORMAT D3D11_INTERNAL_GetSampleableFormat( - DXGI_FORMAT format) -{ - switch (format) { - case DXGI_FORMAT_R16_TYPELESS: - return DXGI_FORMAT_R16_UNORM; - case DXGI_FORMAT_R32_TYPELESS: - return DXGI_FORMAT_R32_FLOAT; - case DXGI_FORMAT_R24G8_TYPELESS: - return DXGI_FORMAT_R24_UNORM_X8_TYPELESS; - case DXGI_FORMAT_R32G8X24_TYPELESS: - return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS; - default: - return format; - } -} - -// Quit - -static void D3D11_INTERNAL_DestroyBufferContainer( - D3D11BufferContainer *container) -{ - for (Uint32 i = 0; i < container->bufferCount; i += 1) { - D3D11Buffer *d3d11Buffer = container->buffers[i]; - - if (d3d11Buffer->uav != NULL) { - ID3D11UnorderedAccessView_Release(d3d11Buffer->uav); - } - - if (d3d11Buffer->srv != NULL) { - ID3D11ShaderResourceView_Release(d3d11Buffer->srv); - } - - ID3D11Buffer_Release(d3d11Buffer->handle); - - SDL_free(d3d11Buffer); - } - - SDL_free(container->buffers); - SDL_free(container); -} - -static void D3D11_DestroyDevice( - SDL_GPUDevice *device) -{ - D3D11Renderer *renderer = (D3D11Renderer *)device->driverData; - - // Flush any remaining GPU work... - D3D11_Wait(device->driverData); - - // Release the window data - for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { - D3D11_ReleaseWindow(device->driverData, renderer->claimedWindows[i]->window); - } - SDL_free(renderer->claimedWindows); - - // Release the blit resources - D3D11_INTERNAL_DestroyBlitPipelines(device->driverData); - - // Release UBOs - for (Uint32 i = 0; i < renderer->uniformBufferPoolCount; i += 1) { - ID3D11Buffer_Release(renderer->uniformBufferPool[i]->buffer); - SDL_free(renderer->uniformBufferPool[i]); - } - SDL_free(renderer->uniformBufferPool); - - // Release command buffer infrastructure - for (Uint32 i = 0; i < renderer->availableCommandBufferCount; i += 1) { - D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i]; - if (commandBuffer->annotation) { - ID3DUserDefinedAnnotation_Release(commandBuffer->annotation); - } - ID3D11DeviceContext_Release(commandBuffer->context); - SDL_free(commandBuffer->usedBuffers); - SDL_free(commandBuffer->usedTransferBuffers); - SDL_free(commandBuffer); - } - SDL_free(renderer->availableCommandBuffers); - SDL_free(renderer->submittedCommandBuffers); - - // Release fence infrastructure - for (Uint32 i = 0; i < renderer->availableFenceCount; i += 1) { - D3D11Fence *fence = renderer->availableFences[i]; - ID3D11Query_Release(fence->handle); - SDL_free(fence); - } - SDL_free(renderer->availableFences); - - // Release the iconv, if applicable - if (renderer->iconv != NULL) { - SDL_iconv_close(renderer->iconv); - } - - // Release the mutexes - SDL_DestroyMutex(renderer->acquireCommandBufferLock); - SDL_DestroyMutex(renderer->acquireUniformBufferLock); - SDL_DestroyMutex(renderer->contextLock); - SDL_DestroyMutex(renderer->fenceLock); - SDL_DestroyMutex(renderer->windowLock); - - // Release the device and associated objects - ID3D11DeviceContext_Release(renderer->immediateContext); - ID3D11Device_Release(renderer->device); - IDXGIAdapter_Release(renderer->adapter); - IDXGIFactory_Release(renderer->factory); - - // Report leaks and clean up debug objects - if (renderer->dxgiDebug) { - IDXGIDebug_ReportLiveObjects( - renderer->dxgiDebug, - D3D_IID_DXGI_DEBUG_ALL, - DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_DETAIL); - IDXGIDebug_Release(renderer->dxgiDebug); - } - -#ifdef HAVE_IDXGIINFOQUEUE - if (renderer->dxgiInfoQueue) { - IDXGIInfoQueue_Release(renderer->dxgiInfoQueue); - } -#endif - - // Release the DLLs - SDL_UnloadObject(renderer->d3d11_dll); - SDL_UnloadObject(renderer->dxgi_dll); - if (renderer->dxgidebug_dll) { - SDL_UnloadObject(renderer->dxgidebug_dll); - } - - // Free the primary structures - SDL_free(renderer); - SDL_free(device); -} - -// Resource tracking - -static void D3D11_INTERNAL_TrackBuffer( - D3D11CommandBuffer *commandBuffer, - D3D11Buffer *buffer) -{ - TRACK_RESOURCE( - buffer, - D3D11Buffer *, - usedBuffers, - usedBufferCount, - usedBufferCapacity); -} - -static void D3D11_INTERNAL_TrackTransferBuffer( - D3D11CommandBuffer *commandBuffer, - D3D11TransferBuffer *buffer) -{ - TRACK_RESOURCE( - buffer, - D3D11TransferBuffer *, - usedTransferBuffers, - usedTransferBufferCount, - usedTransferBufferCapacity); -} - -static void D3D11_INTERNAL_TrackTexture( - D3D11CommandBuffer *commandBuffer, - D3D11Texture *texture) -{ - TRACK_RESOURCE( - texture, - D3D11Texture *, - usedTextures, - usedTextureCount, - usedTextureCapacity); -} - -static void D3D11_INTERNAL_TrackUniformBuffer( - D3D11CommandBuffer *commandBuffer, - D3D11UniformBuffer *uniformBuffer) -{ - Uint32 i; - for (i = 0; i < commandBuffer->usedUniformBufferCount; i += 1) { - if (commandBuffer->usedUniformBuffers[i] == uniformBuffer) { - return; - } - } - - if (commandBuffer->usedUniformBufferCount == commandBuffer->usedUniformBufferCapacity) { - commandBuffer->usedUniformBufferCapacity += 1; - commandBuffer->usedUniformBuffers = SDL_realloc( - commandBuffer->usedUniformBuffers, - commandBuffer->usedUniformBufferCapacity * sizeof(D3D11UniformBuffer *)); - } - - commandBuffer->usedUniformBuffers[commandBuffer->usedUniformBufferCount] = uniformBuffer; - commandBuffer->usedUniformBufferCount += 1; -} - -// Disposal - -static void D3D11_INTERNAL_DestroyTexture(D3D11Texture *d3d11Texture) -{ - if (d3d11Texture->shaderView) { - ID3D11ShaderResourceView_Release(d3d11Texture->shaderView); - } - - for (Uint32 subresourceIndex = 0; subresourceIndex < d3d11Texture->subresourceCount; subresourceIndex += 1) { - if (d3d11Texture->subresources[subresourceIndex].colorTargetViews != NULL) { - for (Uint32 depthIndex = 0; depthIndex < d3d11Texture->subresources[subresourceIndex].depth; depthIndex += 1) { - ID3D11RenderTargetView_Release(d3d11Texture->subresources[subresourceIndex].colorTargetViews[depthIndex]); - } - SDL_free(d3d11Texture->subresources[subresourceIndex].colorTargetViews); - } - - if (d3d11Texture->subresources[subresourceIndex].depthStencilTargetView != NULL) { - ID3D11DepthStencilView_Release(d3d11Texture->subresources[subresourceIndex].depthStencilTargetView); - } - - if (d3d11Texture->subresources[subresourceIndex].uav != NULL) { - ID3D11UnorderedAccessView_Release(d3d11Texture->subresources[subresourceIndex].uav); - } - } - SDL_free(d3d11Texture->subresources); - - ID3D11Resource_Release(d3d11Texture->handle); -} - -static void D3D11_INTERNAL_DestroyTextureContainer( - D3D11TextureContainer *container) -{ - for (Uint32 i = 0; i < container->textureCount; i += 1) { - D3D11_INTERNAL_DestroyTexture(container->textures[i]); - } - - SDL_free(container->textures); - SDL_free(container); -} - -static void D3D11_ReleaseTexture( - SDL_GPURenderer *driverData, - SDL_GPUTexture *texture) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11TextureContainer *container = (D3D11TextureContainer *)texture; - - SDL_LockMutex(renderer->contextLock); - - EXPAND_ARRAY_IF_NEEDED( - renderer->textureContainersToDestroy, - D3D11TextureContainer *, - renderer->textureContainersToDestroyCount + 1, - renderer->textureContainersToDestroyCapacity, - renderer->textureContainersToDestroyCapacity + 1); - - renderer->textureContainersToDestroy[renderer->textureContainersToDestroyCount] = container; - renderer->textureContainersToDestroyCount += 1; - - SDL_UnlockMutex(renderer->contextLock); -} - -static void D3D11_ReleaseSampler( - SDL_GPURenderer *driverData, - SDL_GPUSampler *sampler) -{ - (void)driverData; // used by other backends - D3D11Sampler *d3d11Sampler = (D3D11Sampler *)sampler; - ID3D11SamplerState_Release(d3d11Sampler->handle); - SDL_free(d3d11Sampler); -} - -static void D3D11_ReleaseBuffer( - SDL_GPURenderer *driverData, - SDL_GPUBuffer *buffer) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11BufferContainer *container = (D3D11BufferContainer *)buffer; - - SDL_LockMutex(renderer->contextLock); - - EXPAND_ARRAY_IF_NEEDED( - renderer->bufferContainersToDestroy, - D3D11BufferContainer *, - renderer->bufferContainersToDestroyCount + 1, - renderer->bufferContainersToDestroyCapacity, - renderer->bufferContainersToDestroyCapacity + 1); - - renderer->bufferContainersToDestroy[renderer->bufferContainersToDestroyCount] = container; - renderer->bufferContainersToDestroyCount += 1; - - SDL_UnlockMutex(renderer->contextLock); -} - -static void D3D11_ReleaseTransferBuffer( - SDL_GPURenderer *driverData, - SDL_GPUTransferBuffer *transferBuffer) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - - SDL_LockMutex(renderer->contextLock); - - EXPAND_ARRAY_IF_NEEDED( - renderer->transferBufferContainersToDestroy, - D3D11TransferBufferContainer *, - renderer->transferBufferContainersToDestroyCount + 1, - renderer->transferBufferContainersToDestroyCapacity, - renderer->transferBufferContainersToDestroyCapacity + 1); - - renderer->transferBufferContainersToDestroy[renderer->transferBufferContainersToDestroyCount] = (D3D11TransferBufferContainer *)transferBuffer; - renderer->transferBufferContainersToDestroyCount += 1; - - SDL_UnlockMutex(renderer->contextLock); -} - -static void D3D11_INTERNAL_DestroyTransferBufferContainer( - D3D11TransferBufferContainer *transferBufferContainer) -{ - for (Uint32 i = 0; i < transferBufferContainer->bufferCount; i += 1) { - if (transferBufferContainer->buffers[i]->bufferDownloadCount > 0) { - SDL_free(transferBufferContainer->buffers[i]->bufferDownloads); - } - if (transferBufferContainer->buffers[i]->textureDownloadCount > 0) { - SDL_free(transferBufferContainer->buffers[i]->textureDownloads); - } - SDL_free(transferBufferContainer->buffers[i]->data); - SDL_free(transferBufferContainer->buffers[i]); - } - SDL_free(transferBufferContainer->buffers); -} - -static void D3D11_ReleaseShader( - SDL_GPURenderer *driverData, - SDL_GPUShader *shader) -{ - (void)driverData; // used by other backends - D3D11Shader *d3dShader = (D3D11Shader *)shader; - ID3D11DeviceChild_Release(d3dShader->handle); - if (d3dShader->bytecode) { - SDL_free(d3dShader->bytecode); - } - SDL_free(d3dShader); -} - -static void D3D11_ReleaseComputePipeline( - SDL_GPURenderer *driverData, - SDL_GPUComputePipeline *computePipeline) -{ - D3D11ComputePipeline *d3d11ComputePipeline = (D3D11ComputePipeline *)computePipeline; - - ID3D11ComputeShader_Release(d3d11ComputePipeline->computeShader); - - SDL_free(d3d11ComputePipeline); -} - -static void D3D11_ReleaseGraphicsPipeline( - SDL_GPURenderer *driverData, - SDL_GPUGraphicsPipeline *graphicsPipeline) -{ - (void)driverData; // used by other backends - D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline *)graphicsPipeline; - - ID3D11BlendState_Release(d3d11GraphicsPipeline->colorTargetBlendState); - ID3D11DepthStencilState_Release(d3d11GraphicsPipeline->depthStencilState); - ID3D11RasterizerState_Release(d3d11GraphicsPipeline->rasterizerState); - - if (d3d11GraphicsPipeline->inputLayout) { - ID3D11InputLayout_Release(d3d11GraphicsPipeline->inputLayout); - } - - ID3D11VertexShader_Release(d3d11GraphicsPipeline->vertexShader); - ID3D11PixelShader_Release(d3d11GraphicsPipeline->fragmentShader); - - SDL_free(d3d11GraphicsPipeline); -} - -// State Creation - -static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState( - D3D11Renderer *renderer, - Uint32 numColorTargets, - const SDL_GPUColorTargetDescription *colorTargets) -{ - ID3D11BlendState *result; - D3D11_BLEND_DESC blendDesc; - HRESULT res; - - /* Create a new blend state. - * The spec says the driver will not create duplicate states, so there's no need to cache. - */ - SDL_zero(blendDesc); // needed for any unused RT entries - - blendDesc.AlphaToCoverageEnable = FALSE; - blendDesc.IndependentBlendEnable = TRUE; - - for (Uint32 i = 0; i < numColorTargets; i += 1) { - SDL_GPUColorComponentFlags colorWriteMask = colorTargets[i].blend_state.enable_color_write_mask ? - colorTargets[i].blend_state.color_write_mask : - 0xF; - - blendDesc.RenderTarget[i].BlendEnable = colorTargets[i].blend_state.enable_blend; - blendDesc.RenderTarget[i].BlendOp = SDLToD3D11_BlendOp[colorTargets[i].blend_state.color_blend_op]; - blendDesc.RenderTarget[i].BlendOpAlpha = SDLToD3D11_BlendOp[colorTargets[i].blend_state.alpha_blend_op]; - blendDesc.RenderTarget[i].DestBlend = SDLToD3D11_BlendFactor[colorTargets[i].blend_state.dst_color_blendfactor]; - blendDesc.RenderTarget[i].DestBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorTargets[i].blend_state.dst_alpha_blendfactor]; - blendDesc.RenderTarget[i].RenderTargetWriteMask = colorWriteMask; - blendDesc.RenderTarget[i].SrcBlend = SDLToD3D11_BlendFactor[colorTargets[i].blend_state.src_color_blendfactor]; - blendDesc.RenderTarget[i].SrcBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorTargets[i].blend_state.src_alpha_blendfactor]; - } - - res = ID3D11Device_CreateBlendState( - renderer->device, - &blendDesc, - &result); - CHECK_D3D11_ERROR_AND_RETURN("Could not create blend state", NULL); - - return result; -} - -static ID3D11DepthStencilState *D3D11_INTERNAL_FetchDepthStencilState( - D3D11Renderer *renderer, - SDL_GPUDepthStencilState depthStencilState) -{ - ID3D11DepthStencilState *result; - D3D11_DEPTH_STENCIL_DESC dsDesc; - HRESULT res; - - /* Create a new depth-stencil state. - * The spec says the driver will not create duplicate states, so there's no need to cache. - */ - dsDesc.DepthEnable = depthStencilState.enable_depth_test; - dsDesc.StencilEnable = depthStencilState.enable_stencil_test; - dsDesc.DepthFunc = SDLToD3D11_CompareOp[depthStencilState.compare_op]; - dsDesc.DepthWriteMask = (depthStencilState.enable_depth_write ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO); - - dsDesc.BackFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.back_stencil_state.compare_op]; - dsDesc.BackFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.depth_fail_op]; - dsDesc.BackFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.fail_op]; - dsDesc.BackFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.pass_op]; - - dsDesc.FrontFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.front_stencil_state.compare_op]; - dsDesc.FrontFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.depth_fail_op]; - dsDesc.FrontFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.fail_op]; - dsDesc.FrontFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.pass_op]; - - dsDesc.StencilReadMask = depthStencilState.compare_mask; - dsDesc.StencilWriteMask = depthStencilState.write_mask; - - res = ID3D11Device_CreateDepthStencilState( - renderer->device, - &dsDesc, - &result); - CHECK_D3D11_ERROR_AND_RETURN("Could not create depth-stencil state", NULL); - - return result; -} - -static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState( - D3D11Renderer *renderer, - SDL_GPURasterizerState rasterizerState) -{ - ID3D11RasterizerState *result; - D3D11_RASTERIZER_DESC rasterizerDesc; - HRESULT res; - - /* Create a new rasterizer state. - * The spec says the driver will not create duplicate states, so there's no need to cache. - */ - rasterizerDesc.AntialiasedLineEnable = FALSE; - rasterizerDesc.CullMode = SDLToD3D11_CullMode[rasterizerState.cull_mode]; - rasterizerDesc.DepthBias = SDL_lroundf(rasterizerState.depth_bias_constant_factor); - rasterizerDesc.DepthBiasClamp = rasterizerState.depth_bias_clamp; - rasterizerDesc.DepthClipEnable = rasterizerState.enable_depth_clip; - rasterizerDesc.FillMode = (rasterizerState.fill_mode == SDL_GPU_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME; - rasterizerDesc.FrontCounterClockwise = (rasterizerState.front_face == SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE); - rasterizerDesc.MultisampleEnable = TRUE; // only applies to MSAA render targets - rasterizerDesc.ScissorEnable = TRUE; - rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depth_bias_slope_factor; - - res = ID3D11Device_CreateRasterizerState( - renderer->device, - &rasterizerDesc, - &result); - CHECK_D3D11_ERROR_AND_RETURN("Could not create rasterizer state", NULL); - - return result; -} - -static Uint32 D3D11_INTERNAL_FindIndexOfVertexSlot( - Uint32 targetSlot, - const SDL_GPUVertexBufferDescription *bufferDescriptions, - Uint32 numDescriptions) -{ - for (Uint32 i = 0; i < numDescriptions; i += 1) { - if (bufferDescriptions[i].slot == targetSlot) { - return i; - } - } - - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not find vertex buffer slot %u!", targetSlot); - return 0; -} - -static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout( - D3D11Renderer *renderer, - SDL_GPUVertexInputState inputState, - void *shaderBytes, - size_t shaderByteLength) -{ - ID3D11InputLayout *result = NULL; - D3D11_INPUT_ELEMENT_DESC *elementDescs; - Uint32 bindingIndex; - HRESULT res; - - // Don't bother creating/fetching an input layout if there are no attributes. - if (inputState.num_vertex_attributes == 0) { - return NULL; - } - - // Allocate an array of vertex elements - elementDescs = SDL_stack_alloc( - D3D11_INPUT_ELEMENT_DESC, - inputState.num_vertex_attributes); - - // Create the array of input elements - for (Uint32 i = 0; i < inputState.num_vertex_attributes; i += 1) { - elementDescs[i].AlignedByteOffset = inputState.vertex_attributes[i].offset; - elementDescs[i].Format = SDLToD3D11_VertexFormat[inputState.vertex_attributes[i].format]; - elementDescs[i].InputSlot = inputState.vertex_attributes[i].buffer_slot; - - bindingIndex = D3D11_INTERNAL_FindIndexOfVertexSlot( - elementDescs[i].InputSlot, - inputState.vertex_buffer_descriptions, - inputState.num_vertex_buffers); - elementDescs[i].InputSlotClass = SDLToD3D11_VertexInputRate[inputState.vertex_buffer_descriptions[bindingIndex].input_rate]; - // The spec requires this to be 0 for per-vertex data - elementDescs[i].InstanceDataStepRate = (inputState.vertex_buffer_descriptions[bindingIndex].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) - ? inputState.vertex_buffer_descriptions[bindingIndex].instance_step_rate - : 0; - - elementDescs[i].SemanticIndex = inputState.vertex_attributes[i].location; - elementDescs[i].SemanticName = "TEXCOORD"; - } - - res = ID3D11Device_CreateInputLayout( - renderer->device, - elementDescs, - inputState.num_vertex_attributes, - shaderBytes, - shaderByteLength, - &result); - if (FAILED(res)) { - SDL_stack_free(elementDescs); - CHECK_D3D11_ERROR_AND_RETURN("Could not create input layout!", NULL) - return NULL; - } - - /* FIXME: - * These are not cached by the driver! Should we cache them, or allow duplicates? - * If we have one input layout per graphics pipeline maybe that wouldn't be so bad...? - */ - - SDL_stack_free(elementDescs); - return result; -} - -// Pipeline Creation - -static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader( - D3D11Renderer *renderer, - Uint32 stage, - const Uint8 *code, - size_t codeSize, - const char *entrypointName, - void **pBytecode, - size_t *pBytecodeSize) -{ - ID3D11DeviceChild *handle = NULL; - HRESULT res; - - // Create the shader from the byte blob - if (stage == SDL_GPU_SHADERSTAGE_VERTEX) { - res = ID3D11Device_CreateVertexShader( - renderer->device, - code, - codeSize, - NULL, - (ID3D11VertexShader **)&handle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create vertex shader", NULL) - } else if (stage == SDL_GPU_SHADERSTAGE_FRAGMENT) { - res = ID3D11Device_CreatePixelShader( - renderer->device, - code, - codeSize, - NULL, - (ID3D11PixelShader **)&handle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create pixel shader", NULL) - } else if (stage == SDL_GPU_SHADERSTAGE_COMPUTE) { - res = ID3D11Device_CreateComputeShader( - renderer->device, - code, - codeSize, - NULL, - (ID3D11ComputeShader **)&handle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create compute shader", NULL) - } - - if (pBytecode != NULL) { - *pBytecode = SDL_malloc(codeSize); - SDL_memcpy(*pBytecode, code, codeSize); - *pBytecodeSize = codeSize; - } - - return handle; -} - -static SDL_GPUComputePipeline *D3D11_CreateComputePipeline( - SDL_GPURenderer *driverData, - const SDL_GPUComputePipelineCreateInfo *createinfo) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - ID3D11ComputeShader *shader; - D3D11ComputePipeline *pipeline; - - shader = (ID3D11ComputeShader *)D3D11_INTERNAL_CreateID3D11Shader( - renderer, - SDL_GPU_SHADERSTAGE_COMPUTE, - createinfo->code, - createinfo->code_size, - createinfo->entrypoint, - NULL, - NULL); - if (shader == NULL) { - return NULL; - } - - pipeline = SDL_malloc(sizeof(D3D11ComputePipeline)); - pipeline->computeShader = shader; - pipeline->numSamplers = createinfo->num_samplers; - pipeline->numReadonlyStorageTextures = createinfo->num_readonly_storage_textures; - pipeline->numReadWriteStorageTextures = createinfo->num_readwrite_storage_textures; - pipeline->numReadonlyStorageBuffers = createinfo->num_readonly_storage_buffers; - pipeline->numReadWriteStorageBuffers = createinfo->num_readwrite_storage_buffers; - pipeline->numUniformBuffers = createinfo->num_uniform_buffers; - // thread counts are ignored in d3d11 - - return (SDL_GPUComputePipeline *)pipeline; -} - -static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline( - SDL_GPURenderer *driverData, - const SDL_GPUGraphicsPipelineCreateInfo *createinfo) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11Shader *vertShader = (D3D11Shader *)createinfo->vertex_shader; - D3D11Shader *fragShader = (D3D11Shader *)createinfo->fragment_shader; - D3D11GraphicsPipeline *pipeline = SDL_malloc(sizeof(D3D11GraphicsPipeline)); - - // Blend - - pipeline->colorTargetBlendState = D3D11_INTERNAL_FetchBlendState( - renderer, - createinfo->target_info.num_color_targets, - createinfo->target_info.color_target_descriptions); - - if (pipeline->colorTargetBlendState == NULL) { - return NULL; - } - - pipeline->numColorTargets = createinfo->target_info.num_color_targets; - for (Sint32 i = 0; i < pipeline->numColorTargets; i += 1) { - pipeline->colorTargetFormats[i] = SDLToD3D11_TextureFormat[createinfo->target_info.color_target_descriptions[i].format]; - } - - // Multisample - - pipeline->multisampleState = createinfo->multisample_state; - pipeline->sampleMask = createinfo->multisample_state.enable_mask ? - createinfo->multisample_state.sample_mask : - 0xFFFFFFFF; - - // Depth-Stencil - - pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState( - renderer, - createinfo->depth_stencil_state); - - if (pipeline->depthStencilState == NULL) { - return NULL; - } - - pipeline->hasDepthStencilTarget = createinfo->target_info.has_depth_stencil_target; - pipeline->depthStencilTargetFormat = SDLToD3D11_TextureFormat[createinfo->target_info.depth_stencil_format]; - - // Rasterizer - - pipeline->primitiveType = createinfo->primitive_type; - pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState( - renderer, - createinfo->rasterizer_state); - - if (pipeline->rasterizerState == NULL) { - return NULL; - } - - // Shaders - - pipeline->vertexShader = (ID3D11VertexShader *)vertShader->handle; - ID3D11VertexShader_AddRef(pipeline->vertexShader); - - pipeline->fragmentShader = (ID3D11PixelShader *)fragShader->handle; - ID3D11PixelShader_AddRef(pipeline->fragmentShader); - - // Input Layout - - pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout( - renderer, - createinfo->vertex_input_state, - vertShader->bytecode, - vertShader->bytecodeSize); - - SDL_zeroa(pipeline->vertexStrides); - if (createinfo->vertex_input_state.num_vertex_buffers > 0) { - for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) { - pipeline->vertexStrides[createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot] = - createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch; - } - } - - // Resource layout - - pipeline->vertexSamplerCount = vertShader->numSamplers; - pipeline->vertexStorageTextureCount = vertShader->numStorageTextures; - pipeline->vertexStorageBufferCount = vertShader->numStorageBuffers; - pipeline->vertexUniformBufferCount = vertShader->numUniformBuffers; - - pipeline->fragmentSamplerCount = fragShader->numSamplers; - pipeline->fragmentStorageTextureCount = fragShader->numStorageTextures; - pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers; - pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers; - - return (SDL_GPUGraphicsPipeline *)pipeline; -} - -// Debug Naming - -static void D3D11_INTERNAL_SetBufferName( - D3D11Renderer *renderer, - D3D11Buffer *buffer, - const char *text) -{ - if (renderer->debugMode) { - ID3D11DeviceChild_SetPrivateData( - buffer->handle, - &D3D_IID_D3DDebugObjectName, - (UINT)SDL_strlen(text), - text); - } -} - -static void D3D11_SetBufferName( - SDL_GPURenderer *driverData, - SDL_GPUBuffer *buffer, - const char *text) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11BufferContainer *container = (D3D11BufferContainer *)buffer; - size_t textLength = SDL_strlen(text) + 1; - - if (renderer->debugMode) { - container->debugName = SDL_realloc( - container->debugName, - textLength); - - SDL_utf8strlcpy( - container->debugName, - text, - textLength); - - for (Uint32 i = 0; i < container->bufferCount; i += 1) { - D3D11_INTERNAL_SetBufferName( - renderer, - container->buffers[i], - text); - } - } -} - -static void D3D11_INTERNAL_SetTextureName( - D3D11Renderer *renderer, - D3D11Texture *texture, - const char *text) -{ - if (renderer->debugMode) { - ID3D11DeviceChild_SetPrivateData( - texture->handle, - &D3D_IID_D3DDebugObjectName, - (UINT)SDL_strlen(text), - text); - } -} - -static void D3D11_SetTextureName( - SDL_GPURenderer *driverData, - SDL_GPUTexture *texture, - const char *text) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11TextureContainer *container = (D3D11TextureContainer *)texture; - size_t textLength = SDL_strlen(text) + 1; - - if (renderer->debugMode) { - container->debugName = SDL_realloc( - container->debugName, - textLength); - - SDL_utf8strlcpy( - container->debugName, - text, - textLength); - - for (Uint32 i = 0; i < container->textureCount; i += 1) { - D3D11_INTERNAL_SetTextureName( - renderer, - container->textures[i], - text); - } - } -} - -static bool D3D11_INTERNAL_StrToWStr( - D3D11Renderer *renderer, - const char *str, - wchar_t *wstr, - size_t wstrSize) -{ - size_t inlen, result; - size_t outlen = wstrSize; - - if (renderer->iconv == NULL) { - renderer->iconv = SDL_iconv_open("WCHAR_T", "UTF-8"); - SDL_assert(renderer->iconv); - } - - // Convert... - inlen = SDL_strlen(str) + 1; - result = SDL_iconv( - renderer->iconv, - &str, - &inlen, - (char **)&wstr, - &outlen); - - // Check... - switch (result) { - case SDL_ICONV_ERROR: - case SDL_ICONV_E2BIG: - case SDL_ICONV_EILSEQ: - case SDL_ICONV_EINVAL: - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to convert string to wchar_t!"); - return false; - default: - break; - } - - return true; -} - -static void D3D11_InsertDebugLabel( - SDL_GPUCommandBuffer *commandBuffer, - const char *text) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - - if (d3d11CommandBuffer->annotation == NULL) { - return; - } - - wchar_t wstr[256]; - if (!D3D11_INTERNAL_StrToWStr(renderer, text, wstr, sizeof(wstr))) { - return; - } - - ID3DUserDefinedAnnotation_SetMarker(d3d11CommandBuffer->annotation, wstr); -} - -static void D3D11_PushDebugGroup( - SDL_GPUCommandBuffer *commandBuffer, - const char *name) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - - if (d3d11CommandBuffer->annotation == NULL) { - return; - } - - wchar_t wstr[256]; - if (!D3D11_INTERNAL_StrToWStr(renderer, name, wstr, sizeof(wstr))) { - return; - } - - ID3DUserDefinedAnnotation_BeginEvent(d3d11CommandBuffer->annotation, wstr); -} - -static void D3D11_PopDebugGroup( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - if (d3d11CommandBuffer->annotation == NULL) { - return; - } - ID3DUserDefinedAnnotation_EndEvent(d3d11CommandBuffer->annotation); -} - -// Resource Creation - -static SDL_GPUSampler *D3D11_CreateSampler( - SDL_GPURenderer *driverData, - const SDL_GPUSamplerCreateInfo *createinfo) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11_SAMPLER_DESC samplerDesc; - ID3D11SamplerState *samplerStateHandle; - D3D11Sampler *d3d11Sampler; - HRESULT res; - - samplerDesc.AddressU = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_u]; - samplerDesc.AddressV = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_v]; - samplerDesc.AddressW = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_w]; - samplerDesc.ComparisonFunc = (createinfo->enable_compare ? SDLToD3D11_CompareOp[createinfo->compare_op] : SDLToD3D11_CompareOp[SDL_GPU_COMPAREOP_ALWAYS]); - samplerDesc.MaxAnisotropy = (createinfo->enable_anisotropy ? (UINT)createinfo->max_anisotropy : 0); - samplerDesc.Filter = SDLToD3D11_Filter(createinfo); - samplerDesc.MaxLOD = createinfo->max_lod; - samplerDesc.MinLOD = createinfo->min_lod; - samplerDesc.MipLODBias = createinfo->mip_lod_bias; - SDL_zeroa(samplerDesc.BorderColor); // arbitrary, unused - - res = ID3D11Device_CreateSamplerState( - renderer->device, - &samplerDesc, - &samplerStateHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create sampler state", NULL); - - d3d11Sampler = (D3D11Sampler *)SDL_malloc(sizeof(D3D11Sampler)); - d3d11Sampler->handle = samplerStateHandle; - - return (SDL_GPUSampler *)d3d11Sampler; -} - -SDL_GPUShader *D3D11_CreateShader( - SDL_GPURenderer *driverData, - const SDL_GPUShaderCreateInfo *createinfo) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - ID3D11DeviceChild *handle; - void *bytecode = NULL; - size_t bytecodeSize = 0; - D3D11Shader *shader; - - handle = D3D11_INTERNAL_CreateID3D11Shader( - renderer, - createinfo->stage, - createinfo->code, - createinfo->code_size, - createinfo->entrypoint, - createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecode : NULL, - createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecodeSize : NULL); - if (handle == NULL) { - return NULL; - } - - shader = (D3D11Shader *)SDL_calloc(1, sizeof(D3D11Shader)); - shader->handle = handle; - shader->numSamplers = createinfo->num_samplers; - shader->numStorageBuffers = createinfo->num_storage_buffers; - shader->numStorageTextures = createinfo->num_storage_textures; - shader->numUniformBuffers = createinfo->num_uniform_buffers; - if (createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX) { - // Store the raw bytecode and its length for creating InputLayouts - shader->bytecode = bytecode; - shader->bytecodeSize = bytecodeSize; - } - - return (SDL_GPUShader *)shader; -} - -static D3D11Texture *D3D11_INTERNAL_CreateTexture( - D3D11Renderer *renderer, - const SDL_GPUTextureCreateInfo *createInfo, - D3D11_SUBRESOURCE_DATA *initialData) -{ - Uint8 needsSRV, isColorTarget, isDepthStencil, isMultisample, isStaging, needSubresourceUAV, isMippable; - DXGI_FORMAT format; - ID3D11Resource *textureHandle; - ID3D11ShaderResourceView *srv = NULL; - D3D11Texture *d3d11Texture; - HRESULT res; - - isColorTarget = createInfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; - isDepthStencil = createInfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET; - needsSRV = - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) || - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) || - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ); - needSubresourceUAV = - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) || - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE); - isMultisample = createInfo->sample_count > SDL_GPU_SAMPLECOUNT_1; - isStaging = createInfo->usage == 0; - isMippable = - createInfo->num_levels > 1 && - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && - (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET); - format = SDLToD3D11_TextureFormat[createInfo->format]; - if (isDepthStencil) { - format = D3D11_INTERNAL_GetTypelessFormat(format); - } - - Uint32 layerCount = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createInfo->layer_count_or_depth; - Uint32 depth = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? createInfo->layer_count_or_depth : 1; - - if (createInfo->type != SDL_GPU_TEXTURETYPE_3D) { - D3D11_TEXTURE2D_DESC desc2D; - - desc2D.BindFlags = 0; - if (needsSRV) { - desc2D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; - } - if (needSubresourceUAV) { - desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; - } - if (isColorTarget) { - desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET; - } - if (isDepthStencil) { - desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL; - } - - desc2D.Width = createInfo->width; - desc2D.Height = createInfo->height; - desc2D.ArraySize = layerCount; - desc2D.CPUAccessFlags = isStaging ? D3D11_CPU_ACCESS_WRITE : 0; - desc2D.Format = format; - desc2D.MipLevels = createInfo->num_levels; - desc2D.MiscFlags = 0; - desc2D.SampleDesc.Count = SDLToD3D11_SampleCount[createInfo->sample_count]; - desc2D.SampleDesc.Quality = isMultisample ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0; - desc2D.Usage = isStaging ? D3D11_USAGE_STAGING : D3D11_USAGE_DEFAULT; - - if (createInfo->type == SDL_GPU_TEXTURETYPE_CUBE || createInfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { - desc2D.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE; - } - if (isMippable) { - desc2D.MiscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS; - } - - res = ID3D11Device_CreateTexture2D( - renderer->device, - &desc2D, - initialData, - (ID3D11Texture2D **)&textureHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create Texture2D", NULL); - - // Create the SRV, if applicable - if (needsSRV) { - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - srvDesc.Format = D3D11_INTERNAL_GetSampleableFormat(format); - - if (createInfo->type == SDL_GPU_TEXTURETYPE_CUBE) { - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; - srvDesc.TextureCube.MipLevels = desc2D.MipLevels; - srvDesc.TextureCube.MostDetailedMip = 0; - } else if (createInfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY; - srvDesc.TextureCubeArray.MipLevels = desc2D.MipLevels; - srvDesc.TextureCubeArray.MostDetailedMip = 0; - srvDesc.TextureCubeArray.First2DArrayFace = 0; - srvDesc.TextureCubeArray.NumCubes = layerCount / 6; - } else if (createInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) { - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; - srvDesc.Texture2DArray.MipLevels = desc2D.MipLevels; - srvDesc.Texture2DArray.MostDetailedMip = 0; - srvDesc.Texture2DArray.FirstArraySlice = 0; - srvDesc.Texture2DArray.ArraySize = layerCount; - } else { - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = desc2D.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - } - - res = ID3D11Device_CreateShaderResourceView( - renderer->device, - textureHandle, - &srvDesc, - &srv); - if (FAILED(res)) { - ID3D11Resource_Release(textureHandle); - D3D11_INTERNAL_SetError(renderer, "Could not create SRV for 2D texture", res); - return NULL; - } - } - } else { - D3D11_TEXTURE3D_DESC desc3D; - - desc3D.BindFlags = 0; - if (needsSRV) { - desc3D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; - } - if (needSubresourceUAV) { - desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; - } - if (isColorTarget) { - desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET; - } - - desc3D.Width = createInfo->width; - desc3D.Height = createInfo->height; - desc3D.Depth = depth; - desc3D.CPUAccessFlags = isStaging ? D3D11_CPU_ACCESS_WRITE : 0; - desc3D.Format = format; - desc3D.MipLevels = createInfo->num_levels; - desc3D.MiscFlags = isMippable ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0; - desc3D.Usage = isStaging ? D3D11_USAGE_STAGING : D3D11_USAGE_DEFAULT; - - res = ID3D11Device_CreateTexture3D( - renderer->device, - &desc3D, - initialData, - (ID3D11Texture3D **)&textureHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create Texture3D", NULL); - - // Create the SRV, if applicable - if (needsSRV) { - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - srvDesc.Format = format; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; - srvDesc.Texture3D.MipLevels = desc3D.MipLevels; - srvDesc.Texture3D.MostDetailedMip = 0; - - res = ID3D11Device_CreateShaderResourceView( - renderer->device, - textureHandle, - &srvDesc, - &srv); - if (FAILED(res)) { - ID3D11Resource_Release(textureHandle); - D3D11_INTERNAL_SetError(renderer, "Could not create SRV for 3D texture", res); - return NULL; - } - } - } - - d3d11Texture = (D3D11Texture *)SDL_malloc(sizeof(D3D11Texture)); - d3d11Texture->handle = textureHandle; - d3d11Texture->shaderView = srv; - SDL_SetAtomicInt(&d3d11Texture->referenceCount, 0); - d3d11Texture->container = NULL; - d3d11Texture->containerIndex = 0; - - d3d11Texture->subresourceCount = createInfo->num_levels * layerCount; - d3d11Texture->subresources = SDL_malloc( - d3d11Texture->subresourceCount * sizeof(D3D11TextureSubresource)); - - for (Uint32 layerIndex = 0; layerIndex < layerCount; layerIndex += 1) { - for (Uint32 levelIndex = 0; levelIndex < createInfo->num_levels; levelIndex += 1) { - Uint32 subresourceIndex = D3D11_INTERNAL_CalcSubresource( - levelIndex, - layerIndex, - createInfo->num_levels); - - d3d11Texture->subresources[subresourceIndex].parent = d3d11Texture; - d3d11Texture->subresources[subresourceIndex].layer = layerIndex; - d3d11Texture->subresources[subresourceIndex].level = levelIndex; - d3d11Texture->subresources[subresourceIndex].depth = depth; - d3d11Texture->subresources[subresourceIndex].index = subresourceIndex; - - d3d11Texture->subresources[subresourceIndex].colorTargetViews = NULL; - d3d11Texture->subresources[subresourceIndex].uav = NULL; - d3d11Texture->subresources[subresourceIndex].depthStencilTargetView = NULL; - - if (isDepthStencil) { - - D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; - dsvDesc.Format = SDLToD3D11_TextureFormat[createInfo->format]; - dsvDesc.Flags = 0; - - if (isMultisample) { - dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS; - } else { - dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; - dsvDesc.Texture2D.MipSlice = levelIndex; - } - - res = ID3D11Device_CreateDepthStencilView( - renderer->device, - d3d11Texture->handle, - &dsvDesc, - &d3d11Texture->subresources[subresourceIndex].depthStencilTargetView); - CHECK_D3D11_ERROR_AND_RETURN("Could not create DSV!", NULL); - - } else if (isColorTarget) { - - d3d11Texture->subresources[subresourceIndex].colorTargetViews = SDL_calloc(depth, sizeof(ID3D11RenderTargetView *)); - - for (Uint32 depthIndex = 0; depthIndex < depth; depthIndex += 1) { - D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; - rtvDesc.Format = SDLToD3D11_TextureFormat[createInfo->format]; - - if (createInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createInfo->type == SDL_GPU_TEXTURETYPE_CUBE || createInfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { - rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; - rtvDesc.Texture2DArray.MipSlice = levelIndex; - rtvDesc.Texture2DArray.FirstArraySlice = layerIndex; - rtvDesc.Texture2DArray.ArraySize = 1; - } else if (createInfo->type == SDL_GPU_TEXTURETYPE_3D) { - rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; - rtvDesc.Texture3D.MipSlice = levelIndex; - rtvDesc.Texture3D.FirstWSlice = depthIndex; - rtvDesc.Texture3D.WSize = 1; - } else if (isMultisample) { - rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS; - } else { - rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; - rtvDesc.Texture2D.MipSlice = levelIndex; - } - - res = ID3D11Device_CreateRenderTargetView( - renderer->device, - d3d11Texture->handle, - &rtvDesc, - &d3d11Texture->subresources[subresourceIndex].colorTargetViews[depthIndex]); - CHECK_D3D11_ERROR_AND_RETURN("Could not create RTV!", NULL); - } - } - - if (needSubresourceUAV) { - D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; - uavDesc.Format = format; - - if (createInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createInfo->type == SDL_GPU_TEXTURETYPE_CUBE || createInfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { - uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY; - uavDesc.Texture2DArray.MipSlice = levelIndex; - uavDesc.Texture2DArray.FirstArraySlice = layerIndex; - uavDesc.Texture2DArray.ArraySize = 1; - } else if (createInfo->type == SDL_GPU_TEXTURETYPE_3D) { - uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D; - uavDesc.Texture3D.MipSlice = levelIndex; - uavDesc.Texture3D.FirstWSlice = 0; - uavDesc.Texture3D.WSize = depth; - } else { - uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; - uavDesc.Texture2D.MipSlice = levelIndex; - } - - res = ID3D11Device_CreateUnorderedAccessView( - renderer->device, - d3d11Texture->handle, - &uavDesc, - &d3d11Texture->subresources[subresourceIndex].uav); - CHECK_D3D11_ERROR_AND_RETURN("Could not create UAV!", NULL); - } - } - } - - return d3d11Texture; -} - -static bool D3D11_SupportsSampleCount( - SDL_GPURenderer *driverData, - SDL_GPUTextureFormat format, - SDL_GPUSampleCount sampleCount) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - Uint32 levels; - - HRESULT res = ID3D11Device_CheckMultisampleQualityLevels( - renderer->device, - SDLToD3D11_TextureFormat[format], - SDLToD3D11_SampleCount[sampleCount], - &levels); - - return SUCCEEDED(res) && levels > 0; -} - -static SDL_GPUTexture *D3D11_CreateTexture( - SDL_GPURenderer *driverData, - const SDL_GPUTextureCreateInfo *createinfo) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11TextureContainer *container; - D3D11Texture *texture; - - texture = D3D11_INTERNAL_CreateTexture( - renderer, - createinfo, - NULL); - - if (texture == NULL) { - return NULL; - } - - container = SDL_malloc(sizeof(D3D11TextureContainer)); - container->header.info = *createinfo; - container->canBeCycled = 1; - container->activeTexture = texture; - container->textureCapacity = 1; - container->textureCount = 1; - container->textures = SDL_malloc( - container->textureCapacity * sizeof(D3D11Texture *)); - container->textures[0] = texture; - container->debugName = NULL; - - texture->container = container; - texture->containerIndex = 0; - - return (SDL_GPUTexture *)container; -} - -static void D3D11_INTERNAL_CycleActiveTexture( - D3D11Renderer *renderer, - D3D11TextureContainer *container) -{ - for (Uint32 i = 0; i < container->textureCount; i += 1) { - if (SDL_GetAtomicInt(&container->textures[i]->referenceCount) == 0) { - container->activeTexture = container->textures[i]; - return; - } - } - - D3D11Texture *texture = D3D11_INTERNAL_CreateTexture( - renderer, - &container->header.info, - NULL); - if (texture == NULL) { - return; - } - - // No texture is available, generate a new one. - - EXPAND_ARRAY_IF_NEEDED( - container->textures, - D3D11Texture *, - container->textureCount + 1, - container->textureCapacity, - container->textureCapacity + 1); - - container->textures[container->textureCount] = texture; - texture->container = container; - texture->containerIndex = container->textureCount; - container->textureCount += 1; - - container->activeTexture = container->textures[container->textureCount - 1]; - - if (renderer->debugMode && container->debugName != NULL) { - D3D11_INTERNAL_SetTextureName( - renderer, - container->activeTexture, - container->debugName); - } -} - -static D3D11TextureSubresource *D3D11_INTERNAL_FetchTextureSubresource( - D3D11TextureContainer *container, - Uint32 layer, - Uint32 level) -{ - Uint32 index = D3D11_INTERNAL_CalcSubresource( - level, - layer, - container->header.info.num_levels); - return &container->activeTexture->subresources[index]; -} - -static D3D11TextureSubresource *D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - D3D11Renderer *renderer, - D3D11TextureContainer *container, - Uint32 layer, - Uint32 level, - bool cycle) -{ - D3D11TextureSubresource *subresource = D3D11_INTERNAL_FetchTextureSubresource( - container, - layer, - level); - - if ( - container->canBeCycled && - cycle && - SDL_GetAtomicInt(&subresource->parent->referenceCount) > 0) { - D3D11_INTERNAL_CycleActiveTexture( - renderer, - container); - - subresource = D3D11_INTERNAL_FetchTextureSubresource( - container, - layer, - level); - } - - return subresource; -} - -static D3D11Buffer *D3D11_INTERNAL_CreateBuffer( - D3D11Renderer *renderer, - D3D11_BUFFER_DESC *bufferDesc, - Uint32 size) -{ - ID3D11Buffer *bufferHandle; - ID3D11UnorderedAccessView *uav = NULL; - ID3D11ShaderResourceView *srv = NULL; - D3D11Buffer *d3d11Buffer; - HRESULT res; - - // Storage buffers have to be 4-aligned, so might as well align them all - size = D3D11_INTERNAL_NextHighestAlignment(size, 4); - - res = ID3D11Device_CreateBuffer( - renderer->device, - bufferDesc, - NULL, - &bufferHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create buffer", NULL); - - // Storage buffer - if (bufferDesc->MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS) { - // Create a UAV for the buffer - - D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; - uavDesc.Format = DXGI_FORMAT_R32_TYPELESS; - uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; - uavDesc.Buffer.FirstElement = 0; - uavDesc.Buffer.NumElements = size / sizeof(Uint32); - uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; - - res = ID3D11Device_CreateUnorderedAccessView( - renderer->device, - (ID3D11Resource *)bufferHandle, - &uavDesc, - &uav); - if (FAILED(res)) { - ID3D11Buffer_Release(bufferHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create UAV for buffer!", NULL); - } - - // Create a SRV for the buffer - - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - srvDesc.Format = DXGI_FORMAT_R32_TYPELESS; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX; - srvDesc.BufferEx.FirstElement = 0; - srvDesc.BufferEx.NumElements = size / sizeof(Uint32); - srvDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW; - - res = ID3D11Device_CreateShaderResourceView( - renderer->device, - (ID3D11Resource *)bufferHandle, - &srvDesc, - &srv); - if (FAILED(res)) { - ID3D11Buffer_Release(bufferHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create SRV for buffer!", NULL); - } - } - - d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); - d3d11Buffer->handle = bufferHandle; - d3d11Buffer->size = size; - d3d11Buffer->uav = uav; - d3d11Buffer->srv = srv; - SDL_SetAtomicInt(&d3d11Buffer->referenceCount, 0); - - return d3d11Buffer; -} - -static SDL_GPUBuffer *D3D11_CreateBuffer( - SDL_GPURenderer *driverData, - SDL_GPUBufferUsageFlags usageFlags, - Uint32 size) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11BufferContainer *container; - D3D11Buffer *buffer; - D3D11_BUFFER_DESC bufferDesc; - - bufferDesc.BindFlags = 0; - if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) { - bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER; - } - if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) { - bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER; - } - if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) { - bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; - } - - if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ | - SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ | - SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) { - bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; - } - - bufferDesc.ByteWidth = size; - bufferDesc.Usage = D3D11_USAGE_DEFAULT; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.StructureByteStride = 0; - bufferDesc.MiscFlags = 0; - - if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) { - bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS; - } - if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ | - SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ | - SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) { - bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; - } - - buffer = D3D11_INTERNAL_CreateBuffer( - renderer, - &bufferDesc, - size); - - if (buffer == NULL) { - return NULL; - } - - container = SDL_malloc(sizeof(D3D11BufferContainer)); - container->activeBuffer = buffer; - container->bufferCapacity = 1; - container->bufferCount = 1; - container->buffers = SDL_malloc( - container->bufferCapacity * sizeof(D3D11Buffer *)); - container->buffers[0] = container->activeBuffer; - container->bufferDesc = bufferDesc; - container->debugName = NULL; - - return (SDL_GPUBuffer *)container; -} - -static D3D11UniformBuffer *D3D11_INTERNAL_CreateUniformBuffer( - D3D11Renderer *renderer, - Uint32 size) -{ - D3D11UniformBuffer *uniformBuffer; - ID3D11Buffer *buffer; - D3D11_BUFFER_DESC bufferDesc; - HRESULT res; - - bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - bufferDesc.ByteWidth = size; - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.StructureByteStride = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - res = ID3D11Device_CreateBuffer( - renderer->device, - &bufferDesc, - NULL, - &buffer); - CHECK_D3D11_ERROR_AND_RETURN("Could not create uniform buffer", NULL) - - uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer)); - uniformBuffer->buffer = buffer; - uniformBuffer->writeOffset = 0; - uniformBuffer->drawOffset = 0; - uniformBuffer->currentBlockSize = 0; - - return uniformBuffer; -} - -static void D3D11_INTERNAL_CycleActiveBuffer( - D3D11Renderer *renderer, - D3D11BufferContainer *container) -{ - Uint32 size = container->activeBuffer->size; - - for (Uint32 i = 0; i < container->bufferCount; i += 1) { - if (SDL_GetAtomicInt(&container->buffers[i]->referenceCount) == 0) { - container->activeBuffer = container->buffers[i]; - return; - } - } - - EXPAND_ARRAY_IF_NEEDED( - container->buffers, - D3D11Buffer *, - container->bufferCount + 1, - container->bufferCapacity, - container->bufferCapacity + 1); - - container->buffers[container->bufferCount] = D3D11_INTERNAL_CreateBuffer( - renderer, - &container->bufferDesc, - size); - container->bufferCount += 1; - - container->activeBuffer = container->buffers[container->bufferCount - 1]; - - if (renderer->debugMode && container->debugName != NULL) { - D3D11_INTERNAL_SetBufferName( - renderer, - container->activeBuffer, - container->debugName); - } -} - -static D3D11Buffer *D3D11_INTERNAL_PrepareBufferForWrite( - D3D11Renderer *renderer, - D3D11BufferContainer *container, - bool cycle) -{ - if ( - cycle && - SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) { - D3D11_INTERNAL_CycleActiveBuffer( - renderer, - container); - } - - return container->activeBuffer; -} - -static D3D11TransferBuffer *D3D11_INTERNAL_CreateTransferBuffer( - D3D11Renderer *renderer, - Uint32 size) -{ - D3D11TransferBuffer *transferBuffer = SDL_malloc(sizeof(D3D11TransferBuffer)); - - transferBuffer->data = (Uint8 *)SDL_malloc(size); - transferBuffer->size = size; - SDL_SetAtomicInt(&transferBuffer->referenceCount, 0); - - transferBuffer->bufferDownloads = NULL; - transferBuffer->bufferDownloadCount = 0; - transferBuffer->bufferDownloadCapacity = 0; - - transferBuffer->textureDownloads = NULL; - transferBuffer->textureDownloadCount = 0; - transferBuffer->textureDownloadCapacity = 0; - - return transferBuffer; -} - -// This actually returns a container handle so we can rotate buffers on Cycle. -static SDL_GPUTransferBuffer *D3D11_CreateTransferBuffer( - SDL_GPURenderer *driverData, - SDL_GPUTransferBufferUsage usage, // ignored on D3D11 - Uint32 size) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer *)SDL_malloc(sizeof(D3D11TransferBufferContainer)); - - container->bufferCapacity = 1; - container->bufferCount = 1; - container->buffers = SDL_malloc( - container->bufferCapacity * sizeof(D3D11TransferBuffer *)); - - container->buffers[0] = D3D11_INTERNAL_CreateTransferBuffer( - renderer, - size); - - container->activeBuffer = container->buffers[0]; - - return (SDL_GPUTransferBuffer *)container; -} - -// TransferBuffer Data - -static void D3D11_INTERNAL_CycleActiveTransferBuffer( - D3D11Renderer *renderer, - D3D11TransferBufferContainer *container) -{ - Uint32 size = container->activeBuffer->size; - - for (Uint32 i = 0; i < container->bufferCount; i += 1) { - if (SDL_GetAtomicInt(&container->buffers[i]->referenceCount) == 0) { - container->activeBuffer = container->buffers[i]; - return; - } - } - - EXPAND_ARRAY_IF_NEEDED( - container->buffers, - D3D11TransferBuffer *, - container->bufferCount + 1, - container->bufferCapacity, - container->bufferCapacity + 1); - - container->buffers[container->bufferCount] = D3D11_INTERNAL_CreateTransferBuffer( - renderer, - size); - container->bufferCount += 1; - - container->activeBuffer = container->buffers[container->bufferCount - 1]; -} - -static void *D3D11_MapTransferBuffer( - SDL_GPURenderer *driverData, - SDL_GPUTransferBuffer *transferBuffer, - bool cycle) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer *)transferBuffer; - D3D11TransferBuffer *buffer = container->activeBuffer; - - // Rotate the transfer buffer if necessary - if ( - cycle && - SDL_GetAtomicInt(&container->activeBuffer->referenceCount) > 0) { - D3D11_INTERNAL_CycleActiveTransferBuffer( - renderer, - container); - buffer = container->activeBuffer; - } - - return buffer->data; -} - -static void D3D11_UnmapTransferBuffer( - SDL_GPURenderer *driverData, - SDL_GPUTransferBuffer *transferBuffer) -{ - // no-op - (void)driverData; - (void)transferBuffer; -} - -// Copy Pass - -static void D3D11_BeginCopyPass( - SDL_GPUCommandBuffer *commandBuffer) -{ - // no-op -} - -static void D3D11_UploadToTexture( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUTextureTransferInfo *source, - const SDL_GPUTextureRegion *destination, - bool cycle) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11TransferBufferContainer *srcTransferContainer = (D3D11TransferBufferContainer *)source->transfer_buffer; - D3D11TransferBuffer *srcTransferBuffer = srcTransferContainer->activeBuffer; - D3D11TextureContainer *dstTextureContainer = (D3D11TextureContainer *)destination->texture; - SDL_GPUTextureFormat dstFormat = dstTextureContainer->header.info.format; - Uint32 bufferStride = source->pixels_per_row; - Uint32 bufferImageHeight = source->rows_per_layer; - Sint32 w = destination->w; - Sint32 h = destination->h; - D3D11Texture *stagingTexture; - SDL_GPUTextureCreateInfo stagingTextureCreateInfo; - D3D11_SUBRESOURCE_DATA initialData; - - D3D11TextureSubresource *textureSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - renderer, - dstTextureContainer, - destination->layer, - destination->mip_level, - cycle); - - Sint32 blockWidth = Texture_GetBlockWidth(dstFormat); - Sint32 blockHeight = Texture_GetBlockHeight(dstFormat); - if (blockWidth > 1 && blockHeight > 1) { - w = (w + blockWidth - 1) & ~(blockWidth - 1); - h = (h + blockHeight - 1) & ~(blockHeight - 1); - } - - if (bufferStride == 0) { - bufferStride = w; - } - - if (bufferImageHeight == 0) { - bufferImageHeight = h; - } - - Uint32 bytesPerRow = BytesPerRow(bufferStride, dstFormat); - Uint32 bytesPerDepthSlice = bytesPerRow * bufferImageHeight; - - /* UpdateSubresource1 is completely busted on AMD, it truncates after X bytes. - * So we get to do this Fun (Tm) workaround where we create a staging texture - * with initial data before issuing a copy command. - */ - - stagingTextureCreateInfo.width = w; - stagingTextureCreateInfo.height = h; - stagingTextureCreateInfo.layer_count_or_depth = 1; - stagingTextureCreateInfo.num_levels = 1; - stagingTextureCreateInfo.type = SDL_GPU_TEXTURETYPE_2D; - stagingTextureCreateInfo.usage = 0; - stagingTextureCreateInfo.sample_count = SDL_GPU_SAMPLECOUNT_1; - stagingTextureCreateInfo.format = dstFormat; - - initialData.pSysMem = srcTransferBuffer->data + source->offset; - initialData.SysMemPitch = bytesPerRow; - initialData.SysMemSlicePitch = bytesPerDepthSlice; - - stagingTexture = D3D11_INTERNAL_CreateTexture( - renderer, - &stagingTextureCreateInfo, - &initialData); - - if (stagingTexture == NULL) { - return; - } - - ID3D11DeviceContext_CopySubresourceRegion( - d3d11CommandBuffer->context, - textureSubresource->parent->handle, - textureSubresource->index, - destination->x, - destination->y, - destination->z, - stagingTexture->handle, - 0, - NULL); - - // Clean up the staging texture - D3D11_INTERNAL_DestroyTexture(stagingTexture); - - D3D11_INTERNAL_TrackTexture(d3d11CommandBuffer, textureSubresource->parent); - D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, srcTransferBuffer); -} - -static void D3D11_UploadToBuffer( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUTransferBufferLocation *source, - const SDL_GPUBufferRegion *destination, - bool cycle) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11TransferBufferContainer *transferContainer = (D3D11TransferBufferContainer *)source->transfer_buffer; - D3D11TransferBuffer *d3d11TransferBuffer = transferContainer->activeBuffer; - D3D11BufferContainer *bufferContainer = (D3D11BufferContainer *)destination->buffer; - D3D11Buffer *d3d11Buffer = D3D11_INTERNAL_PrepareBufferForWrite( - renderer, - bufferContainer, - cycle); - ID3D11Buffer *stagingBuffer; - D3D11_BUFFER_DESC stagingBufferDesc; - D3D11_SUBRESOURCE_DATA stagingBufferData; - HRESULT res; - - // Upload to staging buffer immediately - stagingBufferDesc.ByteWidth = destination->size; - stagingBufferDesc.Usage = D3D11_USAGE_STAGING; - stagingBufferDesc.BindFlags = 0; - stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - stagingBufferDesc.MiscFlags = 0; - stagingBufferDesc.StructureByteStride = 0; - - stagingBufferData.pSysMem = d3d11TransferBuffer->data + source->offset; - stagingBufferData.SysMemPitch = 0; - stagingBufferData.SysMemSlicePitch = 0; - - res = ID3D11Device_CreateBuffer( - renderer->device, - &stagingBufferDesc, - &stagingBufferData, - &stagingBuffer); - CHECK_D3D11_ERROR_AND_RETURN("Could not create staging buffer", ) - - // Copy from staging buffer to buffer - ID3D11DeviceContext1_CopySubresourceRegion( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11Buffer->handle, - 0, - destination->offset, - 0, - 0, - (ID3D11Resource *)stagingBuffer, - 0, - NULL); - - ID3D11Buffer_Release(stagingBuffer); - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer); - D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer); -} - -static void D3D11_DownloadFromTexture( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUTextureRegion *source, - const SDL_GPUTextureTransferInfo *destination) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transfer_buffer; - D3D11TransferBuffer *d3d11TransferBuffer = dstTransferContainer->activeBuffer; - D3D11TextureContainer *srcTextureContainer = (D3D11TextureContainer *)source->texture; - SDL_GPUTextureFormat srcFormat = srcTextureContainer->header.info.format; - D3D11_TEXTURE2D_DESC stagingDesc2D; - D3D11_TEXTURE3D_DESC stagingDesc3D; - D3D11TextureSubresource *textureSubresource = D3D11_INTERNAL_FetchTextureSubresource( - srcTextureContainer, - source->layer, - source->mip_level); - D3D11TextureDownload *textureDownload; - Uint32 bufferStride = destination->pixels_per_row; - Uint32 bufferImageHeight = destination->rows_per_layer; - Uint32 bytesPerRow, bytesPerDepthSlice; - D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->h, source->z + source->d }; - HRESULT res; - - if (d3d11TransferBuffer->textureDownloadCount >= d3d11TransferBuffer->textureDownloadCapacity) { - d3d11TransferBuffer->textureDownloadCapacity += 1; - d3d11TransferBuffer->textureDownloads = SDL_realloc( - d3d11TransferBuffer->textureDownloads, - d3d11TransferBuffer->textureDownloadCapacity * sizeof(D3D11TextureDownload)); - } - - textureDownload = &d3d11TransferBuffer->textureDownloads[d3d11TransferBuffer->textureDownloadCount]; - d3d11TransferBuffer->textureDownloadCount += 1; - - if (bufferStride == 0) { - bufferStride = source->w; - } - - if (bufferImageHeight == 0) { - bufferImageHeight = source->h; - } - - bytesPerRow = BytesPerRow(bufferStride, srcFormat); - bytesPerDepthSlice = bytesPerRow * bufferImageHeight; - - if (source->d == 1) { - stagingDesc2D.Width = source->w; - stagingDesc2D.Height = source->h; - stagingDesc2D.MipLevels = 1; - stagingDesc2D.ArraySize = 1; - stagingDesc2D.Format = SDLToD3D11_TextureFormat[srcFormat]; - stagingDesc2D.SampleDesc.Count = 1; - stagingDesc2D.SampleDesc.Quality = 0; - stagingDesc2D.Usage = D3D11_USAGE_STAGING; - stagingDesc2D.BindFlags = 0; - stagingDesc2D.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - stagingDesc2D.MiscFlags = 0; - - res = ID3D11Device_CreateTexture2D( - renderer->device, - &stagingDesc2D, - NULL, - (ID3D11Texture2D **)&textureDownload->stagingTexture); - CHECK_D3D11_ERROR_AND_RETURN("Staging texture creation failed", ) - } else { - stagingDesc3D.Width = source->w; - stagingDesc3D.Height = source->h; - stagingDesc3D.Depth = source->d; - stagingDesc3D.MipLevels = 1; - stagingDesc3D.Format = SDLToD3D11_TextureFormat[srcFormat]; - stagingDesc3D.Usage = D3D11_USAGE_STAGING; - stagingDesc3D.BindFlags = 0; - stagingDesc3D.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - stagingDesc3D.MiscFlags = 0; - - res = ID3D11Device_CreateTexture3D( - renderer->device, - &stagingDesc3D, - NULL, - (ID3D11Texture3D **)&textureDownload->stagingTexture); - } - - textureDownload->width = source->w; - textureDownload->height = source->h; - textureDownload->depth = source->d; - textureDownload->bufferOffset = destination->offset; - textureDownload->bytesPerRow = bytesPerRow; - textureDownload->bytesPerDepthSlice = bytesPerDepthSlice; - - ID3D11DeviceContext1_CopySubresourceRegion1( - d3d11CommandBuffer->context, - textureDownload->stagingTexture, - 0, - 0, - 0, - 0, - textureSubresource->parent->handle, - textureSubresource->index, - &srcBox, - D3D11_COPY_NO_OVERWRITE); - - D3D11_INTERNAL_TrackTexture(d3d11CommandBuffer, textureSubresource->parent); - D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer); -} - -static void D3D11_DownloadFromBuffer( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUBufferRegion *source, - const SDL_GPUTransferBufferLocation *destination) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transfer_buffer; - D3D11TransferBuffer *d3d11TransferBuffer = dstTransferContainer->activeBuffer; - D3D11BufferContainer *srcBufferContainer = (D3D11BufferContainer *)source->buffer; - D3D11BufferDownload *bufferDownload; - D3D11_BOX srcBox = { source->offset, 0, 0, source->size, 1, 1 }; - D3D11_BUFFER_DESC stagingBufferDesc; - HRESULT res; - - if (d3d11TransferBuffer->bufferDownloadCount >= d3d11TransferBuffer->bufferDownloadCapacity) { - d3d11TransferBuffer->bufferDownloadCapacity += 1; - d3d11TransferBuffer->bufferDownloads = SDL_realloc( - d3d11TransferBuffer->bufferDownloads, - d3d11TransferBuffer->bufferDownloadCapacity * sizeof(D3D11BufferDownload)); - } - - bufferDownload = &d3d11TransferBuffer->bufferDownloads[d3d11TransferBuffer->bufferDownloadCount]; - d3d11TransferBuffer->bufferDownloadCount += 1; - - stagingBufferDesc.ByteWidth = source->size; - stagingBufferDesc.Usage = D3D11_USAGE_STAGING; - stagingBufferDesc.BindFlags = 0; - stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - stagingBufferDesc.MiscFlags = 0; - stagingBufferDesc.StructureByteStride = 0; - - res = ID3D11Device_CreateBuffer( - renderer->device, - &stagingBufferDesc, - NULL, - &bufferDownload->stagingBuffer); - CHECK_D3D11_ERROR_AND_RETURN("Could not create staging buffer", ) - - ID3D11DeviceContext1_CopySubresourceRegion1( - d3d11CommandBuffer->context, - (ID3D11Resource *)bufferDownload->stagingBuffer, - 0, - 0, - 0, - 0, - (ID3D11Resource *)srcBufferContainer->activeBuffer->handle, - 0, - &srcBox, - D3D11_COPY_NO_OVERWRITE); - - bufferDownload->dstOffset = destination->offset; - bufferDownload->size = source->size; - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, srcBufferContainer->activeBuffer); - D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer); -} - -static void D3D11_CopyTextureToTexture( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUTextureLocation *source, - const SDL_GPUTextureLocation *destination, - Uint32 w, - Uint32 h, - Uint32 d, - bool cycle) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11TextureContainer *srcContainer = (D3D11TextureContainer *)source->texture; - D3D11TextureContainer *dstContainer = (D3D11TextureContainer *)destination->texture; - - D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + w, source->y + h, source->z + d }; - - D3D11TextureSubresource *srcSubresource = D3D11_INTERNAL_FetchTextureSubresource( - srcContainer, - source->layer, - source->mip_level); - - D3D11TextureSubresource *dstSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - renderer, - dstContainer, - destination->layer, - destination->mip_level, - cycle); - - ID3D11DeviceContext1_CopySubresourceRegion( - d3d11CommandBuffer->context, - dstSubresource->parent->handle, - dstSubresource->index, - destination->x, - destination->y, - destination->z, - srcSubresource->parent->handle, - srcSubresource->index, - &srcBox); - - D3D11_INTERNAL_TrackTexture(d3d11CommandBuffer, srcSubresource->parent); - D3D11_INTERNAL_TrackTexture(d3d11CommandBuffer, dstSubresource->parent); -} - -static void D3D11_CopyBufferToBuffer( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUBufferLocation *source, - const SDL_GPUBufferLocation *destination, - Uint32 size, - bool cycle) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11BufferContainer *srcBufferContainer = (D3D11BufferContainer *)source->buffer; - D3D11BufferContainer *dstBufferContainer = (D3D11BufferContainer *)destination->buffer; - D3D11_BOX srcBox = { source->offset, 0, 0, source->offset + size, 1, 1 }; - - D3D11Buffer *srcBuffer = srcBufferContainer->activeBuffer; - D3D11Buffer *dstBuffer = D3D11_INTERNAL_PrepareBufferForWrite( - renderer, - dstBufferContainer, - cycle); - - ID3D11DeviceContext1_CopySubresourceRegion( - d3d11CommandBuffer->context, - (ID3D11Resource *)dstBuffer->handle, - 0, - destination->offset, - 0, - 0, - (ID3D11Resource *)srcBuffer->handle, - 0, - &srcBox); - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, srcBuffer); - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, dstBuffer); -} - -static void D3D11_GenerateMipmaps( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUTexture *texture) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11TextureContainer *d3d11TextureContainer = (D3D11TextureContainer *)texture; - - ID3D11DeviceContext1_GenerateMips( - d3d11CommandBuffer->context, - d3d11TextureContainer->activeTexture->shaderView); - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - d3d11TextureContainer->activeTexture); -} - -static void D3D11_EndCopyPass( - SDL_GPUCommandBuffer *commandBuffer) -{ - // no-op -} - -// Graphics State - -static void D3D11_INTERNAL_AllocateCommandBuffers( - D3D11Renderer *renderer, - Uint32 allocateCount) -{ - D3D11CommandBuffer *commandBuffer; - HRESULT res; - - renderer->availableCommandBufferCapacity += allocateCount; - - renderer->availableCommandBuffers = SDL_realloc( - renderer->availableCommandBuffers, - sizeof(D3D11CommandBuffer *) * renderer->availableCommandBufferCapacity); - - for (Uint32 i = 0; i < allocateCount; i += 1) { - commandBuffer = SDL_calloc(1, sizeof(D3D11CommandBuffer)); - commandBuffer->renderer = renderer; - - // Deferred Device Context - res = ID3D11Device1_CreateDeferredContext1( - renderer->device, - 0, - &commandBuffer->context); - CHECK_D3D11_ERROR_AND_RETURN("Could not create deferred context", ); - - // Initialize debug annotation support, if available - ID3D11DeviceContext_QueryInterface( - commandBuffer->context, - &D3D_IID_ID3DUserDefinedAnnotation, - (void **)&commandBuffer->annotation); - - // Window handling - commandBuffer->windowDataCapacity = 1; - commandBuffer->windowDataCount = 0; - commandBuffer->windowDatas = SDL_malloc( - commandBuffer->windowDataCapacity * sizeof(D3D11WindowData *)); - - // Reference Counting - commandBuffer->usedBufferCapacity = 4; - commandBuffer->usedBufferCount = 0; - commandBuffer->usedBuffers = SDL_malloc( - commandBuffer->usedBufferCapacity * sizeof(D3D11Buffer *)); - - commandBuffer->usedTransferBufferCapacity = 4; - commandBuffer->usedTransferBufferCount = 0; - commandBuffer->usedTransferBuffers = SDL_malloc( - commandBuffer->usedTransferBufferCapacity * sizeof(D3D11TransferBuffer *)); - - commandBuffer->usedTextureCapacity = 4; - commandBuffer->usedTextureCount = 0; - commandBuffer->usedTextures = SDL_malloc( - commandBuffer->usedTextureCapacity * sizeof(D3D11Texture *)); - - commandBuffer->usedUniformBufferCapacity = 4; - commandBuffer->usedUniformBufferCount = 0; - commandBuffer->usedUniformBuffers = SDL_malloc( - commandBuffer->usedUniformBufferCapacity * sizeof(D3D11UniformBuffer *)); - - renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; - renderer->availableCommandBufferCount += 1; - } -} - -static D3D11CommandBuffer *D3D11_INTERNAL_GetInactiveCommandBufferFromPool( - D3D11Renderer *renderer) -{ - D3D11CommandBuffer *commandBuffer; - - if (renderer->availableCommandBufferCount == 0) { - D3D11_INTERNAL_AllocateCommandBuffers( - renderer, - renderer->availableCommandBufferCapacity); - } - - commandBuffer = renderer->availableCommandBuffers[renderer->availableCommandBufferCount - 1]; - renderer->availableCommandBufferCount -= 1; - - return commandBuffer; -} - -static bool D3D11_INTERNAL_CreateFence( - D3D11Renderer *renderer) -{ - D3D11_QUERY_DESC queryDesc; - ID3D11Query *queryHandle; - D3D11Fence *fence; - HRESULT res; - - queryDesc.Query = D3D11_QUERY_EVENT; - queryDesc.MiscFlags = 0; - res = ID3D11Device_CreateQuery( - renderer->device, - &queryDesc, - &queryHandle); - CHECK_D3D11_ERROR_AND_RETURN("Could not create query", false); - - fence = SDL_malloc(sizeof(D3D11Fence)); - fence->handle = queryHandle; - SDL_SetAtomicInt(&fence->referenceCount, 0); - - // Add it to the available pool - if (renderer->availableFenceCount >= renderer->availableFenceCapacity) { - renderer->availableFenceCapacity *= 2; - renderer->availableFences = SDL_realloc( - renderer->availableFences, - sizeof(D3D11Fence *) * renderer->availableFenceCapacity); - } - - renderer->availableFences[renderer->availableFenceCount] = fence; - renderer->availableFenceCount += 1; - - return true; -} - -static bool D3D11_INTERNAL_AcquireFence( - D3D11CommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11Fence *fence; - - // Acquire a fence from the pool - SDL_LockMutex(renderer->fenceLock); - - if (renderer->availableFenceCount == 0) { - if (!D3D11_INTERNAL_CreateFence(renderer)) { - SDL_UnlockMutex(renderer->fenceLock); - return false; - } - } - - fence = renderer->availableFences[renderer->availableFenceCount - 1]; - renderer->availableFenceCount -= 1; - - SDL_UnlockMutex(renderer->fenceLock); - - // Associate the fence with the command buffer - commandBuffer->fence = fence; - (void)SDL_AtomicIncRef(&commandBuffer->fence->referenceCount); - - return true; -} - -static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer( - SDL_GPURenderer *driverData) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11CommandBuffer *commandBuffer; - Uint32 i; - - SDL_LockMutex(renderer->acquireCommandBufferLock); - - commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer); - commandBuffer->graphicsPipeline = NULL; - commandBuffer->stencilRef = 0; - commandBuffer->blendConstants.r = 1.0f; - commandBuffer->blendConstants.g = 1.0f; - commandBuffer->blendConstants.b = 1.0f; - commandBuffer->blendConstants.a = 1.0f; - commandBuffer->computePipeline = NULL; - for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { - commandBuffer->colorTargetSubresources[i] = NULL; - commandBuffer->colorResolveSubresources[i] = NULL; - } - - for (i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { - commandBuffer->vertexUniformBuffers[i] = NULL; - commandBuffer->fragmentUniformBuffers[i] = NULL; - commandBuffer->computeUniformBuffers[i] = NULL; - } - - commandBuffer->needVertexSamplerBind = true; - commandBuffer->needVertexStorageTextureBind = true; - commandBuffer->needVertexStorageBufferBind = true; - commandBuffer->needVertexUniformBufferBind = true; - commandBuffer->needFragmentSamplerBind = true; - commandBuffer->needFragmentStorageTextureBind = true; - commandBuffer->needFragmentStorageBufferBind = true; - commandBuffer->needFragmentUniformBufferBind = true; - commandBuffer->needComputeUniformBufferBind = true; - commandBuffer->needBlendStateSet = true; - - SDL_zeroa(commandBuffer->vertexSamplers); - SDL_zeroa(commandBuffer->vertexSamplerTextures); - SDL_zeroa(commandBuffer->vertexStorageTextures); - SDL_zeroa(commandBuffer->vertexStorageBuffers); - - SDL_zeroa(commandBuffer->fragmentSamplers); - SDL_zeroa(commandBuffer->fragmentSamplerTextures); - SDL_zeroa(commandBuffer->fragmentStorageTextures); - SDL_zeroa(commandBuffer->fragmentStorageBuffers); - - SDL_zeroa(commandBuffer->computeSamplers); - SDL_zeroa(commandBuffer->computeSamplerTextures); - SDL_zeroa(commandBuffer->computeReadOnlyStorageTextures); - SDL_zeroa(commandBuffer->computeReadOnlyStorageBuffers); - SDL_zeroa(commandBuffer->computeReadWriteStorageTextureSubresources); - SDL_zeroa(commandBuffer->computeReadWriteStorageBuffers); - - commandBuffer->autoReleaseFence = true; - - SDL_UnlockMutex(renderer->acquireCommandBufferLock); - - return (SDL_GPUCommandBuffer *)commandBuffer; -} - -static D3D11UniformBuffer *D3D11_INTERNAL_AcquireUniformBufferFromPool( - D3D11CommandBuffer *commandBuffer) -{ - D3D11Renderer *renderer = commandBuffer->renderer; - D3D11UniformBuffer *uniformBuffer; - - SDL_LockMutex(renderer->acquireUniformBufferLock); - - if (renderer->uniformBufferPoolCount > 0) { - uniformBuffer = renderer->uniformBufferPool[renderer->uniformBufferPoolCount - 1]; - renderer->uniformBufferPoolCount -= 1; - } else { - uniformBuffer = D3D11_INTERNAL_CreateUniformBuffer( - renderer, - UNIFORM_BUFFER_SIZE); - } - - SDL_UnlockMutex(renderer->acquireUniformBufferLock); - - D3D11_INTERNAL_TrackUniformBuffer(commandBuffer, uniformBuffer); - - return uniformBuffer; -} - -static void D3D11_INTERNAL_ReturnUniformBufferToPool( - D3D11Renderer *renderer, - D3D11UniformBuffer *uniformBuffer) -{ - if (renderer->uniformBufferPoolCount >= renderer->uniformBufferPoolCapacity) { - renderer->uniformBufferPoolCapacity *= 2; - renderer->uniformBufferPool = SDL_realloc( - renderer->uniformBufferPool, - renderer->uniformBufferPoolCapacity * sizeof(D3D11UniformBuffer *)); - } - - renderer->uniformBufferPool[renderer->uniformBufferPoolCount] = uniformBuffer; - renderer->uniformBufferPoolCount += 1; - - uniformBuffer->writeOffset = 0; - uniformBuffer->drawOffset = 0; - uniformBuffer->mappedData = NULL; -} - -static void D3D11_INTERNAL_PushUniformData( - D3D11CommandBuffer *d3d11CommandBuffer, - SDL_GPUShaderStage shaderStage, - Uint32 slotIndex, - const void *data, - Uint32 length) -{ - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - D3D11UniformBuffer *d3d11UniformBuffer; - D3D11_MAPPED_SUBRESOURCE subres; - HRESULT res; - - if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { - if (d3d11CommandBuffer->vertexUniformBuffers[slotIndex] == NULL) { - d3d11CommandBuffer->vertexUniformBuffers[slotIndex] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - d3d11UniformBuffer = d3d11CommandBuffer->vertexUniformBuffers[slotIndex]; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { - if (d3d11CommandBuffer->fragmentUniformBuffers[slotIndex] == NULL) { - d3d11CommandBuffer->fragmentUniformBuffers[slotIndex] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - d3d11UniformBuffer = d3d11CommandBuffer->fragmentUniformBuffers[slotIndex]; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { - if (d3d11CommandBuffer->computeUniformBuffers[slotIndex] == NULL) { - d3d11CommandBuffer->computeUniformBuffers[slotIndex] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - d3d11UniformBuffer = d3d11CommandBuffer->computeUniformBuffers[slotIndex]; - } else { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); - return; - } - - d3d11UniformBuffer->currentBlockSize = - D3D11_INTERNAL_NextHighestAlignment( - length, - 256); - - // If there is no more room, acquire a new uniform buffer - if (d3d11UniformBuffer->writeOffset + d3d11UniformBuffer->currentBlockSize >= UNIFORM_BUFFER_SIZE) { - ID3D11DeviceContext_Unmap( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11UniformBuffer->buffer, - 0); - d3d11UniformBuffer->mappedData = NULL; - - d3d11UniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(d3d11CommandBuffer); - - d3d11UniformBuffer->drawOffset = 0; - d3d11UniformBuffer->writeOffset = 0; - - if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { - d3d11CommandBuffer->vertexUniformBuffers[slotIndex] = d3d11UniformBuffer; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { - d3d11CommandBuffer->fragmentUniformBuffers[slotIndex] = d3d11UniformBuffer; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { - d3d11CommandBuffer->computeUniformBuffers[slotIndex] = d3d11UniformBuffer; - } else { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); - } - } - - // Map the uniform data on first push - if (d3d11UniformBuffer->writeOffset == 0) { - res = ID3D11DeviceContext_Map( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11UniformBuffer->buffer, - 0, - D3D11_MAP_WRITE_DISCARD, - 0, - &subres); - CHECK_D3D11_ERROR_AND_RETURN("Failed to map uniform buffer", ) - - d3d11UniformBuffer->mappedData = subres.pData; - } - - d3d11UniformBuffer->drawOffset = d3d11UniformBuffer->writeOffset; - - SDL_memcpy( - (Uint8 *)d3d11UniformBuffer->mappedData + d3d11UniformBuffer->writeOffset, - data, - length); - - d3d11UniformBuffer->writeOffset += d3d11UniformBuffer->currentBlockSize; - - if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) { - d3d11CommandBuffer->needVertexUniformBufferBind = true; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) { - d3d11CommandBuffer->needFragmentUniformBufferBind = true; - } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) { - d3d11CommandBuffer->needComputeUniformBufferBind = true; - } else { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!"); - } -} - -static void D3D11_SetViewport( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUViewport *viewport) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_VIEWPORT vp = { - viewport->x, - viewport->y, - viewport->w, - viewport->h, - viewport->min_depth, - viewport->max_depth - }; - - ID3D11DeviceContext_RSSetViewports( - d3d11CommandBuffer->context, - 1, - &vp); -} - -static void D3D11_SetScissor( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_Rect *scissor) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_RECT rect = { - scissor->x, - scissor->y, - scissor->x + scissor->w, - scissor->y + scissor->h - }; - - ID3D11DeviceContext_RSSetScissorRects( - d3d11CommandBuffer->context, - 1, - &rect); -} - -static void D3D11_SetBlendConstants( - SDL_GPUCommandBuffer *commandBuffer, - SDL_FColor blendConstants) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - d3d11CommandBuffer->blendConstants = blendConstants; - d3d11CommandBuffer->needBlendStateSet = true; -} - -static void D3D11_SetStencilReference( - SDL_GPUCommandBuffer *commandBuffer, - Uint8 reference) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - d3d11CommandBuffer->stencilRef = reference; - - if (d3d11CommandBuffer->graphicsPipeline != NULL) { - ID3D11DeviceContext_OMSetDepthStencilState( - d3d11CommandBuffer->context, - d3d11CommandBuffer->graphicsPipeline->depthStencilState, - reference); - } -} - -static void D3D11_BeginRenderPass( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUColorTargetInfo *colorTargetInfos, - Uint32 numColorTargets, - const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - ID3D11RenderTargetView *rtvs[MAX_COLOR_TARGET_BINDINGS]; - ID3D11DepthStencilView *dsv = NULL; - Uint32 vpWidth = SDL_MAX_UINT32; - Uint32 vpHeight = SDL_MAX_UINT32; - SDL_GPUViewport viewport; - SDL_Rect scissorRect; - - // Clear the bound targets for the current command buffer - for (Uint32 i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { - d3d11CommandBuffer->colorTargetSubresources[i] = NULL; - d3d11CommandBuffer->colorResolveSubresources[i] = NULL; - } - - // Set up the new color target bindings - for (Uint32 i = 0; i < numColorTargets; i += 1) { - D3D11TextureContainer *container = (D3D11TextureContainer *)colorTargetInfos[i].texture; - D3D11TextureSubresource *subresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - renderer, - container, - container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane, - colorTargetInfos[i].mip_level, - colorTargetInfos[i].cycle); - - Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0; - rtvs[i] = subresource->colorTargetViews[rtvIndex]; - d3d11CommandBuffer->colorTargetSubresources[i] = subresource; - - if (colorTargetInfos[i].store_op == SDL_GPU_STOREOP_RESOLVE || colorTargetInfos[i].store_op == SDL_GPU_STOREOP_RESOLVE_AND_STORE) { - D3D11TextureContainer *resolveContainer = (D3D11TextureContainer *)colorTargetInfos[i].resolve_texture; - D3D11TextureSubresource *resolveSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - renderer, - resolveContainer, - colorTargetInfos[i].resolve_layer, - colorTargetInfos[i].resolve_mip_level, - colorTargetInfos[i].cycle_resolve_texture); - - d3d11CommandBuffer->colorResolveSubresources[i] = resolveSubresource; - } - - if (colorTargetInfos[i].load_op == SDL_GPU_LOADOP_CLEAR) { - float clearColor[] = { - colorTargetInfos[i].clear_color.r, - colorTargetInfos[i].clear_color.g, - colorTargetInfos[i].clear_color.b, - colorTargetInfos[i].clear_color.a - }; - ID3D11DeviceContext_ClearRenderTargetView( - d3d11CommandBuffer->context, - rtvs[i], - clearColor); - } - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - subresource->parent); - } - - // Get the DSV for the depth stencil target, if applicable - if (depthStencilTargetInfo != NULL) { - D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilTargetInfo->texture; - D3D11TextureSubresource *subresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - renderer, - container, - 0, - 0, - depthStencilTargetInfo->cycle); - - dsv = subresource->depthStencilTargetView; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - subresource->parent); - } - - // Actually set the RTs - ID3D11DeviceContext_OMSetRenderTargets( - d3d11CommandBuffer->context, - numColorTargets, - numColorTargets > 0 ? rtvs : NULL, - dsv); - - if (depthStencilTargetInfo != NULL) { - D3D11_CLEAR_FLAG dsClearFlags = 0; - if (depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR) { - dsClearFlags |= D3D11_CLEAR_DEPTH; - } - if (depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) { - dsClearFlags |= D3D11_CLEAR_STENCIL; - } - - if (dsClearFlags != 0) { - ID3D11DeviceContext_ClearDepthStencilView( - d3d11CommandBuffer->context, - dsv, - dsClearFlags, - depthStencilTargetInfo->clear_depth, - depthStencilTargetInfo->clear_stencil); - } - } - - // The viewport cannot be larger than the smallest target. - for (Uint32 i = 0; i < numColorTargets; i += 1) { - D3D11TextureContainer *container = (D3D11TextureContainer *)colorTargetInfos[i].texture; - Uint32 w = container->header.info.width >> colorTargetInfos[i].mip_level; - Uint32 h = container->header.info.height >> colorTargetInfos[i].mip_level; - - if (w < vpWidth) { - vpWidth = w; - } - - if (h < vpHeight) { - vpHeight = h; - } - } - - if (depthStencilTargetInfo != NULL) { - D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilTargetInfo->texture; - Uint32 w = container->header.info.width; - Uint32 h = container->header.info.height; - - if (w < vpWidth) { - vpWidth = w; - } - - if (h < vpHeight) { - vpHeight = h; - } - } - - // Set sensible default states - viewport.x = 0; - viewport.y = 0; - viewport.w = (float)vpWidth; - viewport.h = (float)vpHeight; - viewport.min_depth = 0; - viewport.max_depth = 1; - - D3D11_SetViewport( - commandBuffer, - &viewport); - - scissorRect.x = 0; - scissorRect.y = 0; - scissorRect.w = (int)vpWidth; - scissorRect.h = (int)vpHeight; - - D3D11_SetScissor( - commandBuffer, - &scissorRect); - - D3D11_SetStencilReference( - commandBuffer, - 0); - - SDL_FColor blendConstants; - blendConstants.r = 1.0f; - blendConstants.g = 1.0f; - blendConstants.b = 1.0f; - blendConstants.a = 1.0f; - - D3D11_SetBlendConstants( - commandBuffer, - blendConstants); -} - -static void D3D11_BindGraphicsPipeline( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUGraphicsPipeline *graphicsPipeline) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline *)graphicsPipeline; - d3d11CommandBuffer->graphicsPipeline = pipeline; - - ID3D11DeviceContext_OMSetDepthStencilState( - d3d11CommandBuffer->context, - pipeline->depthStencilState, - d3d11CommandBuffer->stencilRef); - - ID3D11DeviceContext_IASetPrimitiveTopology( - d3d11CommandBuffer->context, - SDLToD3D11_PrimitiveType[pipeline->primitiveType]); - - ID3D11DeviceContext_IASetInputLayout( - d3d11CommandBuffer->context, - pipeline->inputLayout); - - ID3D11DeviceContext_RSSetState( - d3d11CommandBuffer->context, - pipeline->rasterizerState); - - ID3D11DeviceContext_VSSetShader( - d3d11CommandBuffer->context, - pipeline->vertexShader, - NULL, - 0); - - ID3D11DeviceContext_PSSetShader( - d3d11CommandBuffer->context, - pipeline->fragmentShader, - NULL, - 0); - - // Acquire uniform buffers if necessary - for (Uint32 i = 0; i < pipeline->vertexUniformBufferCount; i += 1) { - if (d3d11CommandBuffer->vertexUniformBuffers[i] == NULL) { - d3d11CommandBuffer->vertexUniformBuffers[i] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - } - - for (Uint32 i = 0; i < pipeline->fragmentUniformBufferCount; i += 1) { - if (d3d11CommandBuffer->fragmentUniformBuffers[i] == NULL) { - d3d11CommandBuffer->fragmentUniformBuffers[i] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - } - - // Mark that bindings are needed - d3d11CommandBuffer->needVertexSamplerBind = true; - d3d11CommandBuffer->needVertexStorageTextureBind = true; - d3d11CommandBuffer->needVertexStorageBufferBind = true; - d3d11CommandBuffer->needVertexUniformBufferBind = true; - d3d11CommandBuffer->needFragmentSamplerBind = true; - d3d11CommandBuffer->needFragmentStorageTextureBind = true; - d3d11CommandBuffer->needFragmentStorageBufferBind = true; - d3d11CommandBuffer->needFragmentUniformBufferBind = true; - d3d11CommandBuffer->needBlendStateSet = true; -} - -static void D3D11_BindVertexBuffers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - const SDL_GPUBufferBinding *bindings, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11Buffer *currentBuffer = ((D3D11BufferContainer *)bindings[i].buffer)->activeBuffer; - d3d11CommandBuffer->vertexBuffers[firstSlot + i] = currentBuffer->handle; - d3d11CommandBuffer->vertexBufferOffsets[firstSlot + i] = bindings[i].offset; - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, currentBuffer); - } - - d3d11CommandBuffer->vertexBufferCount = - SDL_max(d3d11CommandBuffer->vertexBufferCount, firstSlot + numBindings); - - d3d11CommandBuffer->needVertexBufferBind = true; -} - -static void D3D11_BindIndexBuffer( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUBufferBinding *binding, - SDL_GPUIndexElementSize indexElementSize) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)binding->buffer)->activeBuffer; - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer); - - ID3D11DeviceContext_IASetIndexBuffer( - d3d11CommandBuffer->context, - d3d11Buffer->handle, - SDLToD3D11_IndexType[indexElementSize], - (UINT)binding->offset); -} - -static void D3D11_BindVertexSamplers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - const SDL_GPUTextureSamplerBinding *textureSamplerBindings, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)textureSamplerBindings[i].texture; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->vertexSamplers[firstSlot + i] = - (D3D11Sampler *)textureSamplerBindings[i].sampler; - - d3d11CommandBuffer->vertexSamplerTextures[firstSlot + i] = - textureContainer->activeTexture; - } - - d3d11CommandBuffer->needVertexSamplerBind = true; -} - -static void D3D11_BindVertexStorageTextures( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUTexture *const *storageTextures, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i]; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->vertexStorageTextures[firstSlot + i] = - textureContainer->activeTexture; - } - - d3d11CommandBuffer->needVertexStorageTextureBind = true; -} - -static void D3D11_BindVertexStorageBuffers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUBuffer *const *storageBuffers, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11BufferContainer *bufferContainer; - Uint32 i; - - for (i = 0; i < numBindings; i += 1) { - bufferContainer = (D3D11BufferContainer *)storageBuffers[i]; - - D3D11_INTERNAL_TrackBuffer( - d3d11CommandBuffer, - bufferContainer->activeBuffer); - - d3d11CommandBuffer->vertexStorageBuffers[firstSlot + i] = - bufferContainer->activeBuffer; - } - - d3d11CommandBuffer->needVertexStorageBufferBind = true; -} - -static void D3D11_BindFragmentSamplers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - const SDL_GPUTextureSamplerBinding *textureSamplerBindings, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)textureSamplerBindings[i].texture; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->fragmentSamplers[firstSlot + i] = - (D3D11Sampler *)textureSamplerBindings[i].sampler; - - d3d11CommandBuffer->fragmentSamplerTextures[firstSlot + i] = - (D3D11Texture *)textureContainer->activeTexture; - } - - d3d11CommandBuffer->needFragmentSamplerBind = true; -} - -static void D3D11_BindFragmentStorageTextures( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUTexture *const *storageTextures, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i]; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->fragmentStorageTextures[firstSlot + i] = - textureContainer->activeTexture; - } - - d3d11CommandBuffer->needFragmentStorageTextureBind = true; -} - -static void D3D11_BindFragmentStorageBuffers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUBuffer *const *storageBuffers, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11BufferContainer *bufferContainer; - Uint32 i; - - for (i = 0; i < numBindings; i += 1) { - bufferContainer = (D3D11BufferContainer *)storageBuffers[i]; - - D3D11_INTERNAL_TrackBuffer( - d3d11CommandBuffer, - bufferContainer->activeBuffer); - - d3d11CommandBuffer->fragmentStorageBuffers[firstSlot + i] = - bufferContainer->activeBuffer; - } - - d3d11CommandBuffer->needFragmentStorageBufferBind = true; -} - -static void D3D11_INTERNAL_BindGraphicsResources( - D3D11CommandBuffer *commandBuffer) -{ - D3D11GraphicsPipeline *graphicsPipeline = commandBuffer->graphicsPipeline; - - ID3D11Buffer *nullBuf = NULL; - Uint32 offsetInConstants, blockSizeInConstants; - - if (commandBuffer->needVertexBufferBind) { - ID3D11DeviceContext_IASetVertexBuffers( - commandBuffer->context, - 0, - commandBuffer->vertexBufferCount, - commandBuffer->vertexBuffers, - graphicsPipeline->vertexStrides, - commandBuffer->vertexBufferOffsets); - } - - if (commandBuffer->needVertexSamplerBind) { - if (graphicsPipeline->vertexSamplerCount > 0) { - ID3D11SamplerState *samplerStates[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - ID3D11ShaderResourceView *srvs[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->vertexSamplerCount; i += 1) { - samplerStates[i] = commandBuffer->vertexSamplers[i]->handle; - srvs[i] = commandBuffer->vertexSamplerTextures[i]->shaderView; - } - - ID3D11DeviceContext_VSSetSamplers( - commandBuffer->context, - 0, - graphicsPipeline->vertexSamplerCount, - samplerStates); - - ID3D11DeviceContext_VSSetShaderResources( - commandBuffer->context, - 0, - graphicsPipeline->vertexSamplerCount, - srvs); - } - - commandBuffer->needVertexSamplerBind = false; - } - - if (commandBuffer->needVertexStorageTextureBind) { - if (graphicsPipeline->vertexStorageTextureCount > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_TEXTURES_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->vertexStorageTextureCount; i += 1) { - srvs[i] = commandBuffer->vertexStorageTextures[i]->shaderView; - } - - ID3D11DeviceContext_VSSetShaderResources( - commandBuffer->context, - graphicsPipeline->vertexSamplerCount, - graphicsPipeline->vertexStorageTextureCount, - srvs); - } - - commandBuffer->needVertexStorageTextureBind = false; - } - - if (commandBuffer->needVertexStorageBufferBind) { - if (graphicsPipeline->vertexStorageBufferCount > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_BUFFERS_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->vertexStorageBufferCount; i += 1) { - srvs[i] = commandBuffer->vertexStorageBuffers[i]->srv; - } - - ID3D11DeviceContext_VSSetShaderResources( - commandBuffer->context, - graphicsPipeline->vertexSamplerCount + graphicsPipeline->vertexStorageTextureCount, - graphicsPipeline->vertexStorageBufferCount, - srvs); - } - - commandBuffer->needVertexStorageBufferBind = false; - } - - if (commandBuffer->needVertexUniformBufferBind) { - for (Uint32 i = 0; i < graphicsPipeline->vertexUniformBufferCount; i += 1) { - /* stupid workaround for god awful D3D11 drivers - * see: https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1#calling-vssetconstantbuffers1-with-command-list-emulation - */ - ID3D11DeviceContext1_VSSetConstantBuffers( - commandBuffer->context, - i, - 1, - &nullBuf); - - offsetInConstants = commandBuffer->vertexUniformBuffers[i]->drawOffset / 16; - blockSizeInConstants = commandBuffer->vertexUniformBuffers[i]->currentBlockSize / 16; - - ID3D11DeviceContext1_VSSetConstantBuffers1( - commandBuffer->context, - i, - 1, - &commandBuffer->vertexUniformBuffers[i]->buffer, - &offsetInConstants, - &blockSizeInConstants); - } - - commandBuffer->needVertexUniformBufferBind = false; - } - - if (commandBuffer->needFragmentSamplerBind) { - if (graphicsPipeline->fragmentSamplerCount > 0) { - ID3D11SamplerState *samplerStates[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - ID3D11ShaderResourceView *srvs[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->fragmentSamplerCount; i += 1) { - samplerStates[i] = commandBuffer->fragmentSamplers[i]->handle; - srvs[i] = commandBuffer->fragmentSamplerTextures[i]->shaderView; - } - - ID3D11DeviceContext_PSSetSamplers( - commandBuffer->context, - 0, - graphicsPipeline->fragmentSamplerCount, - samplerStates); - - ID3D11DeviceContext_PSSetShaderResources( - commandBuffer->context, - 0, - graphicsPipeline->fragmentSamplerCount, - srvs); - } - - commandBuffer->needFragmentSamplerBind = false; - } - - if (commandBuffer->needFragmentStorageTextureBind) { - if (graphicsPipeline->fragmentStorageTextureCount > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_TEXTURES_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->fragmentStorageTextureCount; i += 1) { - srvs[i] = commandBuffer->fragmentStorageTextures[i]->shaderView; - } - - ID3D11DeviceContext_PSSetShaderResources( - commandBuffer->context, - graphicsPipeline->fragmentSamplerCount, - graphicsPipeline->fragmentStorageTextureCount, - srvs); - } - - commandBuffer->needFragmentStorageTextureBind = false; - } - - if (commandBuffer->needFragmentStorageBufferBind) { - if (graphicsPipeline->fragmentStorageBufferCount > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_BUFFERS_PER_STAGE]; - - for (Uint32 i = 0; i < graphicsPipeline->fragmentStorageBufferCount; i += 1) { - srvs[i] = commandBuffer->fragmentStorageBuffers[i]->srv; - } - - ID3D11DeviceContext_PSSetShaderResources( - commandBuffer->context, - graphicsPipeline->fragmentSamplerCount + graphicsPipeline->fragmentStorageTextureCount, - graphicsPipeline->fragmentStorageBufferCount, - srvs); - } - - commandBuffer->needFragmentStorageBufferBind = false; - } - - if (commandBuffer->needFragmentUniformBufferBind) { - for (Uint32 i = 0; i < graphicsPipeline->fragmentUniformBufferCount; i += 1) { - /* stupid workaround for god awful D3D11 drivers - * see: https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-pssetconstantbuffers1#calling-pssetconstantbuffers1-with-command-list-emulation - */ - ID3D11DeviceContext1_PSSetConstantBuffers( - commandBuffer->context, - i, - 1, - &nullBuf); - - offsetInConstants = commandBuffer->fragmentUniformBuffers[i]->drawOffset / 16; - blockSizeInConstants = commandBuffer->fragmentUniformBuffers[i]->currentBlockSize / 16; - - ID3D11DeviceContext1_PSSetConstantBuffers1( - commandBuffer->context, - i, - 1, - &commandBuffer->fragmentUniformBuffers[i]->buffer, - &offsetInConstants, - &blockSizeInConstants); - } - - commandBuffer->needFragmentUniformBufferBind = false; - } - - if (commandBuffer->needBlendStateSet) { - FLOAT blendFactor[4] = { - commandBuffer->blendConstants.r, - commandBuffer->blendConstants.g, - commandBuffer->blendConstants.b, - commandBuffer->blendConstants.a - }; - - ID3D11DeviceContext_OMSetBlendState( - commandBuffer->context, - graphicsPipeline->colorTargetBlendState, - blendFactor, - graphicsPipeline->sampleMask); - - commandBuffer->needBlendStateSet = false; - } -} - -static void D3D11_DrawIndexedPrimitives( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 numIndices, - Uint32 numInstances, - Uint32 firstIndex, - Sint32 vertexOffset, - Uint32 firstInstance) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer); - - ID3D11DeviceContext_DrawIndexedInstanced( - d3d11CommandBuffer->context, - numIndices, - numInstances, - firstIndex, - vertexOffset, - firstInstance); -} - -static void D3D11_DrawPrimitives( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 numVertices, - Uint32 numInstances, - Uint32 firstVertex, - Uint32 firstInstance) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer); - - ID3D11DeviceContext_DrawInstanced( - d3d11CommandBuffer->context, - numVertices, - numInstances, - firstVertex, - firstInstance); -} - -static void D3D11_DrawPrimitivesIndirect( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUBuffer *buffer, - Uint32 offset, - Uint32 drawCount) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer); - - D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)buffer)->activeBuffer; - - /* D3D11: "We have multi-draw at home!" - * Multi-draw at home: - */ - for (Uint32 i = 0; i < drawCount; i += 1) { - ID3D11DeviceContext_DrawInstancedIndirect( - d3d11CommandBuffer->context, - d3d11Buffer->handle, - offset + (sizeof(SDL_GPUIndirectDrawCommand) * i)); - } - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer); -} - -static void D3D11_DrawIndexedPrimitivesIndirect( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUBuffer *buffer, - Uint32 offset, - Uint32 drawCount) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer); - - D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)buffer)->activeBuffer; - - /* D3D11: "We have multi-draw at home!" - * Multi-draw at home: - */ - for (Uint32 i = 0; i < drawCount; i += 1) { - ID3D11DeviceContext_DrawIndexedInstancedIndirect( - d3d11CommandBuffer->context, - d3d11Buffer->handle, - offset + (sizeof(SDL_GPUIndexedIndirectDrawCommand) * i)); - } - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer); -} - -static void D3D11_EndRenderPass( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - Uint32 i; - - // Set render target slots to NULL to avoid NULL set behavior - // https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-pssetshaderresources - ID3D11DeviceContext_OMSetRenderTargets( - d3d11CommandBuffer->context, - MAX_COLOR_TARGET_BINDINGS, - renderer->nullRTVs, - NULL); - - // Resolve MSAA color render targets - for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { - if (d3d11CommandBuffer->colorResolveSubresources[i] != NULL) { - ID3D11DeviceContext_ResolveSubresource( - d3d11CommandBuffer->context, - d3d11CommandBuffer->colorResolveSubresources[i]->parent->handle, - d3d11CommandBuffer->colorResolveSubresources[i]->index, - d3d11CommandBuffer->colorTargetSubresources[i]->parent->handle, - d3d11CommandBuffer->colorTargetSubresources[i]->index, - SDLToD3D11_TextureFormat[d3d11CommandBuffer->colorTargetSubresources[i]->parent->container->header.info.format]); - } - } - - ID3D11DeviceContext_VSSetSamplers( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE, - renderer->nullSamplers); - - ID3D11DeviceContext_VSSetShaderResources( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE * 2 + MAX_STORAGE_TEXTURES_PER_STAGE + MAX_STORAGE_BUFFERS_PER_STAGE, - renderer->nullSRVs); - - ID3D11DeviceContext_PSSetSamplers( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE, - renderer->nullSamplers); - - ID3D11DeviceContext_PSSetShaderResources( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE * 2 + MAX_STORAGE_TEXTURES_PER_STAGE + MAX_STORAGE_BUFFERS_PER_STAGE, - renderer->nullSRVs); - - // Reset bind state - SDL_zeroa(d3d11CommandBuffer->vertexBuffers); - SDL_zeroa(d3d11CommandBuffer->vertexBufferOffsets); - d3d11CommandBuffer->vertexBufferCount = 0; - - SDL_zeroa(d3d11CommandBuffer->vertexSamplers); - SDL_zeroa(d3d11CommandBuffer->vertexSamplerTextures); - SDL_zeroa(d3d11CommandBuffer->vertexStorageTextures); - SDL_zeroa(d3d11CommandBuffer->vertexStorageBuffers); - - SDL_zeroa(d3d11CommandBuffer->fragmentSamplers); - SDL_zeroa(d3d11CommandBuffer->fragmentSamplerTextures); - SDL_zeroa(d3d11CommandBuffer->fragmentStorageTextures); - SDL_zeroa(d3d11CommandBuffer->fragmentStorageBuffers); -} - -static void D3D11_PushVertexUniformData( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 slotIndex, - const void *data, - Uint32 length) -{ - D3D11_INTERNAL_PushUniformData( - (D3D11CommandBuffer *)commandBuffer, - SDL_GPU_SHADERSTAGE_VERTEX, - slotIndex, - data, - length); -} - -static void D3D11_PushFragmentUniformData( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 slotIndex, - const void *data, - Uint32 length) -{ - D3D11_INTERNAL_PushUniformData( - (D3D11CommandBuffer *)commandBuffer, - SDL_GPU_SHADERSTAGE_FRAGMENT, - slotIndex, - data, - length); -} - -// Blit - -static void D3D11_Blit( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUBlitInfo *info) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - BlitPipelineCacheEntry *blitPipelines = &renderer->blitPipelines[0]; - - SDL_GPU_BlitCommon( - commandBuffer, - info, - renderer->blitLinearSampler, - renderer->blitNearestSampler, - NULL, - NULL, - NULL, - NULL, - NULL, - NULL, - &blitPipelines, - NULL, - NULL); -} - -// Compute State - -static void D3D11_BeginComputePass( - SDL_GPUCommandBuffer *commandBuffer, - const SDL_GPUStorageTextureReadWriteBinding *storageTextureBindings, - Uint32 numStorageTextureBindings, - const SDL_GPUStorageBufferReadWriteBinding *storageBufferBindings, - Uint32 numStorageBufferBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11TextureContainer *textureContainer; - D3D11TextureSubresource *textureSubresource; - D3D11BufferContainer *bufferContainer; - D3D11Buffer *buffer; - ID3D11UnorderedAccessView *uavs[MAX_COMPUTE_WRITE_TEXTURES + MAX_COMPUTE_WRITE_BUFFERS]; - - for (Uint32 i = 0; i < numStorageTextureBindings; i += 1) { - textureContainer = (D3D11TextureContainer *)storageTextureBindings[i].texture; - - textureSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite( - d3d11CommandBuffer->renderer, - textureContainer, - storageTextureBindings[i].layer, - storageTextureBindings[i].mip_level, - storageTextureBindings[i].cycle); - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureSubresource->parent); - - d3d11CommandBuffer->computeReadWriteStorageTextureSubresources[i] = textureSubresource; - } - - for (Uint32 i = 0; i < numStorageBufferBindings; i += 1) { - bufferContainer = (D3D11BufferContainer *)storageBufferBindings[i].buffer; - - buffer = D3D11_INTERNAL_PrepareBufferForWrite( - d3d11CommandBuffer->renderer, - bufferContainer, - storageBufferBindings[i].cycle); - - D3D11_INTERNAL_TrackBuffer( - d3d11CommandBuffer, - buffer); - - d3d11CommandBuffer->computeReadWriteStorageBuffers[i] = buffer; - } - - for (Uint32 i = 0; i < numStorageTextureBindings; i += 1) { - uavs[i] = d3d11CommandBuffer->computeReadWriteStorageTextureSubresources[i]->uav; - } - - for (Uint32 i = 0; i < numStorageBufferBindings; i += 1) { - uavs[numStorageTextureBindings + i] = d3d11CommandBuffer->computeReadWriteStorageBuffers[i]->uav; - } - - ID3D11DeviceContext_CSSetUnorderedAccessViews( - d3d11CommandBuffer->context, - 0, - numStorageTextureBindings + numStorageBufferBindings, - uavs, - NULL); -} - -static void D3D11_BindComputePipeline( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUComputePipeline *computePipeline) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11ComputePipeline *pipeline = (D3D11ComputePipeline *)computePipeline; - - d3d11CommandBuffer->computePipeline = pipeline; - - ID3D11DeviceContext_CSSetShader( - d3d11CommandBuffer->context, - pipeline->computeShader, - NULL, - 0); - - // Acquire uniform buffers if necessary - for (Uint32 i = 0; i < pipeline->numUniformBuffers; i += 1) { - if (d3d11CommandBuffer->computeUniformBuffers[i] == NULL) { - d3d11CommandBuffer->computeUniformBuffers[i] = D3D11_INTERNAL_AcquireUniformBufferFromPool( - d3d11CommandBuffer); - } - } - - d3d11CommandBuffer->needComputeSamplerBind = true; - d3d11CommandBuffer->needComputeReadOnlyTextureBind = true; - d3d11CommandBuffer->needComputeReadOnlyBufferBind = true; - d3d11CommandBuffer->needComputeUniformBufferBind = true; -} - -static void D3D11_BindComputeSamplers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - const SDL_GPUTextureSamplerBinding *textureSamplerBindings, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)textureSamplerBindings[i].texture; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->computeSamplers[firstSlot + i] = - (D3D11Sampler *)textureSamplerBindings[i].sampler; - - d3d11CommandBuffer->computeSamplerTextures[firstSlot + i] = - textureContainer->activeTexture; - } - - d3d11CommandBuffer->needComputeSamplerBind = true; -} - -static void D3D11_BindComputeStorageTextures( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUTexture *const *storageTextures, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - - for (Uint32 i = 0; i < numBindings; i += 1) { - D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i]; - - D3D11_INTERNAL_TrackTexture( - d3d11CommandBuffer, - textureContainer->activeTexture); - - d3d11CommandBuffer->computeReadOnlyStorageTextures[firstSlot + i] = - textureContainer->activeTexture; - } - - d3d11CommandBuffer->needComputeReadOnlyTextureBind = true; -} - -static void D3D11_BindComputeStorageBuffers( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 firstSlot, - SDL_GPUBuffer *const *storageBuffers, - Uint32 numBindings) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11BufferContainer *bufferContainer; - Uint32 i; - - for (i = 0; i < numBindings; i += 1) { - bufferContainer = (D3D11BufferContainer *)storageBuffers[i]; - - D3D11_INTERNAL_TrackBuffer( - d3d11CommandBuffer, - bufferContainer->activeBuffer); - - d3d11CommandBuffer->computeReadOnlyStorageBuffers[firstSlot + i] = - bufferContainer->activeBuffer; - } - - d3d11CommandBuffer->needComputeReadOnlyBufferBind = true; -} - -static void D3D11_PushComputeUniformData( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 slotIndex, - const void *data, - Uint32 length) -{ - D3D11_INTERNAL_PushUniformData( - (D3D11CommandBuffer *)commandBuffer, - SDL_GPU_SHADERSTAGE_COMPUTE, - slotIndex, - data, - length); -} - -static void D3D11_INTERNAL_BindComputeResources( - D3D11CommandBuffer *commandBuffer) -{ - D3D11ComputePipeline *computePipeline = commandBuffer->computePipeline; - - ID3D11Buffer *nullBuf = NULL; - Uint32 offsetInConstants, blockSizeInConstants; - - if (commandBuffer->needComputeSamplerBind) { - if (computePipeline->numSamplers > 0) { - ID3D11SamplerState *samplers[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - ID3D11ShaderResourceView *srvs[MAX_TEXTURE_SAMPLERS_PER_STAGE]; - - for (Uint32 i = 0; i < computePipeline->numSamplers; i += 1) { - samplers[i] = commandBuffer->computeSamplers[i]->handle; - srvs[i] = commandBuffer->computeSamplerTextures[i]->shaderView; - } - - ID3D11DeviceContext_CSSetSamplers( - commandBuffer->context, - 0, - computePipeline->numSamplers, - samplers); - - ID3D11DeviceContext_CSSetShaderResources( - commandBuffer->context, - 0, - computePipeline->numSamplers, - srvs); - } - - commandBuffer->needComputeSamplerBind = false; - } - - if (commandBuffer->needComputeReadOnlyTextureBind) { - if (computePipeline->numReadonlyStorageTextures > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_TEXTURES_PER_STAGE]; - - for (Uint32 i = 0; i < computePipeline->numReadonlyStorageTextures; i += 1) { - srvs[i] = commandBuffer->computeReadOnlyStorageTextures[i]->shaderView; - } - - ID3D11DeviceContext_CSSetShaderResources( - commandBuffer->context, - computePipeline->numSamplers, - computePipeline->numReadonlyStorageTextures, - srvs); - } - - commandBuffer->needComputeReadOnlyTextureBind = false; - } - - if (commandBuffer->needComputeReadOnlyBufferBind) { - if (computePipeline->numReadonlyStorageBuffers > 0) { - ID3D11ShaderResourceView *srvs[MAX_STORAGE_TEXTURES_PER_STAGE]; - - for (Uint32 i = 0; i < computePipeline->numReadonlyStorageBuffers; i += 1) { - srvs[i] = commandBuffer->computeReadOnlyStorageBuffers[i]->srv; - } - - ID3D11DeviceContext_CSSetShaderResources( - commandBuffer->context, - computePipeline->numSamplers + computePipeline->numReadonlyStorageTextures, - computePipeline->numReadonlyStorageBuffers, - srvs); - } - - commandBuffer->needComputeReadOnlyBufferBind = false; - } - - if (commandBuffer->needComputeUniformBufferBind) { - for (Uint32 i = 0; i < computePipeline->numUniformBuffers; i += 1) { - /* stupid workaround for god awful D3D11 drivers - * see: https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1#calling-vssetconstantbuffers1-with-command-list-emulation - */ - ID3D11DeviceContext1_CSSetConstantBuffers( - commandBuffer->context, - i, - 1, - &nullBuf); - - offsetInConstants = commandBuffer->computeUniformBuffers[i]->drawOffset / 16; - blockSizeInConstants = commandBuffer->computeUniformBuffers[i]->currentBlockSize / 16; - - ID3D11DeviceContext1_CSSetConstantBuffers1( - commandBuffer->context, - i, - 1, - &commandBuffer->computeUniformBuffers[i]->buffer, - &offsetInConstants, - &blockSizeInConstants); - } - commandBuffer->needComputeUniformBufferBind = false; - } -} - -static void D3D11_DispatchCompute( - SDL_GPUCommandBuffer *commandBuffer, - Uint32 groupcountX, - Uint32 groupcountY, - Uint32 groupcountZ) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11_INTERNAL_BindComputeResources(d3d11CommandBuffer); - - ID3D11DeviceContext_Dispatch( - d3d11CommandBuffer->context, - groupcountX, - groupcountY, - groupcountZ); -} - -static void D3D11_DispatchComputeIndirect( - SDL_GPUCommandBuffer *commandBuffer, - SDL_GPUBuffer *buffer, - Uint32 offset) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)buffer)->activeBuffer; - - D3D11_INTERNAL_BindComputeResources(d3d11CommandBuffer); - - ID3D11DeviceContext_DispatchIndirect( - d3d11CommandBuffer->context, - d3d11Buffer->handle, - offset); - - D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer); -} - -static void D3D11_EndComputePass( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - - // reset UAV slots to avoid NULL set behavior - // https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-cssetshaderresources - ID3D11DeviceContext_CSSetUnorderedAccessViews( - d3d11CommandBuffer->context, - 0, - MAX_COMPUTE_WRITE_TEXTURES + MAX_COMPUTE_WRITE_BUFFERS, - renderer->nullUAVs, - NULL); - - ID3D11DeviceContext_CSSetSamplers( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE, - renderer->nullSamplers); - - ID3D11DeviceContext_CSSetShaderResources( - d3d11CommandBuffer->context, - 0, - MAX_TEXTURE_SAMPLERS_PER_STAGE + MAX_STORAGE_TEXTURES_PER_STAGE + MAX_STORAGE_BUFFERS_PER_STAGE, - renderer->nullSRVs); - - d3d11CommandBuffer->computePipeline = NULL; - - // Reset bind state - SDL_zeroa(d3d11CommandBuffer->computeSamplers); - SDL_zeroa(d3d11CommandBuffer->computeSamplerTextures); - SDL_zeroa(d3d11CommandBuffer->computeReadOnlyStorageTextures); - SDL_zeroa(d3d11CommandBuffer->computeReadOnlyStorageBuffers); - SDL_zeroa(d3d11CommandBuffer->computeReadWriteStorageTextureSubresources); - SDL_zeroa(d3d11CommandBuffer->computeReadWriteStorageBuffers); -} - -// Fence Cleanup - -static void D3D11_INTERNAL_ReleaseFenceToPool( - D3D11Renderer *renderer, - D3D11Fence *fence) -{ - SDL_LockMutex(renderer->fenceLock); - - if (renderer->availableFenceCount == renderer->availableFenceCapacity) { - renderer->availableFenceCapacity *= 2; - renderer->availableFences = SDL_realloc( - renderer->availableFences, - renderer->availableFenceCapacity * sizeof(D3D11Fence *)); - } - renderer->availableFences[renderer->availableFenceCount] = fence; - renderer->availableFenceCount += 1; - - SDL_UnlockMutex(renderer->fenceLock); -} - -static void D3D11_ReleaseFence( - SDL_GPURenderer *driverData, - SDL_GPUFence *fence) -{ - D3D11Fence *d3d11Fence = (D3D11Fence *)fence; - - if (SDL_AtomicDecRef(&d3d11Fence->referenceCount)) { - D3D11_INTERNAL_ReleaseFenceToPool( - (D3D11Renderer *)driverData, - d3d11Fence); - } -} - -// Cleanup - -/* D3D11 does not provide a deferred texture-to-buffer copy operation, - * so instead of the transfer buffer containing an actual D3D11 buffer, - * the transfer buffer data is just a malloc'd pointer. - * In the download operation we copy data to a staging resource, and - * wait until the command buffer has finished executing to map the staging resource. - */ - -static bool D3D11_INTERNAL_MapAndCopyBufferDownload( - D3D11Renderer *renderer, - D3D11TransferBuffer *transferBuffer, - D3D11BufferDownload *bufferDownload) -{ - D3D11_MAPPED_SUBRESOURCE subres; - HRESULT res; - - SDL_LockMutex(renderer->contextLock); - res = ID3D11DeviceContext_Map( - renderer->immediateContext, - (ID3D11Resource *)bufferDownload->stagingBuffer, - 0, - D3D11_MAP_READ, - 0, - &subres); - SDL_UnlockMutex(renderer->contextLock); - - CHECK_D3D11_ERROR_AND_RETURN("Failed to map staging buffer", false) - - SDL_memcpy( - ((Uint8 *)transferBuffer->data) + bufferDownload->dstOffset, - ((Uint8 *)subres.pData), - bufferDownload->size); - - SDL_LockMutex(renderer->contextLock); - ID3D11DeviceContext_Unmap( - renderer->immediateContext, - (ID3D11Resource *)bufferDownload->stagingBuffer, - 0); - SDL_UnlockMutex(renderer->contextLock); - - ID3D11Buffer_Release(bufferDownload->stagingBuffer); - - return true; -} - -static bool D3D11_INTERNAL_MapAndCopyTextureDownload( - D3D11Renderer *renderer, - D3D11TransferBuffer *transferBuffer, - D3D11TextureDownload *textureDownload) -{ - D3D11_MAPPED_SUBRESOURCE subres; - HRESULT res; - Uint32 dataPtrOffset; - Uint32 depth, row; - - SDL_LockMutex(renderer->contextLock); - res = ID3D11DeviceContext_Map( - renderer->immediateContext, - (ID3D11Resource *)textureDownload->stagingTexture, - 0, - D3D11_MAP_READ, - 0, - &subres); - SDL_UnlockMutex(renderer->contextLock); - - CHECK_D3D11_ERROR_AND_RETURN("Could not map staging texture", false) - - for (depth = 0; depth < textureDownload->depth; depth += 1) { - dataPtrOffset = textureDownload->bufferOffset + (depth * textureDownload->bytesPerDepthSlice); - - for (row = 0; row < textureDownload->height; row += 1) { - SDL_memcpy( - transferBuffer->data + dataPtrOffset, - (Uint8 *)subres.pData + (depth * subres.DepthPitch) + (row * subres.RowPitch), - textureDownload->bytesPerRow); - dataPtrOffset += textureDownload->bytesPerRow; - } - } - - SDL_LockMutex(renderer->contextLock); - ID3D11DeviceContext_Unmap( - renderer->immediateContext, - textureDownload->stagingTexture, - 0); - SDL_UnlockMutex(renderer->contextLock); - - ID3D11Resource_Release(textureDownload->stagingTexture); - - return true; -} - -static bool D3D11_INTERNAL_CleanCommandBuffer( - D3D11Renderer *renderer, - D3D11CommandBuffer *commandBuffer, - bool cancel) -{ - Uint32 i, j; - bool result = true; - - // Perform deferred download map and copy - - for (i = 0; i < commandBuffer->usedTransferBufferCount; i += 1) { - D3D11TransferBuffer *transferBuffer = commandBuffer->usedTransferBuffers[i]; - - for (j = 0; j < transferBuffer->bufferDownloadCount; j += 1) { - if (!cancel) { - result &= D3D11_INTERNAL_MapAndCopyBufferDownload( - renderer, - transferBuffer, - &transferBuffer->bufferDownloads[j]); - } - } - - for (j = 0; j < transferBuffer->textureDownloadCount; j += 1) { - if (!cancel) { - result &= D3D11_INTERNAL_MapAndCopyTextureDownload( - renderer, - transferBuffer, - &transferBuffer->textureDownloads[j]); - } - } - - transferBuffer->bufferDownloadCount = 0; - transferBuffer->textureDownloadCount = 0; - } - - // Uniform buffers are now available - - SDL_LockMutex(renderer->acquireUniformBufferLock); - - for (i = 0; i < commandBuffer->usedUniformBufferCount; i += 1) { - D3D11_INTERNAL_ReturnUniformBufferToPool( - renderer, - commandBuffer->usedUniformBuffers[i]); - } - commandBuffer->usedUniformBufferCount = 0; - - SDL_UnlockMutex(renderer->acquireUniformBufferLock); - - // Reference Counting - - for (i = 0; i < commandBuffer->usedBufferCount; i += 1) { - (void)SDL_AtomicDecRef(&commandBuffer->usedBuffers[i]->referenceCount); - } - commandBuffer->usedBufferCount = 0; - - for (i = 0; i < commandBuffer->usedTransferBufferCount; i += 1) { - (void)SDL_AtomicDecRef(&commandBuffer->usedTransferBuffers[i]->referenceCount); - } - commandBuffer->usedTransferBufferCount = 0; - - for (i = 0; i < commandBuffer->usedTextureCount; i += 1) { - (void)SDL_AtomicDecRef(&commandBuffer->usedTextures[i]->referenceCount); - } - commandBuffer->usedTextureCount = 0; - - // Reset presentation - commandBuffer->windowDataCount = 0; - - // The fence is now available (unless SubmitAndAcquireFence was called) - if (commandBuffer->autoReleaseFence) { - D3D11_ReleaseFence( - (SDL_GPURenderer *)renderer, - (SDL_GPUFence *)commandBuffer->fence); - } - - // Return command buffer to pool - SDL_LockMutex(renderer->acquireCommandBufferLock); - if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity) { - renderer->availableCommandBufferCapacity += 1; - renderer->availableCommandBuffers = SDL_realloc( - renderer->availableCommandBuffers, - renderer->availableCommandBufferCapacity * sizeof(D3D11CommandBuffer *)); - } - renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer; - renderer->availableCommandBufferCount += 1; - SDL_UnlockMutex(renderer->acquireCommandBufferLock); - - // Remove this command buffer from the submitted list - if (!cancel) { - for (i = 0; i < renderer->submittedCommandBufferCount; i += 1) { - if (renderer->submittedCommandBuffers[i] == commandBuffer) { - renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1]; - renderer->submittedCommandBufferCount -= 1; - } - } - } - - return result; -} - -static void D3D11_INTERNAL_PerformPendingDestroys( - D3D11Renderer *renderer) -{ - Sint32 referenceCount = 0; - Sint32 i; - Uint32 j; - - for (i = renderer->transferBufferContainersToDestroyCount - 1; i >= 0; i -= 1) { - referenceCount = 0; - for (j = 0; j < renderer->transferBufferContainersToDestroy[i]->bufferCount; j += 1) { - referenceCount += SDL_GetAtomicInt(&renderer->transferBufferContainersToDestroy[i]->buffers[j]->referenceCount); - } - - if (referenceCount == 0) { - D3D11_INTERNAL_DestroyTransferBufferContainer( - renderer->transferBufferContainersToDestroy[i]); - - renderer->transferBufferContainersToDestroy[i] = renderer->transferBufferContainersToDestroy[renderer->transferBufferContainersToDestroyCount - 1]; - renderer->transferBufferContainersToDestroyCount -= 1; - } - } - - for (i = renderer->bufferContainersToDestroyCount - 1; i >= 0; i -= 1) { - referenceCount = 0; - for (j = 0; j < renderer->bufferContainersToDestroy[i]->bufferCount; j += 1) { - referenceCount += SDL_GetAtomicInt(&renderer->bufferContainersToDestroy[i]->buffers[j]->referenceCount); - } - - if (referenceCount == 0) { - D3D11_INTERNAL_DestroyBufferContainer( - renderer->bufferContainersToDestroy[i]); - - renderer->bufferContainersToDestroy[i] = renderer->bufferContainersToDestroy[renderer->bufferContainersToDestroyCount - 1]; - renderer->bufferContainersToDestroyCount -= 1; - } - } - - for (i = renderer->textureContainersToDestroyCount - 1; i >= 0; i -= 1) { - referenceCount = 0; - for (j = 0; j < renderer->textureContainersToDestroy[i]->textureCount; j += 1) { - referenceCount += SDL_GetAtomicInt(&renderer->textureContainersToDestroy[i]->textures[j]->referenceCount); - } - - if (referenceCount == 0) { - D3D11_INTERNAL_DestroyTextureContainer( - renderer->textureContainersToDestroy[i]); - - renderer->textureContainersToDestroy[i] = renderer->textureContainersToDestroy[renderer->textureContainersToDestroyCount - 1]; - renderer->textureContainersToDestroyCount -= 1; - } - } -} - -// Fences - -static void D3D11_INTERNAL_WaitForFence( - D3D11Renderer *renderer, - D3D11Fence *fence) -{ - BOOL queryData; - HRESULT res; - - SDL_LockMutex(renderer->contextLock); - - do { - res = ID3D11DeviceContext_GetData( - renderer->immediateContext, - (ID3D11Asynchronous *)fence->handle, - &queryData, - sizeof(queryData), - 0); - } while (res != S_OK); // Spin until we get a result back... - - SDL_UnlockMutex(renderer->contextLock); -} - -static bool D3D11_WaitForFences( - SDL_GPURenderer *driverData, - bool waitAll, - SDL_GPUFence *const *fences, - Uint32 numFences) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11Fence *fence; - BOOL queryData; - HRESULT res = S_FALSE; - - if (waitAll) { - for (Uint32 i = 0; i < numFences; i += 1) { - fence = (D3D11Fence *)fences[i]; - D3D11_INTERNAL_WaitForFence(renderer, fence); - } - } else { - SDL_LockMutex(renderer->contextLock); - - while (res != S_OK) { - for (Uint32 i = 0; i < numFences; i += 1) { - fence = (D3D11Fence *)fences[i]; - res = ID3D11DeviceContext_GetData( - renderer->immediateContext, - (ID3D11Asynchronous *)fence->handle, - &queryData, - sizeof(queryData), - 0); - if (res == S_OK) { - break; - } - } - } - - SDL_UnlockMutex(renderer->contextLock); - } - - SDL_LockMutex(renderer->contextLock); - - bool result = true; - // Check if we can perform any cleanups - for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { - res = ID3D11DeviceContext_GetData( - renderer->immediateContext, - (ID3D11Asynchronous *)renderer->submittedCommandBuffers[i]->fence->handle, - &queryData, - sizeof(queryData), - 0); - if (res == S_OK) { - result &= D3D11_INTERNAL_CleanCommandBuffer( - renderer, - renderer->submittedCommandBuffers[i], - false); - } - } - - D3D11_INTERNAL_PerformPendingDestroys(renderer); - - SDL_UnlockMutex(renderer->contextLock); - - return result; -} - -static bool D3D11_QueryFence( - SDL_GPURenderer *driverData, - SDL_GPUFence *fence) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11Fence *d3d11Fence = (D3D11Fence *)fence; - BOOL queryData; - HRESULT res; - - SDL_LockMutex(renderer->contextLock); - - res = ID3D11DeviceContext_GetData( - renderer->immediateContext, - (ID3D11Asynchronous *)d3d11Fence->handle, - &queryData, - sizeof(queryData), - 0); - - SDL_UnlockMutex(renderer->contextLock); - - return res == S_OK; -} - -// Window and Swapchain Management - -static D3D11WindowData *D3D11_INTERNAL_FetchWindowData( - SDL_Window *window) -{ - SDL_PropertiesID properties = SDL_GetWindowProperties(window); - return (D3D11WindowData *)SDL_GetPointerProperty(properties, WINDOW_PROPERTY_DATA, NULL); -} - -static bool D3D11_INTERNAL_OnWindowResize(void *userdata, SDL_Event *e) -{ - SDL_Window *w = (SDL_Window *)userdata; - D3D11WindowData *data; - if (e->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED && e->window.windowID == SDL_GetWindowID(w)) { - data = D3D11_INTERNAL_FetchWindowData(w); - data->needsSwapchainRecreate = true; - } - - return true; -} - -static bool D3D11_INTERNAL_InitializeSwapchainTexture( - D3D11Renderer *renderer, - IDXGISwapChain *swapchain, - DXGI_FORMAT swapchainFormat, - DXGI_FORMAT rtvFormat, - D3D11Texture *pTexture) -{ - ID3D11Texture2D *swapchainTexture; - D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; - ID3D11RenderTargetView *rtv; - HRESULT res; - - // Clear all the texture data - SDL_zerop(pTexture); - - // Grab the buffer from the swapchain - res = IDXGISwapChain_GetBuffer( - swapchain, - 0, - &D3D_IID_ID3D11Texture2D, - (void **)&swapchainTexture); - CHECK_D3D11_ERROR_AND_RETURN("Could not get buffer from swapchain!", false); - - // Create the RTV for the swapchain - rtvDesc.Format = rtvFormat; - rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; - rtvDesc.Texture2D.MipSlice = 0; - - res = ID3D11Device_CreateRenderTargetView( - renderer->device, - (ID3D11Resource *)swapchainTexture, - &rtvDesc, - &rtv); - if (FAILED(res)) { - ID3D11Texture2D_Release(swapchainTexture); - D3D11_INTERNAL_SetError(renderer, "Swapchain RTV creation failed", res); - return false; - } - - // Fill out the texture struct - pTexture->handle = NULL; // This will be set in AcquireSwapchainTexture. - pTexture->shaderView = NULL; // We don't allow swapchain texture to be sampled - SDL_SetAtomicInt(&pTexture->referenceCount, 0); - pTexture->subresourceCount = 1; - pTexture->subresources = SDL_malloc(sizeof(D3D11TextureSubresource)); - pTexture->subresources[0].colorTargetViews = SDL_calloc(1, sizeof(ID3D11RenderTargetView *)); - pTexture->subresources[0].colorTargetViews[0] = rtv; - pTexture->subresources[0].uav = NULL; - pTexture->subresources[0].depthStencilTargetView = NULL; - pTexture->subresources[0].layer = 0; - pTexture->subresources[0].level = 0; - pTexture->subresources[0].depth = 1; - pTexture->subresources[0].index = 0; - pTexture->subresources[0].parent = pTexture; - - // Cleanup - ID3D11Texture2D_Release(swapchainTexture); - - return true; -} - -static bool D3D11_INTERNAL_CreateSwapchain( - D3D11Renderer *renderer, - D3D11WindowData *windowData, - SDL_GPUSwapchainComposition swapchainComposition, - SDL_GPUPresentMode presentMode) -{ - HWND dxgiHandle; - Uint32 i; - DXGI_SWAP_CHAIN_DESC swapchainDesc; - DXGI_FORMAT swapchainFormat; - IDXGIFactory1 *pParent; - IDXGISwapChain *swapchain; - IDXGISwapChain3 *swapchain3; - HRESULT res; - - // Get the DXGI handle -#ifdef _WIN32 - dxgiHandle = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(windowData->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); -#else - dxgiHandle = (HWND)windowData->window; -#endif - - swapchainFormat = SwapchainCompositionToTextureFormat[swapchainComposition]; - - // Initialize the swapchain buffer descriptor - swapchainDesc.BufferDesc.Width = 0; - swapchainDesc.BufferDesc.Height = 0; - swapchainDesc.BufferDesc.RefreshRate.Numerator = 0; - swapchainDesc.BufferDesc.RefreshRate.Denominator = 0; - swapchainDesc.BufferDesc.Format = swapchainFormat; - swapchainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; - swapchainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; - - // Initialize the rest of the swapchain descriptor - swapchainDesc.SampleDesc.Count = 1; - swapchainDesc.SampleDesc.Quality = 0; - swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - swapchainDesc.BufferCount = 2; - swapchainDesc.OutputWindow = dxgiHandle; - swapchainDesc.Windowed = 1; - - if (renderer->supportsTearing) { - swapchainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; - // We know this is supported because tearing support implies DXGI 1.5+ - swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - } else { - swapchainDesc.Flags = 0; - swapchainDesc.SwapEffect = (renderer->supportsFlipDiscard ? DXGI_SWAP_EFFECT_FLIP_DISCARD : DXGI_SWAP_EFFECT_DISCARD); - } - - // Create the swapchain! - res = IDXGIFactory1_CreateSwapChain( - (IDXGIFactory1 *)renderer->factory, - (IUnknown *)renderer->device, - &swapchainDesc, - &swapchain); - CHECK_D3D11_ERROR_AND_RETURN("Could not create swapchain", false); - - /* - * The swapchain's parent is a separate factory from the factory that - * we used to create the swapchain, and only that parent can be used to - * set the window association. Trying to set an association on our factory - * will silently fail and doesn't even verify arguments or return errors. - * See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/ - */ - res = IDXGISwapChain_GetParent( - swapchain, - &D3D_IID_IDXGIFactory1, - (void **)&pParent); - if (FAILED(res)) { - SDL_LogWarn( - SDL_LOG_CATEGORY_GPU, - "Could not get swapchain parent! Error Code: " HRESULT_FMT, - res); - } else { - // Disable DXGI window crap - res = IDXGIFactory1_MakeWindowAssociation( - pParent, - dxgiHandle, - DXGI_MWA_NO_WINDOW_CHANGES); - if (FAILED(res)) { - SDL_LogWarn( - SDL_LOG_CATEGORY_GPU, - "MakeWindowAssociation failed! Error Code: " HRESULT_FMT, - res); - } - - // We're done with the parent now - IDXGIFactory1_Release(pParent); - } - - if (swapchainComposition != SDL_GPU_SWAPCHAINCOMPOSITION_SDR) { - // Set the color space, support already verified if we hit this block - IDXGISwapChain3_QueryInterface( - swapchain, - &D3D_IID_IDXGISwapChain3, - (void **)&swapchain3); - - IDXGISwapChain3_SetColorSpace1( - swapchain3, - SwapchainCompositionToColorSpace[swapchainComposition]); - - IDXGISwapChain3_Release(swapchain3); - } - - // Initialize the swapchain data - windowData->swapchain = swapchain; - windowData->presentMode = presentMode; - windowData->swapchainComposition = swapchainComposition; - windowData->swapchainFormat = swapchainFormat; - windowData->swapchainColorSpace = SwapchainCompositionToColorSpace[swapchainComposition]; - windowData->frameCounter = 0; - - for (i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { - windowData->inFlightFences[i] = NULL; - } - - /* If a you are using a FLIP model format you can't create the swapchain as DXGI_FORMAT_B8G8R8A8_UNORM_SRGB. - * You have to create the swapchain as DXGI_FORMAT_B8G8R8A8_UNORM and then set the render target view's format to DXGI_FORMAT_B8G8R8A8_UNORM_SRGB - */ - if (!D3D11_INTERNAL_InitializeSwapchainTexture( - renderer, - swapchain, - swapchainFormat, - (swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR) ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : windowData->swapchainFormat, - &windowData->texture)) { - IDXGISwapChain_Release(swapchain); - return false; - } - - res = IDXGISwapChain_GetDesc(swapchain, &swapchainDesc); - CHECK_D3D11_ERROR_AND_RETURN("Failed to get swapchain descriptor!", false); - - // Initialize dummy container, width/height will be filled out in AcquireSwapchainTexture - SDL_zerop(&windowData->textureContainer); - windowData->textureContainer.textures = SDL_calloc(1, sizeof(D3D11Texture *)); - windowData->textureContainer.activeTexture = &windowData->texture; - windowData->textureContainer.textures[0] = &windowData->texture; - windowData->textureContainer.canBeCycled = false; - windowData->textureContainer.textureCount = 1; - windowData->textureContainer.textureCapacity = 1; - - windowData->textureContainer.header.info.layer_count_or_depth = 1; - windowData->textureContainer.header.info.format = SwapchainCompositionToSDLTextureFormat[windowData->swapchainComposition]; - windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D; - windowData->textureContainer.header.info.num_levels = 1; - windowData->textureContainer.header.info.sample_count = SDL_GPU_SAMPLECOUNT_1; - windowData->textureContainer.header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; - windowData->textureContainer.header.info.width = swapchainDesc.BufferDesc.Width; - windowData->textureContainer.header.info.height = swapchainDesc.BufferDesc.Height; - - windowData->texture.container = &windowData->textureContainer; - windowData->texture.containerIndex = 0; - - windowData->width = swapchainDesc.BufferDesc.Width; - windowData->height = swapchainDesc.BufferDesc.Height; - return true; -} - -static bool D3D11_INTERNAL_ResizeSwapchain( - D3D11Renderer *renderer, - D3D11WindowData *windowData) -{ - D3D11_Wait((SDL_GPURenderer *)renderer); - - // Release the old RTV - ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetViews[0]); - SDL_free(windowData->texture.subresources[0].colorTargetViews); - SDL_free(windowData->texture.subresources); - - // Resize the swapchain - HRESULT res = IDXGISwapChain_ResizeBuffers( - windowData->swapchain, - 0, // Keep buffer count the same - 0, // Use client window width - 0, // Use client window height - DXGI_FORMAT_UNKNOWN, // Keep the old format - renderer->supportsTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0); - CHECK_D3D11_ERROR_AND_RETURN("Could not resize swapchain buffers", false); - - // Create the texture object for the swapchain - bool result = D3D11_INTERNAL_InitializeSwapchainTexture( - renderer, - windowData->swapchain, - windowData->swapchainFormat, - (windowData->swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR) ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : windowData->swapchainFormat, - &windowData->texture); - - DXGI_SWAP_CHAIN_DESC swapchainDesc; - res = IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc); - CHECK_D3D11_ERROR_AND_RETURN("Failed to get swapchain descriptor!", false); - - windowData->textureContainer.header.info.width = swapchainDesc.BufferDesc.Width; - windowData->textureContainer.header.info.height = swapchainDesc.BufferDesc.Height; - windowData->width = swapchainDesc.BufferDesc.Width; - windowData->height = swapchainDesc.BufferDesc.Height; - windowData->needsSwapchainRecreate = !result; - return result; -} - -static bool D3D11_SupportsSwapchainComposition( - SDL_GPURenderer *driverData, - SDL_Window *window, - SDL_GPUSwapchainComposition swapchainComposition) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - DXGI_FORMAT format; - Uint32 formatSupport = 0; - IDXGISwapChain3 *swapchain3; - Uint32 colorSpaceSupport; - HRESULT res; - - format = SwapchainCompositionToTextureFormat[swapchainComposition]; - - res = ID3D11Device_CheckFormatSupport( - renderer->device, - format, - &formatSupport); - if (FAILED(res)) { - // Format is apparently unknown - return false; - } - - if (!(formatSupport & D3D11_FORMAT_SUPPORT_DISPLAY)) { - return false; - } - - D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window); - if (windowData == NULL) { - SET_STRING_ERROR_AND_RETURN("Must claim window before querying swapchain composition support!", false) - } - - // Check the color space support if necessary - if (swapchainComposition != SDL_GPU_SWAPCHAINCOMPOSITION_SDR) { - if (SUCCEEDED(IDXGISwapChain3_QueryInterface( - windowData->swapchain, - &D3D_IID_IDXGISwapChain3, - (void **)&swapchain3))) { - IDXGISwapChain3_CheckColorSpaceSupport( - swapchain3, - SwapchainCompositionToColorSpace[swapchainComposition], - &colorSpaceSupport); - - IDXGISwapChain3_Release(swapchain3); - - if (!(colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { - return false; - } - } else { - SET_STRING_ERROR_AND_RETURN("DXGI 1.4 not supported, cannot use composition other than SDL_GPU_SWAPCHAINCOMPOSITION_SDR!", false) - } - } - - return true; -} - -static bool D3D11_SupportsPresentMode( - SDL_GPURenderer *driverData, - SDL_Window *window, - SDL_GPUPresentMode presentMode) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - (void)window; // used by other backends - switch (presentMode) { - case SDL_GPU_PRESENTMODE_IMMEDIATE: - case SDL_GPU_PRESENTMODE_VSYNC: - return true; - case SDL_GPU_PRESENTMODE_MAILBOX: - return renderer->supportsFlipDiscard; - } - SDL_assert(!"Unrecognized present mode"); - return false; -} - -static bool D3D11_ClaimWindow( - SDL_GPURenderer *driverData, - SDL_Window *window) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window); - - if (windowData == NULL) { - windowData = (D3D11WindowData *)SDL_calloc(1, sizeof(D3D11WindowData)); - windowData->window = window; - - if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC)) { - SDL_SetPointerProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA, windowData); - - SDL_LockMutex(renderer->windowLock); - if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity) { - renderer->claimedWindowCapacity *= 2; - renderer->claimedWindows = SDL_realloc( - renderer->claimedWindows, - renderer->claimedWindowCapacity * sizeof(D3D11WindowData *)); - } - renderer->claimedWindows[renderer->claimedWindowCount] = windowData; - renderer->claimedWindowCount += 1; - SDL_UnlockMutex(renderer->windowLock); - - SDL_AddEventWatch(D3D11_INTERNAL_OnWindowResize, window); - - return true; - } else { - SDL_free(windowData); - SET_STRING_ERROR_AND_RETURN("Could not create swapchain, failed to claim window!", false) - } - } else { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!"); - return false; - } -} - -static void D3D11_INTERNAL_DestroySwapchain( - D3D11Renderer *renderer, - D3D11WindowData *windowData) -{ - Uint32 i; - - D3D11_Wait((SDL_GPURenderer *)renderer); - - ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetViews[0]); - SDL_free(windowData->texture.subresources[0].colorTargetViews); - SDL_free(windowData->texture.subresources); - SDL_free(windowData->textureContainer.textures); - IDXGISwapChain_Release(windowData->swapchain); - - // DXGI will crash if we don't flush deferred swapchain destruction - SDL_LockMutex(renderer->contextLock); - ID3D11DeviceContext_ClearState(renderer->immediateContext); - ID3D11DeviceContext_Flush(renderer->immediateContext); - SDL_UnlockMutex(renderer->contextLock); - - windowData->swapchain = NULL; - - for (i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { - if (windowData->inFlightFences[i] != NULL) { - D3D11_ReleaseFence( - (SDL_GPURenderer *)renderer, - windowData->inFlightFences[i]); - } - } -} - -static void D3D11_ReleaseWindow( - SDL_GPURenderer *driverData, - SDL_Window *window) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window); - - if (windowData == NULL) { - return; - } - - D3D11_INTERNAL_DestroySwapchain( - renderer, - windowData); - - SDL_LockMutex(renderer->windowLock); - for (Uint32 i = 0; i < renderer->claimedWindowCount; i += 1) { - if (renderer->claimedWindows[i]->window == window) { - renderer->claimedWindows[i] = renderer->claimedWindows[renderer->claimedWindowCount - 1]; - renderer->claimedWindowCount -= 1; - break; - } - } - SDL_UnlockMutex(renderer->windowLock); - - SDL_free(windowData); - - SDL_ClearProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA); - SDL_RemoveEventWatch(D3D11_INTERNAL_OnWindowResize, window); -} - -static bool D3D11_AcquireSwapchainTexture( - SDL_GPUCommandBuffer *commandBuffer, - SDL_Window *window, - SDL_GPUTexture **swapchainTexture, - Uint32 *swapchainTextureWidth, - Uint32 *swapchainTextureHeight) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - D3D11WindowData *windowData; - HRESULT res; - - *swapchainTexture = NULL; - if (swapchainTextureWidth) { - *swapchainTextureWidth = 0; - } - if (swapchainTextureHeight) { - *swapchainTextureHeight = 0; - } - - windowData = D3D11_INTERNAL_FetchWindowData(window); - if (windowData == NULL) { - SET_STRING_ERROR_AND_RETURN("Cannot acquire a swapchain texture from an unclaimed window!", false) - } - - if (windowData->needsSwapchainRecreate) { - if (!D3D11_INTERNAL_ResizeSwapchain(renderer, windowData)) { - return false; - } - } - - if (swapchainTextureWidth) { - *swapchainTextureWidth = windowData->width; - } - if (swapchainTextureHeight) { - *swapchainTextureHeight = windowData->height; - } - - if (windowData->inFlightFences[windowData->frameCounter] != NULL) { - if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) { - // In VSYNC mode, block until the least recent presented frame is done - if (!D3D11_WaitForFences( - (SDL_GPURenderer *)renderer, - true, - &windowData->inFlightFences[windowData->frameCounter], - 1)) { - return false; - } - } else { - if (!D3D11_QueryFence( - (SDL_GPURenderer *)d3d11CommandBuffer->renderer, - windowData->inFlightFences[windowData->frameCounter])) { - /* - * In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled, - * return true to indicate that there is no error but rendering should be skipped - */ - return true; - } - } - - D3D11_ReleaseFence( - (SDL_GPURenderer *)d3d11CommandBuffer->renderer, - windowData->inFlightFences[windowData->frameCounter]); - - windowData->inFlightFences[windowData->frameCounter] = NULL; - } - - // Set the handle on the windowData texture data. - res = IDXGISwapChain_GetBuffer( - windowData->swapchain, - 0, - &D3D_IID_ID3D11Texture2D, - (void **)&windowData->texture.handle); - CHECK_D3D11_ERROR_AND_RETURN("Could not acquire swapchain!", false); - - // Set up presentation - if (d3d11CommandBuffer->windowDataCount == d3d11CommandBuffer->windowDataCapacity) { - d3d11CommandBuffer->windowDataCapacity += 1; - d3d11CommandBuffer->windowDatas = SDL_realloc( - d3d11CommandBuffer->windowDatas, - d3d11CommandBuffer->windowDataCapacity * sizeof(D3D11WindowData *)); - } - d3d11CommandBuffer->windowDatas[d3d11CommandBuffer->windowDataCount] = windowData; - d3d11CommandBuffer->windowDataCount += 1; - - // Return the swapchain texture - *swapchainTexture = (SDL_GPUTexture*) &windowData->textureContainer; - return true; -} - -static SDL_GPUTextureFormat D3D11_GetSwapchainTextureFormat( - SDL_GPURenderer *driverData, - SDL_Window *window) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window); - - if (windowData == NULL) { - SET_STRING_ERROR_AND_RETURN("Cannot get swapchain format, window has not been claimed!", SDL_GPU_TEXTUREFORMAT_INVALID) - } - - return windowData->textureContainer.header.info.format; -} - -static bool D3D11_SetSwapchainParameters( - SDL_GPURenderer *driverData, - SDL_Window *window, - SDL_GPUSwapchainComposition swapchainComposition, - SDL_GPUPresentMode presentMode) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window); - - if (windowData == NULL) { - SET_STRING_ERROR_AND_RETURN("Cannot set swapchain parameters on unclaimed window!", false) - } - - if (!D3D11_SupportsSwapchainComposition(driverData, window, swapchainComposition)) { - SET_STRING_ERROR_AND_RETURN("Swapchain composition not supported!", false) - } - - if (!D3D11_SupportsPresentMode(driverData, window, presentMode)) { - SET_STRING_ERROR_AND_RETURN("Present mode not supported!", false) - } - - if ( - swapchainComposition != windowData->swapchainComposition || - presentMode != windowData->presentMode) { - D3D11_Wait(driverData); - - // Recreate the swapchain - D3D11_INTERNAL_DestroySwapchain( - renderer, - windowData); - - return D3D11_INTERNAL_CreateSwapchain( - renderer, - windowData, - swapchainComposition, - presentMode); - } - - return true; -} - -// Submission - -static bool D3D11_Submit( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer; - ID3D11CommandList *commandList; - HRESULT res; - - // Unmap uniform buffers - - for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) { - if (d3d11CommandBuffer->vertexUniformBuffers[i] != NULL) { - ID3D11DeviceContext_Unmap( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11CommandBuffer->vertexUniformBuffers[i]->buffer, - 0); - } - - if (d3d11CommandBuffer->fragmentUniformBuffers[i] != NULL) { - ID3D11DeviceContext_Unmap( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11CommandBuffer->fragmentUniformBuffers[i]->buffer, - 0); - } - - if (d3d11CommandBuffer->computeUniformBuffers[i] != NULL) { - ID3D11DeviceContext_Unmap( - d3d11CommandBuffer->context, - (ID3D11Resource *)d3d11CommandBuffer->computeUniformBuffers[i]->buffer, - 0); - } - } - - SDL_LockMutex(renderer->contextLock); - - if (!D3D11_INTERNAL_AcquireFence(d3d11CommandBuffer)) { - SDL_UnlockMutex(renderer->contextLock); - return false; - } - - // Notify the command buffer completion query that we have completed recording - ID3D11DeviceContext_End( - renderer->immediateContext, - (ID3D11Asynchronous *)d3d11CommandBuffer->fence->handle); - - // Serialize the commands into the command list - res = ID3D11DeviceContext_FinishCommandList( - d3d11CommandBuffer->context, - 0, - &commandList); - if (FAILED(res)) { - SDL_UnlockMutex(renderer->contextLock); - CHECK_D3D11_ERROR_AND_RETURN("Could not finish command list recording!", false) - } - - // Submit the command list to the immediate context - ID3D11DeviceContext_ExecuteCommandList( - renderer->immediateContext, - commandList, - 0); - ID3D11CommandList_Release(commandList); - - // Mark the command buffer as submitted - if (renderer->submittedCommandBufferCount >= renderer->submittedCommandBufferCapacity) { - renderer->submittedCommandBufferCapacity = renderer->submittedCommandBufferCount + 1; - - renderer->submittedCommandBuffers = SDL_realloc( - renderer->submittedCommandBuffers, - sizeof(D3D11CommandBuffer *) * renderer->submittedCommandBufferCapacity); - } - - renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d11CommandBuffer; - renderer->submittedCommandBufferCount += 1; - - bool result = true; - - // Present, if applicable - for (Uint32 i = 0; i < d3d11CommandBuffer->windowDataCount; i += 1) { - D3D11WindowData *windowData = d3d11CommandBuffer->windowDatas[i]; - - Uint32 syncInterval = 1; - if (windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE || - (renderer->supportsFlipDiscard && windowData->presentMode == SDL_GPU_PRESENTMODE_MAILBOX)) { - syncInterval = 0; - } - - Uint32 presentFlags = 0; - if (renderer->supportsTearing && - windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE) { - presentFlags = DXGI_PRESENT_ALLOW_TEARING; - } - - res = IDXGISwapChain_Present( - windowData->swapchain, - syncInterval, - presentFlags); - - if (FAILED(res)) { - result = false; - } - - ID3D11Texture2D_Release(windowData->texture.handle); - - windowData->inFlightFences[windowData->frameCounter] = (SDL_GPUFence*)d3d11CommandBuffer->fence; - - (void)SDL_AtomicIncRef(&d3d11CommandBuffer->fence->referenceCount); - - windowData->frameCounter = (windowData->frameCounter + 1) % MAX_FRAMES_IN_FLIGHT; - } - - // Check if we can perform any cleanups - for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { - BOOL queryData; - res = ID3D11DeviceContext_GetData( - renderer->immediateContext, - (ID3D11Asynchronous *)renderer->submittedCommandBuffers[i]->fence->handle, - &queryData, - sizeof(queryData), - 0); - if (res == S_OK) { - result &= D3D11_INTERNAL_CleanCommandBuffer( - renderer, - renderer->submittedCommandBuffers[i], - false); - } - } - - D3D11_INTERNAL_PerformPendingDestroys(renderer); - - SDL_UnlockMutex(renderer->contextLock); - - return result; -} - -static SDL_GPUFence *D3D11_SubmitAndAcquireFence( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - d3d11CommandBuffer->autoReleaseFence = false; - if (!D3D11_Submit(commandBuffer)) { - return NULL; - } - return (SDL_GPUFence *)d3d11CommandBuffer->fence; -} - -static bool D3D11_Cancel( - SDL_GPUCommandBuffer *commandBuffer) -{ - D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer; - D3D11Renderer *renderer = d3d11CommandBuffer->renderer; - bool result; - - d3d11CommandBuffer->autoReleaseFence = false; - SDL_LockMutex(renderer->contextLock); - result = D3D11_INTERNAL_CleanCommandBuffer(renderer, d3d11CommandBuffer, true); - SDL_UnlockMutex(renderer->contextLock); - - return result; -} - -static bool D3D11_Wait( - SDL_GPURenderer *driverData) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11CommandBuffer *commandBuffer; - bool result = true; - - /* - * Wait for all submitted command buffers to complete. - * Sort of equivalent to vkDeviceWaitIdle. - */ - for (Uint32 i = 0; i < renderer->submittedCommandBufferCount; i += 1) { - D3D11_INTERNAL_WaitForFence( - renderer, - renderer->submittedCommandBuffers[i]->fence); - } - - SDL_LockMutex(renderer->contextLock); // This effectively acts as a lock around submittedCommandBuffers - - for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) { - commandBuffer = renderer->submittedCommandBuffers[i]; - result &= D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer, false); - } - - D3D11_INTERNAL_PerformPendingDestroys(renderer); - - SDL_UnlockMutex(renderer->contextLock); - - return result; -} - -// Format Info - -static bool D3D11_SupportsTextureFormat( - SDL_GPURenderer *driverData, - SDL_GPUTextureFormat format, - SDL_GPUTextureType type, - SDL_GPUTextureUsageFlags usage) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - DXGI_FORMAT dxgiFormat = SDLToD3D11_TextureFormat[format]; - DXGI_FORMAT typelessFormat = D3D11_INTERNAL_GetTypelessFormat(dxgiFormat); - UINT formatSupport, sampleableFormatSupport; - D3D11_FEATURE_DATA_FORMAT_SUPPORT2 formatSupport2 = { dxgiFormat, 0 }; - HRESULT res; - - res = ID3D11Device_CheckFormatSupport( - renderer->device, - dxgiFormat, - &formatSupport); - if (FAILED(res)) { - // Format is apparently unknown - return false; - } - - /* Depth textures are stored as typeless textures, but interpreted as color textures for sampling. - * In order to get supported usages for both interpretations, we have to do this. - */ - if (typelessFormat != DXGI_FORMAT_UNKNOWN) { - res = ID3D11Device_CheckFormatSupport( - renderer->device, - D3D11_INTERNAL_GetSampleableFormat(typelessFormat), - &sampleableFormatSupport); - if (SUCCEEDED(res)) { - formatSupport |= sampleableFormatSupport; - } - } - - // Checks for SIMULTANEOUS_READ_WRITE support - if (usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE) { - res = ID3D11Device_CheckFeatureSupport( - renderer->device, - D3D11_FEATURE_FORMAT_SUPPORT2, - &formatSupport2, - sizeof(formatSupport2)); - if (FAILED(res)) { - // Format is apparently unknown - return false; - } - } - - // Is the texture type supported? - if (type == SDL_GPU_TEXTURETYPE_2D && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D)) { - return false; - } - if (type == SDL_GPU_TEXTURETYPE_2D_ARRAY && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D)) { - return false; - } - if (type == SDL_GPU_TEXTURETYPE_3D && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D)) { - return false; - } - if (type == SDL_GPU_TEXTURETYPE_CUBE && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE)) { - return false; - } - if (type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE)) { - return false; - } - - // Are the usage flags supported? - if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) { - return false; - } - if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) { - return false; - } - if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) { - // TYPED_UNORDERED_ACCESS_VIEW implies support for typed UAV stores - return false; - } - #define D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD 0x40 /* for old toolchains */ - if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE) && !(formatSupport2.OutFormatSupport2 & D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD))) { - return false; - } - if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) { - return false; - } - if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) { - return false; - } - - return true; -} - -// Device Creation - -static bool D3D11_PrepareDriver(SDL_VideoDevice *this) -{ - SDL_SharedObject *d3d11_dll; - SDL_SharedObject *dxgi_dll; - PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; - D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 }; - PFN_CREATE_DXGI_FACTORY1 CreateDxgiFactoryFunc; - HRESULT res; - - // Can we load D3D11? - - d3d11_dll = SDL_LoadObject(D3D11_DLL); - if (d3d11_dll == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find " D3D11_DLL); - return false; - } - - D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction( - d3d11_dll, - D3D11_CREATE_DEVICE_FUNC); - if (D3D11CreateDeviceFunc == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL); - SDL_UnloadObject(d3d11_dll); - return false; - } - - // Can we create a device? - - res = D3D11CreateDeviceFunc( - NULL, - D3D_DRIVER_TYPE_HARDWARE, - NULL, - D3D11_CREATE_DEVICE_BGRA_SUPPORT, - levels, - SDL_arraysize(levels), - D3D11_SDK_VERSION, - NULL, - NULL, - NULL); - - SDL_UnloadObject(d3d11_dll); - - if (FAILED(res)) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not create D3D11Device with feature level 11_1"); - return false; - } - - // Can we load DXGI? - - dxgi_dll = SDL_LoadObject(DXGI_DLL); - if (dxgi_dll == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find " DXGI_DLL); - return false; - } - - CreateDxgiFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction( - dxgi_dll, - CREATE_DXGI_FACTORY1_FUNC); - SDL_UnloadObject(dxgi_dll); // We're not going to call this function, so we can just unload now. - if (CreateDxgiFactoryFunc == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL); - return false; - } - - return true; -} - -static void D3D11_INTERNAL_TryInitializeDXGIDebug(D3D11Renderer *renderer) -{ - PFN_DXGI_GET_DEBUG_INTERFACE DXGIGetDebugInterfaceFunc; - HRESULT res; - - renderer->dxgidebug_dll = SDL_LoadObject(DXGIDEBUG_DLL); - if (renderer->dxgidebug_dll == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not find " DXGIDEBUG_DLL); - return; - } - - DXGIGetDebugInterfaceFunc = (PFN_DXGI_GET_DEBUG_INTERFACE)SDL_LoadFunction( - renderer->dxgidebug_dll, - DXGI_GET_DEBUG_INTERFACE_FUNC); - if (DXGIGetDebugInterfaceFunc == NULL) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not load function: " DXGI_GET_DEBUG_INTERFACE_FUNC); - return; - } - - res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIDebug, (void **)&renderer->dxgiDebug); - if (FAILED(res)) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIDebug interface"); - } - -#ifdef HAVE_IDXGIINFOQUEUE - res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, (void **)&renderer->dxgiInfoQueue); - if (FAILED(res)) { - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not get IDXGIInfoQueue interface"); - } -#endif -} - -static void D3D11_INTERNAL_InitBlitPipelines( - D3D11Renderer *renderer) -{ - SDL_GPUShaderCreateInfo shaderCreateInfo; - SDL_GPUShader *fullscreenVertexShader; - SDL_GPUShader *blitFrom2DPixelShader; - SDL_GPUShader *blitFrom2DArrayPixelShader; - SDL_GPUShader *blitFrom3DPixelShader; - SDL_GPUShader *blitFromCubePixelShader; - SDL_GPUShader *blitFromCubeArrayPixelShader; - SDL_GPUGraphicsPipelineCreateInfo blitPipelineCreateInfo; - SDL_GPUGraphicsPipeline *blitPipeline; - SDL_GPUSamplerCreateInfo samplerCreateInfo; - SDL_GPUColorTargetDescription colorTargetDesc; - - // Fullscreen vertex shader - SDL_zero(shaderCreateInfo); - shaderCreateInfo.code = (Uint8 *)D3D11_FullscreenVert; - shaderCreateInfo.code_size = sizeof(D3D11_FullscreenVert); - shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX; - shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC; - shaderCreateInfo.entrypoint = "main"; - - fullscreenVertexShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (fullscreenVertexShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile vertex shader for blit!"); - } - - // BlitFrom2D pixel shader - shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom2D; - shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom2D); - shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; - shaderCreateInfo.num_samplers = 1; - shaderCreateInfo.num_uniform_buffers = 1; - - blitFrom2DPixelShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (blitFrom2DPixelShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom2D pixel shader!"); - } - - // BlitFrom2DArray pixel shader - shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom2DArray; - shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom2DArray); - - blitFrom2DArrayPixelShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (blitFrom2DArrayPixelShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom2DArray pixel shader!"); - } - - // BlitFrom3D pixel shader - shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom3D; - shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom3D); - - blitFrom3DPixelShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (blitFrom3DPixelShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFrom3D pixel shader!"); - } - - // BlitFromCube pixel shader - shaderCreateInfo.code = (Uint8 *)D3D11_BlitFromCube; - shaderCreateInfo.code_size = sizeof(D3D11_BlitFromCube); - - blitFromCubePixelShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (blitFromCubePixelShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFromCube pixel shader!"); - } - - // BlitFromCubeArray pixel shader - shaderCreateInfo.code = (Uint8 *)D3D11_BlitFromCubeArray; - shaderCreateInfo.code_size = sizeof(D3D11_BlitFromCubeArray); - - blitFromCubeArrayPixelShader = D3D11_CreateShader( - (SDL_GPURenderer *)renderer, - &shaderCreateInfo); - - if (blitFromCubeArrayPixelShader == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to compile BlitFromCubeArray pixel shader!"); - } - - // BlitFrom2D pipeline - SDL_zero(blitPipelineCreateInfo); - - SDL_zero(colorTargetDesc); - colorTargetDesc.blend_state.color_write_mask = 0xF; - colorTargetDesc.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; // format doesn't matter in d3d11 - - blitPipelineCreateInfo.target_info.color_target_descriptions = &colorTargetDesc; - blitPipelineCreateInfo.target_info.num_color_targets = 1; - blitPipelineCreateInfo.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary - blitPipelineCreateInfo.target_info.has_depth_stencil_target = false; - - blitPipelineCreateInfo.vertex_shader = fullscreenVertexShader; - blitPipelineCreateInfo.fragment_shader = blitFrom2DPixelShader; - - blitPipelineCreateInfo.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1; - blitPipelineCreateInfo.multisample_state.enable_mask = false; - - blitPipelineCreateInfo.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; - - blitPipeline = D3D11_CreateGraphicsPipeline( - (SDL_GPURenderer *)renderer, - &blitPipelineCreateInfo); - - if (blitPipeline == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create BlitFrom2D pipeline!"); - } - - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D].pipeline = blitPipeline; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D].type = SDL_GPU_TEXTURETYPE_2D; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D].format = SDL_GPU_TEXTUREFORMAT_INVALID; - - // BlitFrom2DArrayPipeline - blitPipelineCreateInfo.fragment_shader = blitFrom2DArrayPixelShader; - blitPipeline = D3D11_CreateGraphicsPipeline( - (SDL_GPURenderer *)renderer, - &blitPipelineCreateInfo); - - if (blitPipeline == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create BlitFrom2DArray pipeline!"); - } - - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D_ARRAY].pipeline = blitPipeline; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D_ARRAY].type = SDL_GPU_TEXTURETYPE_2D_ARRAY; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D_ARRAY].format = SDL_GPU_TEXTUREFORMAT_INVALID; - - // BlitFrom3DPipeline - blitPipelineCreateInfo.fragment_shader = blitFrom3DPixelShader; - blitPipeline = D3D11_CreateGraphicsPipeline( - (SDL_GPURenderer *)renderer, - &blitPipelineCreateInfo); - - if (blitPipeline == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create BlitFrom3D pipeline!"); - } - - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_3D].pipeline = blitPipeline; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_3D].type = SDL_GPU_TEXTURETYPE_3D; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_3D].format = SDL_GPU_TEXTUREFORMAT_INVALID; - - // BlitFromCubePipeline - blitPipelineCreateInfo.fragment_shader = blitFromCubePixelShader; - blitPipeline = D3D11_CreateGraphicsPipeline( - (SDL_GPURenderer *)renderer, - &blitPipelineCreateInfo); - - if (blitPipeline == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create BlitFromCube pipeline!"); - } - - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE].pipeline = blitPipeline; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE].type = SDL_GPU_TEXTURETYPE_CUBE; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE].format = SDL_GPU_TEXTUREFORMAT_INVALID; - - // BlitFromCubeArrayPipeline - blitPipelineCreateInfo.fragment_shader = blitFromCubeArrayPixelShader; - blitPipeline = D3D11_CreateGraphicsPipeline( - (SDL_GPURenderer *)renderer, - &blitPipelineCreateInfo); - - if (blitPipeline == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create BlitFromCubeArray pipeline!"); - } - - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE_ARRAY].pipeline = blitPipeline; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE_ARRAY].type = SDL_GPU_TEXTURETYPE_CUBE_ARRAY; - renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE_ARRAY].format = SDL_GPU_TEXTUREFORMAT_INVALID; - - // Create samplers - samplerCreateInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - samplerCreateInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - samplerCreateInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; - samplerCreateInfo.enable_anisotropy = 0; - samplerCreateInfo.enable_compare = 0; - samplerCreateInfo.mag_filter = SDL_GPU_FILTER_NEAREST; - samplerCreateInfo.min_filter = SDL_GPU_FILTER_NEAREST; - samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; - samplerCreateInfo.mip_lod_bias = 0.0f; - samplerCreateInfo.min_lod = 0; - samplerCreateInfo.max_lod = 1000; - - renderer->blitNearestSampler = D3D11_CreateSampler( - (SDL_GPURenderer *)renderer, - &samplerCreateInfo); - - if (renderer->blitNearestSampler == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit nearest sampler!"); - } - - samplerCreateInfo.mag_filter = SDL_GPU_FILTER_LINEAR; - samplerCreateInfo.min_filter = SDL_GPU_FILTER_LINEAR; - samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; - - renderer->blitLinearSampler = D3D11_CreateSampler( - (SDL_GPURenderer *)renderer, - &samplerCreateInfo); - - if (renderer->blitLinearSampler == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit linear sampler!"); - } - - // Clean up - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, fullscreenVertexShader); - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom2DPixelShader); - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom2DArrayPixelShader); - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom3DPixelShader); - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFromCubePixelShader); - D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFromCubeArrayPixelShader); -} - -static void D3D11_INTERNAL_DestroyBlitPipelines( - SDL_GPURenderer *driverData) -{ - D3D11Renderer *renderer = (D3D11Renderer *)driverData; - D3D11_ReleaseSampler(driverData, renderer->blitLinearSampler); - D3D11_ReleaseSampler(driverData, renderer->blitNearestSampler); - for (int i = 0; i < SDL_arraysize(renderer->blitPipelines); i += 1) { - D3D11_ReleaseGraphicsPipeline(driverData, renderer->blitPipelines[i].pipeline); - } -} - -static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SDL_PropertiesID props) -{ - D3D11Renderer *renderer; - PFN_CREATE_DXGI_FACTORY1 CreateDxgiFactoryFunc; - PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; - D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 }; - IDXGIFactory4 *factory4; - IDXGIFactory5 *factory5; - IDXGIFactory6 *factory6; - Uint32 flags; - DXGI_ADAPTER_DESC1 adapterDesc; - HRESULT res; - SDL_GPUDevice *result; - - // Allocate and zero out the renderer - renderer = (D3D11Renderer *)SDL_calloc(1, sizeof(D3D11Renderer)); - - // Load the DXGI library - renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL); - if (renderer->dxgi_dll == NULL) { - SET_STRING_ERROR_AND_RETURN("Could not find " DXGI_DLL, NULL) - } - - // Load the CreateDXGIFactory1 function - CreateDxgiFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction( - renderer->dxgi_dll, - CREATE_DXGI_FACTORY1_FUNC); - if (CreateDxgiFactoryFunc == NULL) { - SET_STRING_ERROR_AND_RETURN("Could not load function: " CREATE_DXGI_FACTORY1_FUNC, NULL) - } - - // Create the DXGI factory - res = CreateDxgiFactoryFunc( - &D3D_IID_IDXGIFactory1, - (void **)&renderer->factory); - CHECK_D3D11_ERROR_AND_RETURN("Could not create DXGIFactory", NULL); - - // Check for flip-model discard support (supported on Windows 10+) - res = IDXGIFactory1_QueryInterface( - renderer->factory, - &D3D_IID_IDXGIFactory4, - (void **)&factory4); - if (SUCCEEDED(res)) { - renderer->supportsFlipDiscard = 1; - IDXGIFactory4_Release(factory4); - } - - // Check for explicit tearing support - res = IDXGIFactory1_QueryInterface( - renderer->factory, - &D3D_IID_IDXGIFactory5, - (void **)&factory5); - if (SUCCEEDED(res)) { - res = IDXGIFactory5_CheckFeatureSupport( - factory5, - DXGI_FEATURE_PRESENT_ALLOW_TEARING, - &renderer->supportsTearing, - sizeof(renderer->supportsTearing)); - if (FAILED(res)) { - renderer->supportsTearing = FALSE; - } - IDXGIFactory5_Release(factory5); - } - - // Select the appropriate device for rendering - res = IDXGIAdapter1_QueryInterface( - renderer->factory, - &D3D_IID_IDXGIFactory6, - (void **)&factory6); - if (SUCCEEDED(res)) { - IDXGIFactory6_EnumAdapterByGpuPreference( - factory6, - 0, - preferLowPower ? DXGI_GPU_PREFERENCE_MINIMUM_POWER : DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, - &D3D_IID_IDXGIAdapter1, - (void **)&renderer->adapter); - IDXGIFactory6_Release(factory6); - } else { - IDXGIFactory1_EnumAdapters1( - renderer->factory, - 0, - &renderer->adapter); - } - - // Get information about the selected adapter. Used for logging info. - IDXGIAdapter1_GetDesc1(renderer->adapter, &adapterDesc); - - // Initialize the DXGI debug layer, if applicable - if (debugMode) { - D3D11_INTERNAL_TryInitializeDXGIDebug(renderer); - } - - // Load the D3D library - renderer->d3d11_dll = SDL_LoadObject(D3D11_DLL); - if (renderer->d3d11_dll == NULL) { - SET_STRING_ERROR_AND_RETURN("Could not find " D3D11_DLL, NULL) - } - - // Load the CreateDevice function - D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction( - renderer->d3d11_dll, - D3D11_CREATE_DEVICE_FUNC); - if (D3D11CreateDeviceFunc == NULL) { - SET_STRING_ERROR_AND_RETURN("Could not load function: " D3D11_CREATE_DEVICE_FUNC, NULL) - } - - // Set up device flags - flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; - if (debugMode) { - flags |= D3D11_CREATE_DEVICE_DEBUG; - } - - // Create the device - ID3D11Device *d3d11Device; -tryCreateDevice: - res = D3D11CreateDeviceFunc( - (IDXGIAdapter *)renderer->adapter, - D3D_DRIVER_TYPE_UNKNOWN, // Must be UNKNOWN if adapter is non-null according to spec - NULL, - flags, - levels, - SDL_arraysize(levels), - D3D11_SDK_VERSION, - &d3d11Device, - NULL, - &renderer->immediateContext); - if (FAILED(res) && debugMode) { - // If device creation failed, and we're in debug mode, remove the debug flag and try again. - SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Creating device in debug mode failed with error " HRESULT_FMT ". Trying non-debug.", res); - flags &= ~D3D11_CREATE_DEVICE_DEBUG; - debugMode = 0; - goto tryCreateDevice; - } - - CHECK_D3D11_ERROR_AND_RETURN("Could not create D3D11 device", NULL); - - // The actual device we want is the ID3D11Device1 interface... - res = ID3D11Device_QueryInterface( - d3d11Device, - &D3D_IID_ID3D11Device1, - (void **)&renderer->device); - CHECK_D3D11_ERROR_AND_RETURN("Could not get ID3D11Device1 interface", NULL); - - // Release the old device interface, we don't need it anymore - ID3D11Device_Release(d3d11Device); - -#ifdef HAVE_IDXGIINFOQUEUE - // Set up the info queue - if (renderer->dxgiInfoQueue) { - DXGI_INFO_QUEUE_MESSAGE_SEVERITY sevList[] = { - DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, - DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, - DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING, - // DXGI_INFO_QUEUE_MESSAGE_SEVERITY_INFO, // This can be a bit much, so toggle as needed for debugging. - DXGI_INFO_QUEUE_MESSAGE_SEVERITY_MESSAGE - }; - DXGI_INFO_QUEUE_FILTER filter = { 0 }; - filter.AllowList.NumSeverities = SDL_arraysize(sevList); - filter.AllowList.pSeverityList = sevList; - - IDXGIInfoQueue_PushStorageFilter( - renderer->dxgiInfoQueue, - D3D_IID_DXGI_DEBUG_ALL, - &filter); - } -#endif - - // Print driver info - SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL GPU Driver: D3D11"); - SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "D3D11 Adapter: %S", adapterDesc.Description); - - // Create mutexes - renderer->contextLock = SDL_CreateMutex(); - renderer->acquireCommandBufferLock = SDL_CreateMutex(); - renderer->acquireUniformBufferLock = SDL_CreateMutex(); - renderer->fenceLock = SDL_CreateMutex(); - renderer->windowLock = SDL_CreateMutex(); - - // Initialize miscellaneous renderer members - renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG); - - // Create command buffer pool - D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2); - - // Create fence pool - renderer->availableFenceCapacity = 2; - renderer->availableFences = SDL_malloc( - sizeof(D3D11Fence *) * renderer->availableFenceCapacity); - - // Create uniform buffer pool - - renderer->uniformBufferPoolCapacity = 32; - renderer->uniformBufferPoolCount = 32; - renderer->uniformBufferPool = SDL_malloc( - renderer->uniformBufferPoolCapacity * sizeof(D3D11UniformBuffer *)); - - for (Uint32 i = 0; i < renderer->uniformBufferPoolCount; i += 1) { - renderer->uniformBufferPool[i] = D3D11_INTERNAL_CreateUniformBuffer( - renderer, - UNIFORM_BUFFER_SIZE); - } - - // Create deferred destroy arrays - renderer->transferBufferContainersToDestroyCapacity = 2; - renderer->transferBufferContainersToDestroyCount = 0; - renderer->transferBufferContainersToDestroy = SDL_malloc( - renderer->transferBufferContainersToDestroyCapacity * sizeof(D3D11TransferBufferContainer *)); - - renderer->bufferContainersToDestroyCapacity = 2; - renderer->bufferContainersToDestroyCount = 0; - renderer->bufferContainersToDestroy = SDL_malloc( - renderer->bufferContainersToDestroyCapacity * sizeof(D3D11BufferContainer *)); - - renderer->textureContainersToDestroyCapacity = 2; - renderer->textureContainersToDestroyCount = 0; - renderer->textureContainersToDestroy = SDL_malloc( - renderer->textureContainersToDestroyCapacity * sizeof(D3D11TextureContainer *)); - - // Create claimed window list - renderer->claimedWindowCapacity = 1; - renderer->claimedWindows = SDL_malloc( - sizeof(D3D11WindowData *) * renderer->claimedWindowCapacity); - - // Initialize null states - - SDL_zeroa(renderer->nullRTVs); - SDL_zeroa(renderer->nullSRVs); - SDL_zeroa(renderer->nullSamplers); - SDL_zeroa(renderer->nullUAVs); - - // Initialize built-in pipelines - D3D11_INTERNAL_InitBlitPipelines(renderer); - - // Create the SDL_GPU Device - result = (SDL_GPUDevice *)SDL_malloc(sizeof(SDL_GPUDevice)); - ASSIGN_DRIVER(D3D11) - result->driverData = (SDL_GPURenderer *)renderer; - - return result; -} - -SDL_GPUBootstrap D3D11Driver = { - "direct3d11", - SDL_GPU_SHADERFORMAT_DXBC, - D3D11_PrepareDriver, - D3D11_CreateDevice -}; - -#endif // SDL_GPU_D3D11 diff --git a/src/gpu/d3d11/compile_shaders.bat b/src/gpu/d3d11/compile_shaders.bat deleted file mode 100644 index 56eadcc25..000000000 --- a/src/gpu/d3d11/compile_shaders.bat +++ /dev/null @@ -1,8 +0,0 @@ -fxc /T vs_5_0 /E FullscreenVert /Fh D3D11_FullscreenVert.h ..\d3dcommon\D3D_Blit.hlsl -fxc /T ps_5_0 /E BlitFrom2D /Fh D3D11_BlitFrom2D.h ..\d3dcommon\D3D_Blit.hlsl -fxc /T ps_5_0 /E BlitFrom2DArray /Fh D3D11_BlitFrom2DArray.h ..\d3dcommon\D3D_Blit.hlsl -fxc /T ps_5_0 /E BlitFrom3D /Fh D3D11_BlitFrom3D.h ..\d3dcommon\D3D_Blit.hlsl -fxc /T ps_5_0 /E BlitFromCube /Fh D3D11_BlitFromCube.h ..\d3dcommon\D3D_Blit.hlsl -fxc /T ps_5_0 /E BlitFromCubeArray /Fh D3D11_BlitFromCubeArray.h ..\d3dcommon\D3D_Blit.hlsl -copy /b D3D11_FullscreenVert.h+D3D11_BlitFrom2D.h+D3D11_BlitFrom2DArray.h+D3D11_BlitFrom3D.h+D3D11_BlitFromCube.h+D3D11_BlitFromCubeArray.h D3D11_Blit.h -del D3D11_FullscreenVert.h D3D11_BlitFrom2D.h D3D11_BlitFrom2DArray.h D3D11_BlitFrom3D.h D3D11_BlitFromCube.h D3D11_BlitFromCubeArray.h diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c index 00c329312..320c8e38d 100644 --- a/src/gpu/d3d12/SDL_gpu_d3d12.c +++ b/src/gpu/d3d12/SDL_gpu_d3d12.c @@ -5898,7 +5898,7 @@ static void D3D12_DownloadFromTexture( * And just for some extra fun, D3D12 doesn't actually support depth pitch, so we have to realign that too! * * Since this is an async download we have to do all these fixups after the command is finished, - * so we'll cache the metadata similar to D3D11 and map and copy it when the command buffer is cleaned. + * so we'll cache the metadata and map and copy it when the command buffer is cleaned. */ if (pixelsPerRow == 0) { @@ -8676,7 +8676,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD SDL_GPUBootstrap D3D12Driver = { "direct3d12", - SDL_GPU_SHADERFORMAT_DXIL, + SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_DXBC, D3D12_PrepareDriver, D3D12_CreateDevice }; diff --git a/src/render/gpu/SDL_shaders_gpu.c b/src/render/gpu/SDL_shaders_gpu.c index ce5a55e2c..80e336b51 100644 --- a/src/render/gpu/SDL_shaders_gpu.c +++ b/src/render/gpu/SDL_shaders_gpu.c @@ -42,15 +42,6 @@ typedef struct GPU_ShaderModuleSource #define HAVE_SPIRV_SHADERS 0 #endif -#ifdef SDL_GPU_D3D11 -#define IF_D3D11(...) __VA_ARGS__ -#define HAVE_DXBC50_SHADERS 1 -#include "shaders/dxbc50.h" -#else -#define IF_D3D11(...) -#define HAVE_DXBC50_SHADERS 0 -#endif - #ifdef SDL_GPU_D3D12 #define IF_D3D12(...) __VA_ARGS__ #define HAVE_DXIL60_SHADERS 1 @@ -72,7 +63,6 @@ typedef struct GPU_ShaderModuleSource typedef struct GPU_ShaderSources { IF_VULKAN(GPU_ShaderModuleSource spirv;) - IF_D3D11(GPU_ShaderModuleSource dxbc50;) IF_D3D12(GPU_ShaderModuleSource dxil60;) IF_METAL(GPU_ShaderModuleSource msl;) unsigned int num_samplers; @@ -82,9 +72,6 @@ typedef struct GPU_ShaderSources #define SHADER_SPIRV(code) \ IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, ) -#define SHADER_DXBC50(code) \ - IF_D3D11(.dxbc50 = { (const unsigned char *)code, sizeof(code), SDL_GPU_SHADERFORMAT_DXBC }, ) - #define SHADER_DXIL60(code) \ IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, ) @@ -97,7 +84,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { .num_samplers = 0, .num_uniform_buffers = 1, SHADER_SPIRV(linepoint_vert_spv) - SHADER_DXBC50(linepoint_vert_sm50_dxbc) SHADER_DXIL60(linepoint_vert_sm60_dxil) SHADER_METAL(linepoint_vert_metal) }, @@ -105,7 +91,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { .num_samplers = 0, .num_uniform_buffers = 1, SHADER_SPIRV(tri_color_vert_spv) - SHADER_DXBC50(tri_color_vert_sm50_dxbc) SHADER_DXIL60(tri_color_vert_sm60_dxil) SHADER_METAL(tri_color_vert_metal) }, @@ -113,7 +98,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { .num_samplers = 0, .num_uniform_buffers = 1, SHADER_SPIRV(tri_texture_vert_spv) - SHADER_DXBC50(tri_texture_vert_sm50_dxbc) SHADER_DXIL60(tri_texture_vert_sm60_dxil) SHADER_METAL(tri_texture_vert_metal) }, @@ -124,7 +108,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { .num_samplers = 0, .num_uniform_buffers = 0, SHADER_SPIRV(color_frag_spv) - SHADER_DXBC50(color_frag_sm50_dxbc) SHADER_DXIL60(color_frag_sm60_dxil) SHADER_METAL(color_frag_metal) }, @@ -132,7 +115,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { .num_samplers = 1, .num_uniform_buffers = 0, SHADER_SPIRV(texture_rgb_frag_spv) - SHADER_DXBC50(texture_rgb_frag_sm50_dxbc) SHADER_DXIL60(texture_rgb_frag_sm60_dxil) SHADER_METAL(texture_rgb_frag_metal) }, @@ -140,7 +122,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { .num_samplers = 1, .num_uniform_buffers = 0, SHADER_SPIRV(texture_rgba_frag_spv) - SHADER_DXBC50(texture_rgba_frag_sm50_dxbc) SHADER_DXIL60(texture_rgba_frag_sm60_dxil) SHADER_METAL(texture_rgba_frag_metal) }, @@ -159,10 +140,6 @@ static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDev } else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { sms = &sources->spirv; #endif // HAVE_SPIRV_SHADERS -#if HAVE_DXBC50_SHADERS - } else if (formats & SDL_GPU_SHADERFORMAT_DXBC) { - sms = &sources->dxbc50; -#endif // HAVE_DXBC50_SHADERS #if HAVE_DXIL60_SHADERS } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) { sms = &sources->dxil60; @@ -248,7 +225,6 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) { SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, HAVE_DXBC50_SHADERS); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); }