d3d11_screen.h revision 912682659414f45dc0afca1950db3be1738c0dad
1/************************************************************************** 2 * 3 * Copyright 2010 Luca Barbieri 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining 6 * a copy of this software and associated documentation files (the 7 * "Software"), to deal in the Software without restriction, including 8 * without limitation the rights to use, copy, modify, merge, publish, 9 * distribute, sublicense, and/or sell copies of the Software, and to 10 * permit persons to whom the Software is furnished to do so, subject to 11 * the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the 14 * next paragraph) shall be included in all copies or substantial 15 * portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 * 25 **************************************************************************/ 26 27DEBUG_GET_ONCE_BOOL_OPTION(dump_shaders, "D3D1X_DUMP_SHADERS", FALSE); 28 29/* These cap sets are much more correct than the ones in u_caps.c */ 30/* TODO: it seems cube levels should be the same as 2D levels */ 31 32/* DX 9_1 */ 33static unsigned caps_dx_9_1[] = { 34 UTIL_CHECK_INT(MAX_RENDER_TARGETS, 1), 35 UTIL_CHECK_INT(MAX_TEXTURE_2D_LEVELS, 12), /* 2048 */ 36 UTIL_CHECK_INT(MAX_TEXTURE_3D_LEVELS, 8), /* 256 */ 37 UTIL_CHECK_INT(MAX_TEXTURE_CUBE_LEVELS, 10), /* 512 */ 38 UTIL_CHECK_TERMINATE 39}; 40 41/* DX 9_2 */ 42static unsigned caps_dx_9_2[] = { 43 UTIL_CHECK_CAP(OCCLUSION_QUERY), 44 UTIL_CHECK_CAP(TWO_SIDED_STENCIL), 45 UTIL_CHECK_CAP(TEXTURE_MIRROR_CLAMP), 46 UTIL_CHECK_CAP(BLEND_EQUATION_SEPARATE), 47 UTIL_CHECK_INT(MAX_RENDER_TARGETS, 1), 48 UTIL_CHECK_INT(MAX_TEXTURE_2D_LEVELS, 12), /* 2048 */ 49 UTIL_CHECK_INT(MAX_TEXTURE_3D_LEVELS, 9), /* 256 */ 50 UTIL_CHECK_INT(MAX_TEXTURE_CUBE_LEVELS, 10), /* 512 */ 51 UTIL_CHECK_TERMINATE 52}; 53 54/* DX 9_3 */ 55static unsigned caps_dx_9_3[] = { 56 UTIL_CHECK_CAP(OCCLUSION_QUERY), 57 UTIL_CHECK_CAP(TWO_SIDED_STENCIL), 58 UTIL_CHECK_CAP(TEXTURE_MIRROR_CLAMP), 59 UTIL_CHECK_CAP(BLEND_EQUATION_SEPARATE), 60 UTIL_CHECK_CAP(SM3), 61 //UTIL_CHECK_CAP(INSTANCING), 62 UTIL_CHECK_CAP(OCCLUSION_QUERY), 63 UTIL_CHECK_INT(MAX_RENDER_TARGETS, 4), 64 UTIL_CHECK_INT(MAX_TEXTURE_2D_LEVELS, 13), /* 4096 */ 65 UTIL_CHECK_INT(MAX_TEXTURE_3D_LEVELS, 9), /* 256 */ 66 UTIL_CHECK_INT(MAX_TEXTURE_CUBE_LEVELS, 10), /* 512 */ 67 UTIL_CHECK_TERMINATE 68}; 69 70 71// this is called "screen" because in the D3D10 case it's only part of the device 72template<bool threadsafe> 73struct GalliumD3D11ScreenImpl : public GalliumD3D11Screen 74{ 75 D3D_FEATURE_LEVEL feature_level; 76 int format_support[PIPE_FORMAT_COUNT]; 77 unsigned creation_flags; 78 unsigned exception_mode; 79 maybe_mutex_t<threadsafe> mutex; 80 81/* TODO: Direct3D 11 specifies that fine-grained locking should be used if the driver supports it. 82 * Right now, I don't trust Gallium drivers to get this right. 83 */ 84#define SYNCHRONIZED lock_t<maybe_mutex_t<threadsafe> > lock_(mutex) 85 86 GalliumD3D11ScreenImpl(struct pipe_screen* screen, struct pipe_context* immediate_pipe, BOOL owns_immediate_pipe,unsigned creation_flags, IDXGIAdapter* adapter) 87 : GalliumD3D11Screen(screen, immediate_pipe, adapter), creation_flags(creation_flags) 88 { 89 memset(&screen_caps, 0, sizeof(screen_caps)); 90 screen_caps.gs = screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0; 91 screen_caps.so = !!screen->get_param(screen, PIPE_CAP_STREAM_OUTPUT); 92 screen_caps.queries = screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY); 93 screen_caps.render_condition = screen_caps.queries; 94 for(unsigned i = 0; i < PIPE_SHADER_TYPES; ++i) 95 screen_caps.constant_buffers[i] = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONST_BUFFERS); 96 screen_caps.stages = 0; 97 for(unsigned i = 0; i < PIPE_SHADER_TYPES; ++i) 98 { 99 if(!screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INSTRUCTIONS)) 100 break; 101 screen_caps.stages = i + 1; 102 } 103 104 screen_caps.stages_with_sampling = (1 << screen_caps.stages) - 1; 105 if(!screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS)) 106 screen_caps.stages_with_sampling &=~ (1 << PIPE_SHADER_VERTEX); 107 108 memset(format_support, 0xff, sizeof(format_support)); 109 110 float default_level; 111 /* don't even attempt to autodetect D3D10 level support, since it's just not fully implemented yet */ 112 if(util_check_caps(screen, caps_dx_9_3)) 113 default_level = 9.3; 114 else if(util_check_caps(screen, caps_dx_9_2)) 115 default_level = 9.2; 116 else if(util_check_caps(screen, caps_dx_9_1)) 117 default_level = 9.1; 118 else 119 { 120 _debug_printf("Warning: driver does not even meet D3D_FEATURE_LEVEL_9_1 features, advertising it anyway!\n"); 121 default_level = 9.1; 122 } 123 124 char default_level_name[64]; 125 sprintf(default_level_name, "%.1f", default_level); 126 float feature_level_number = atof(debug_get_option("D3D11_FEATURE_LEVEL", default_level_name)); 127 if(!feature_level_number) 128 feature_level_number = default_level; 129 130#if API >= 11 131 if(feature_level_number >= 11.0f) 132 feature_level = D3D_FEATURE_LEVEL_11_0; 133 else 134#endif 135 if(feature_level_number >= 10.1f) 136 feature_level = D3D_FEATURE_LEVEL_10_1; 137 else if(feature_level_number >= 10.0f) 138 feature_level = D3D_FEATURE_LEVEL_10_0; 139 else if(feature_level_number >= 9.3f) 140 feature_level = D3D_FEATURE_LEVEL_9_3; 141 else if(feature_level_number >= 9.2f) 142 feature_level = D3D_FEATURE_LEVEL_9_2; 143 else 144 feature_level = D3D_FEATURE_LEVEL_9_1; 145 146#if API >= 11 147 immediate_context = GalliumD3D11ImmediateDeviceContext_Create(this, immediate_pipe, owns_immediate_pipe); 148 // release to the reference to ourselves that the immediate context took, to avoid a garbage cycle 149 immediate_context->Release(); 150#endif 151 } 152 153 ~GalliumD3D11ScreenImpl() 154 { 155#if API >= 11 156 GalliumD3D11ImmediateDeviceContext_Destroy(immediate_context); 157#endif 158 } 159 160 virtual D3D_FEATURE_LEVEL STDMETHODCALLTYPE GetFeatureLevel(void) 161 { 162 return feature_level; 163 } 164 165 virtual unsigned STDMETHODCALLTYPE GetCreationFlags(void) 166 { 167 return creation_flags; 168 } 169 170 virtual HRESULT STDMETHODCALLTYPE GetDeviceRemovedReason(void) 171 { 172 return S_OK; 173 } 174 175#if API >= 11 176 virtual void STDMETHODCALLTYPE GetImmediateContext( 177 ID3D11DeviceContext **out_immediate_context) 178 { 179 immediate_context->AddRef(); 180 *out_immediate_context = immediate_context; 181 } 182#endif 183 184 virtual HRESULT STDMETHODCALLTYPE SetExceptionMode(unsigned RaiseFlags) 185 { 186 exception_mode = RaiseFlags; 187 return S_OK; 188 } 189 190 virtual unsigned STDMETHODCALLTYPE GetExceptionMode(void) 191 { 192 return exception_mode; 193 } 194 195 virtual HRESULT STDMETHODCALLTYPE CheckCounter( 196 const D3D11_COUNTER_DESC *desc, 197 D3D11_COUNTER_TYPE *type, 198 unsigned *active_counters, 199 LPSTR sz_name, 200 unsigned *name_length, 201 LPSTR sz_units, 202 unsigned *units_length, 203 LPSTR sz_description, 204 unsigned *description_length) 205 { 206 return E_NOTIMPL; 207 } 208 209 virtual void STDMETHODCALLTYPE CheckCounterInfo( 210 D3D11_COUNTER_INFO *counter_info) 211 { 212 /* none supported at the moment */ 213 counter_info->LastDeviceDependentCounter = (D3D11_COUNTER)0; 214 counter_info->NumDetectableParallelUnits = 1; 215 counter_info->NumSimultaneousCounters = 0; 216 } 217 218#if API >= 11 219 virtual HRESULT STDMETHODCALLTYPE CheckFeatureSupport( 220 D3D11_FEATURE feature, 221 void *out_feature_support_data, 222 unsigned feature_support_data_size) 223 { 224 SYNCHRONIZED; 225 226 switch(feature) 227 { 228 case D3D11_FEATURE_THREADING: 229 { 230 D3D11_FEATURE_DATA_THREADING* data = (D3D11_FEATURE_DATA_THREADING*)out_feature_support_data; 231 if(feature_support_data_size != sizeof(*data)) 232 return E_INVALIDARG; 233 234 data->DriverCommandLists = FALSE; 235 data->DriverConcurrentCreates = FALSE; 236 return S_OK; 237 } 238 case D3D11_FEATURE_DOUBLES: 239 { 240 D3D11_FEATURE_DATA_DOUBLES* data = (D3D11_FEATURE_DATA_DOUBLES*)out_feature_support_data; 241 if(feature_support_data_size != sizeof(*data)) 242 return E_INVALIDARG; 243 244 data->DoublePrecisionFloatShaderOps = FALSE; 245 return S_OK; 246 } 247 case D3D11_FEATURE_FORMAT_SUPPORT: 248 { 249 D3D11_FEATURE_DATA_FORMAT_SUPPORT* data = (D3D11_FEATURE_DATA_FORMAT_SUPPORT*)out_feature_support_data; 250 if(feature_support_data_size != sizeof(*data)) 251 return E_INVALIDARG; 252 253 return this->CheckFormatSupport(data->InFormat, &data->OutFormatSupport); 254 } 255 case D3D11_FEATURE_FORMAT_SUPPORT2: 256 { 257 D3D11_FEATURE_DATA_FORMAT_SUPPORT* data = (D3D11_FEATURE_DATA_FORMAT_SUPPORT*)out_feature_support_data; 258 if(feature_support_data_size != sizeof(*data)) 259 return E_INVALIDARG; 260 261 data->OutFormatSupport = 0; 262 /* TODO: should this be S_OK? */ 263 return E_INVALIDARG; 264 } 265 case D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS: 266 { 267 D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS* data = (D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS*)out_feature_support_data; 268 if(feature_support_data_size != sizeof(*data)) 269 return E_INVALIDARG; 270 271 data->ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x = FALSE; 272 return S_OK; 273 } 274 default: 275 return E_INVALIDARG; 276 } 277 } 278#endif 279 280 virtual HRESULT STDMETHODCALLTYPE CheckFormatSupport( 281 DXGI_FORMAT dxgi_format, 282 unsigned *out_format_support 283 ) 284 { 285 SYNCHRONIZED; 286 287 /* TODO: MSAA, advanced features */ 288 pipe_format format = dxgi_to_pipe_format[dxgi_format]; 289 if(!format) 290 return E_INVALIDARG; 291 292 int support = format_support[format]; 293 if(support < 0) 294 { 295 support = 0; 296 unsigned buffer = D3D11_FORMAT_SUPPORT_BUFFER | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER; 297 unsigned sampler_view = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE | D3D11_FORMAT_SUPPORT_MIP | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN; 298 if(util_format_is_depth_or_stencil(format)) 299 sampler_view |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON; 300 301 /* TODO: do this properly when Gallium drivers actually support index/vertex format queries */ 302 if(screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER, 0) 303 || (screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_INDEX_BUFFER, 0) 304 || format == PIPE_FORMAT_R8_UNORM)) 305 support |= buffer; 306 if(screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_STREAM_OUTPUT, 0)) 307 support |= buffer | D3D11_FORMAT_SUPPORT_SO_BUFFER; 308 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_1D, 0, PIPE_BIND_SAMPLER_VIEW, 0)) 309 support |= D3D11_FORMAT_SUPPORT_TEXTURE1D | sampler_view; 310 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW, 0)) 311 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view; 312 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_CUBE, 0, PIPE_BIND_SAMPLER_VIEW, 0)) 313 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view; 314 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_3D, 0, PIPE_BIND_SAMPLER_VIEW, 0)) 315 support |= D3D11_FORMAT_SUPPORT_TEXTURE3D | sampler_view; 316 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET, 0)) 317 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE; 318 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL, 0)) 319 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL; 320 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_DISPLAY_TARGET, 0)) 321 support |= D3D11_FORMAT_SUPPORT_DISPLAY; 322 format_support[format] = support; 323 } 324 *out_format_support = support; 325 return S_OK; 326 } 327 328 virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels( 329 DXGI_FORMAT format, 330 unsigned sample_count, 331 unsigned *pcount 332 ) 333 { 334 SYNCHRONIZED; 335 336 if(sample_count == 1) 337 *pcount = 1; 338 else 339 *pcount = 0; 340 return S_OK; 341 } 342 343 template<typename T, typename U> 344 bool convert_blend_state(T& to, const U& from, unsigned BlendEnable, unsigned RenderTargetWriteMask) 345 { 346 if(invalid(0 347 || from.SrcBlend >= D3D11_BLEND_COUNT 348 || from.SrcBlendAlpha >= D3D11_BLEND_COUNT 349 || from.DestBlend >= D3D11_BLEND_COUNT 350 || from.DestBlendAlpha >= D3D11_BLEND_COUNT 351 || from.BlendOp >= 6 352 || from.BlendOpAlpha >= 6 353 || !from.BlendOp 354 || !from.BlendOpAlpha 355 )) 356 return false; 357 358 to.blend_enable = BlendEnable; 359 360 to.rgb_func = from.BlendOp - 1; 361 to.alpha_func = from.BlendOpAlpha - 1; 362 363 to.rgb_src_factor = d3d11_to_pipe_blend[from.SrcBlend]; 364 to.alpha_src_factor = d3d11_to_pipe_blend[from.SrcBlendAlpha]; 365 to.rgb_dst_factor = d3d11_to_pipe_blend[from.DestBlend]; 366 to.alpha_dst_factor = d3d11_to_pipe_blend[from.DestBlendAlpha]; 367 368 to.colormask = RenderTargetWriteMask & 0xf; 369 return true; 370 } 371 372#if API >= 11 373 virtual HRESULT STDMETHODCALLTYPE CreateBlendState( 374 const D3D11_BLEND_DESC *blend_state_desc, 375 ID3D11BlendState **out_blend_state 376 ) 377#else 378 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 379 const D3D10_BLEND_DESC1 *blend_state_desc, 380 ID3D10BlendState1 **out_blend_state 381 ) 382#endif 383 { 384 SYNCHRONIZED; 385 386 pipe_blend_state state; 387 memset(&state, 0, sizeof(state)); 388 state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable; 389 state.independent_blend_enable = !!blend_state_desc->IndependentBlendEnable; 390 assert(PIPE_MAX_COLOR_BUFS >= 8); 391 for(unsigned i = 0; i < 8; ++i) 392 { 393 if(!convert_blend_state( 394 state.rt[i], 395 blend_state_desc->RenderTarget[i], 396 blend_state_desc->RenderTarget[i].BlendEnable, 397 blend_state_desc->RenderTarget[i].RenderTargetWriteMask)) 398 return E_INVALIDARG; 399 } 400 401 if(!out_blend_state) 402 return S_FALSE; 403 404 void* object = immediate_pipe->create_blend_state(immediate_pipe, &state); 405 if(!object) 406 return E_FAIL; 407 408 *out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc); 409 return S_OK; 410 } 411 412#if API < 11 413 virtual HRESULT STDMETHODCALLTYPE CreateBlendState( 414 const D3D10_BLEND_DESC *blend_state_desc, 415 ID3D10BlendState **out_blend_state 416 ) 417 { 418 SYNCHRONIZED; 419 420 pipe_blend_state state; 421 memset(&state, 0, sizeof(state)); 422 state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable; 423 assert(PIPE_MAX_COLOR_BUFS >= 8); 424 for(unsigned i = 0; i < 8; ++i) 425 { 426 if(!convert_blend_state( 427 state.rt[i], 428 *blend_state_desc, 429 blend_state_desc->BlendEnable[i], 430 blend_state_desc->RenderTargetWriteMask[i])) 431 return E_INVALIDARG; 432 } 433 434 for(unsigned i = 1; i < 8; ++i) 435 { 436 if(memcmp(&state.rt[0], &state.rt[i], sizeof(state.rt[0]))) 437 { 438 state.independent_blend_enable = TRUE; 439 break; 440 } 441 } 442 443 void* object = immediate_pipe->create_blend_state(immediate_pipe, &state); 444 if(!object) 445 return E_FAIL; 446 447 *out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc); 448 return S_OK; 449 } 450#endif 451 452 virtual HRESULT STDMETHODCALLTYPE CreateDepthStencilState( 453 const D3D11_DEPTH_STENCIL_DESC *depth_stencil_state_desc, 454 ID3D11DepthStencilState **depth_stencil_state 455 ) 456 { 457 SYNCHRONIZED; 458 459 pipe_depth_stencil_alpha_state state; 460 memset(&state, 0, sizeof(state)); 461 state.depth.enabled = !!depth_stencil_state_desc->DepthEnable; 462 state.depth.writemask = depth_stencil_state_desc->DepthWriteMask; 463 state.depth.func = depth_stencil_state_desc->DepthFunc - 1; 464 state.stencil[0].enabled = !!depth_stencil_state_desc->StencilEnable; 465 state.stencil[0].writemask = depth_stencil_state_desc->StencilWriteMask; 466 state.stencil[0].valuemask = depth_stencil_state_desc->StencilReadMask; 467 state.stencil[0].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilPassOp]; 468 state.stencil[0].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilFailOp]; 469 state.stencil[0].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilDepthFailOp]; 470 state.stencil[0].func = depth_stencil_state_desc->FrontFace.StencilFunc - 1; 471 state.stencil[1].enabled = !!depth_stencil_state_desc->StencilEnable; 472 state.stencil[1].writemask = depth_stencil_state_desc->StencilWriteMask; 473 state.stencil[1].valuemask = depth_stencil_state_desc->StencilReadMask; 474 state.stencil[1].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilPassOp]; 475 state.stencil[1].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilFailOp]; 476 state.stencil[1].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilDepthFailOp]; 477 state.stencil[1].func = depth_stencil_state_desc->BackFace.StencilFunc - 1; 478 479 if(!depth_stencil_state) 480 return S_FALSE; 481 482 void* object = immediate_pipe->create_depth_stencil_alpha_state(immediate_pipe, &state); 483 if(!object) 484 return E_FAIL; 485 486 *depth_stencil_state = new GalliumD3D11DepthStencilState(this, object, *depth_stencil_state_desc); 487 return S_OK; 488 } 489 490 virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState( 491 const D3D11_RASTERIZER_DESC *rasterizer_desc, 492 ID3D11RasterizerState **out_rasterizer_state) 493 { 494 SYNCHRONIZED; 495 496 pipe_rasterizer_state state; 497 memset(&state, 0, sizeof(state)); 498 state.gl_rasterization_rules = 1; /* D3D10/11 use GL rules */ 499 state.fill_front = state.fill_back = (rasterizer_desc->FillMode == D3D11_FILL_WIREFRAME) ? PIPE_POLYGON_MODE_LINE : PIPE_POLYGON_MODE_FILL; 500 if(rasterizer_desc->CullMode == D3D11_CULL_FRONT) 501 state.cull_face = PIPE_FACE_FRONT; 502 else if(rasterizer_desc->CullMode == D3D11_CULL_BACK) 503 state.cull_face = PIPE_FACE_BACK; 504 else 505 state.cull_face = PIPE_FACE_NONE; 506 state.front_ccw = !!rasterizer_desc->FrontCounterClockwise; 507 /* TODO: is this correct? */ 508 /* TODO: we are ignoring depthBiasClamp! */ 509 state.offset_tri = state.offset_line = state.offset_point = rasterizer_desc->SlopeScaledDepthBias || rasterizer_desc->DepthBias; 510 state.offset_scale = rasterizer_desc->SlopeScaledDepthBias; 511 state.offset_units = rasterizer_desc->DepthBias; 512 state.scissor = !!rasterizer_desc->ScissorEnable; 513 state.multisample = !!rasterizer_desc->MultisampleEnable; 514 state.line_smooth = !!rasterizer_desc->AntialiasedLineEnable; 515 516 /* TODO: is this correct? */ 517 state.point_quad_rasterization = 1; 518 519 if(!out_rasterizer_state) 520 return S_FALSE; 521 522 void* object = immediate_pipe->create_rasterizer_state(immediate_pipe, &state); 523 if(!object) 524 return E_FAIL; 525 526 *out_rasterizer_state = new GalliumD3D11RasterizerState(this, object, *rasterizer_desc, !rasterizer_desc->DepthClipEnable); 527 return S_OK; 528 } 529 530 virtual HRESULT STDMETHODCALLTYPE CreateSamplerState( 531 const D3D11_SAMPLER_DESC *sampler_desc, 532 ID3D11SamplerState **out_sampler_state) 533 { 534 SYNCHRONIZED; 535 536 pipe_sampler_state state; 537 memset(&state, 0, sizeof(state)); 538 state.normalized_coords = 1; 539 state.min_mip_filter = (sampler_desc->Filter & 1); 540 state.mag_img_filter = ((sampler_desc->Filter >> 2) & 1); 541 state.min_img_filter = ((sampler_desc->Filter >> 4) & 1); 542 if(sampler_desc->Filter & 0x40) 543 state.max_anisotropy = sampler_desc->MaxAnisotropy; 544 if(sampler_desc->Filter & 0x80) 545 { 546 state.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; 547 state.compare_func = sampler_desc->ComparisonFunc; 548 } 549 state.wrap_s = d3d11_to_pipe_wrap[sampler_desc->AddressU]; 550 state.wrap_t = d3d11_to_pipe_wrap[sampler_desc->AddressV]; 551 state.wrap_r = d3d11_to_pipe_wrap[sampler_desc->AddressW]; 552 state.lod_bias = sampler_desc->MipLODBias; 553 memcpy(state.border_color, sampler_desc->BorderColor, sizeof(state.border_color)); 554 state.min_lod = sampler_desc->MinLOD; 555 state.max_lod = sampler_desc->MaxLOD; 556 557 if(!out_sampler_state) 558 return S_FALSE; 559 560 void* object = immediate_pipe->create_sampler_state(immediate_pipe, &state); 561 if(!object) 562 return E_FAIL; 563 564 *out_sampler_state = new GalliumD3D11SamplerState(this, object, *sampler_desc); 565 return S_OK; 566 } 567 568 virtual HRESULT STDMETHODCALLTYPE CreateInputLayout( 569 const D3D11_INPUT_ELEMENT_DESC *input_element_descs, 570 unsigned count, 571 const void *shader_bytecode_with_input_signature, 572 SIZE_T bytecode_length, 573 ID3D11InputLayout **out_input_layout) 574 { 575 SYNCHRONIZED; 576 577 if(count > D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT) 578 return E_INVALIDARG; 579 assert(D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT <= PIPE_MAX_ATTRIBS); 580 581 // putting semantics matching in the core API seems to be a (minor) design mistake 582 583 struct dxbc_chunk_signature* sig = dxbc_find_signature(shader_bytecode_with_input_signature, bytecode_length, false); 584 D3D11_SIGNATURE_PARAMETER_DESC* params; 585 unsigned num_params = dxbc_parse_signature(sig, ¶ms); 586 587 typedef std::unordered_map<std::pair<c_string, unsigned>, unsigned> semantic_to_idx_map_t; 588 semantic_to_idx_map_t semantic_to_idx_map; 589 for(unsigned i = 0; i < count; ++i) 590 semantic_to_idx_map[std::make_pair(c_string(input_element_descs[i].SemanticName), input_element_descs[i].SemanticIndex)] = i; 591 592 struct pipe_vertex_element elements[D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT]; 593 594 unsigned num_params_to_use = std::min(num_params, (unsigned)D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT); 595 for(unsigned i = 0; i < num_params_to_use; ++i) 596 { 597 int idx = -1; 598 semantic_to_idx_map_t::iterator iter = semantic_to_idx_map.find(std::make_pair(c_string(params[i].SemanticName), params[i].SemanticIndex)); 599 if(iter != semantic_to_idx_map.end()) 600 idx = iter->second; 601 602 // TODO: I kind of doubt Gallium drivers will like null elements; should we do something about it, either here, in the interface, or in the drivers? 603 // TODO: also, in which cases should we return errors? (i.e. duplicate semantics in vs, duplicate semantics in layout, unmatched semantic in vs, unmatched semantic in layout) 604 memset(&elements[i], 0, sizeof(elements[i])); 605 if(idx >= 0) 606 { 607 elements[i].src_format = dxgi_to_pipe_format[input_element_descs[idx].Format]; 608 elements[i].src_offset = input_element_descs[idx].AlignedByteOffset; 609 elements[i].vertex_buffer_index = input_element_descs[idx].InputSlot; 610 elements[i].instance_divisor = input_element_descs[idx].InstanceDataStepRate; 611 } 612 } 613 614 free(params); 615 616 if(!out_input_layout) 617 return S_FALSE; 618 619 void* object = immediate_pipe->create_vertex_elements_state(immediate_pipe, num_params_to_use, elements); 620 if(!object) 621 return E_FAIL; 622 623 *out_input_layout = new GalliumD3D11InputLayout(this, object); 624 return S_OK; 625 } 626 627 static unsigned d3d11_to_pipe_bind_flags(unsigned bind_flags) 628 { 629 unsigned bind = 0; 630 if(bind_flags & D3D11_BIND_VERTEX_BUFFER) 631 bind |= PIPE_BIND_VERTEX_BUFFER; 632 if(bind_flags & D3D11_BIND_INDEX_BUFFER) 633 bind |= PIPE_BIND_INDEX_BUFFER; 634 if(bind_flags & D3D11_BIND_CONSTANT_BUFFER) 635 bind |= PIPE_BIND_CONSTANT_BUFFER; 636 if(bind_flags & D3D11_BIND_SHADER_RESOURCE) 637 bind |= PIPE_BIND_SAMPLER_VIEW; 638 if(bind_flags & D3D11_BIND_STREAM_OUTPUT) 639 bind |= PIPE_BIND_STREAM_OUTPUT; 640 if(bind_flags & D3D11_BIND_RENDER_TARGET) 641 bind |= PIPE_BIND_RENDER_TARGET; 642 if(bind_flags & D3D11_BIND_DEPTH_STENCIL) 643 bind |= PIPE_BIND_DEPTH_STENCIL; 644 return bind; 645 } 646 647 inline HRESULT create_resource( 648 pipe_texture_target target, 649 unsigned width, 650 unsigned height, 651 unsigned depth, 652 unsigned mip_levels, 653 unsigned array_size, 654 DXGI_FORMAT format, 655 const DXGI_SAMPLE_DESC* SampleDesc, 656 D3D11_USAGE usage, 657 unsigned bind_flags, 658 unsigned c_p_u_access_flags, 659 unsigned misc_flags, 660 const D3D11_SUBRESOURCE_DATA *initial_data, 661 DXGI_USAGE dxgi_usage, 662 struct pipe_resource** ppresource 663 ) 664 { 665 if(invalid(format >= DXGI_FORMAT_COUNT)) 666 return E_INVALIDARG; 667 if(misc_flags & D3D11_RESOURCE_MISC_TEXTURECUBE) 668 { 669 if(target != PIPE_TEXTURE_2D) 670 return E_INVALIDARG; 671 target = PIPE_TEXTURE_CUBE; 672 673 if(array_size != 6) 674 return E_NOTIMPL; 675 } 676 else 677 { 678 if(array_size > 1) 679 return E_NOTIMPL; 680 array_size = 1; 681 } 682 /* TODO: msaa */ 683 struct pipe_resource templat; 684 memset(&templat, 0, sizeof(templat)); 685 templat.target = target; 686 templat.width0 = width; 687 templat.height0 = height; 688 templat.depth0 = depth; 689 if(mip_levels) 690 templat.last_level = mip_levels - 1; 691 else 692 templat.last_level = MAX2(MAX2(util_logbase2(templat.width0), util_logbase2(templat.height0)), util_logbase2(templat.depth0)); 693 templat.format = dxgi_to_pipe_format[format]; 694 templat.bind = d3d11_to_pipe_bind_flags(bind_flags); 695 if(c_p_u_access_flags & D3D11_CPU_ACCESS_READ) 696 templat.bind |= PIPE_BIND_TRANSFER_READ; 697 if(c_p_u_access_flags & D3D11_CPU_ACCESS_WRITE) 698 templat.bind |= PIPE_BIND_TRANSFER_WRITE; 699 if(misc_flags & D3D11_RESOURCE_MISC_SHARED) 700 templat.bind |= PIPE_BIND_SHARED; 701 if(misc_flags & D3D11_RESOURCE_MISC_GDI_COMPATIBLE) 702 templat.bind |= PIPE_BIND_TRANSFER_READ | PIPE_BIND_TRANSFER_WRITE; 703 if(dxgi_usage & DXGI_USAGE_BACK_BUFFER) 704 templat.bind |= PIPE_BIND_DISPLAY_TARGET; 705 templat.usage = d3d11_to_pipe_usage[usage]; 706 if(invalid(!templat.format)) 707 return E_NOTIMPL; 708 709 if(!ppresource) 710 return S_FALSE; 711 712 struct pipe_resource* resource = screen->resource_create(screen, &templat); 713 if(!resource) 714 return E_FAIL; 715 if(initial_data) 716 { 717 for(unsigned slice = 0; slice < array_size; ++slice) 718 { 719 for(unsigned level = 0; level <= templat.last_level; ++level) 720 { 721 struct pipe_subresource sr; 722 sr.level = level; 723 sr.face = slice; 724 struct pipe_box box; 725 box.x = box.y = box.z = 0; 726 box.width = u_minify(width, level); 727 box.height = u_minify(height, level); 728 box.depth = u_minify(depth, level); 729 immediate_pipe->transfer_inline_write(immediate_pipe, resource, sr, PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD | PIPE_TRANSFER_UNSYNCHRONIZED, &box, initial_data->pSysMem, initial_data->SysMemPitch, initial_data->SysMemSlicePitch); 730 ++initial_data; 731 } 732 } 733 } 734 *ppresource = resource; 735 return S_OK; 736 } 737 738 static unsigned d3d_to_dxgi_usage(unsigned bind, unsigned misc) 739 { 740 unsigned dxgi_usage = 0; 741 if(bind |= D3D11_BIND_RENDER_TARGET) 742 dxgi_usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT; 743 if(bind & D3D11_BIND_SHADER_RESOURCE) 744 dxgi_usage |= DXGI_USAGE_SHADER_INPUT; 745#if API >= 11 746 if(bind & D3D11_BIND_UNORDERED_ACCESS) 747 dxgi_usage |= DXGI_USAGE_UNORDERED_ACCESS; 748#endif 749 if(misc & D3D11_RESOURCE_MISC_SHARED) 750 dxgi_usage |= DXGI_USAGE_SHARED; 751 return dxgi_usage; 752 } 753 754 virtual HRESULT STDMETHODCALLTYPE CreateTexture1D( 755 const D3D11_TEXTURE1D_DESC *desc, 756 const D3D11_SUBRESOURCE_DATA *initial_data, 757 ID3D11Texture1D **out_texture1d) 758 { 759 SYNCHRONIZED; 760 761 struct pipe_resource* resource; 762 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags); 763 HRESULT hr = create_resource(PIPE_TEXTURE_1D, desc->Width, 1, 1, desc->MipLevels, desc->ArraySize, desc->Format, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture1d ? &resource : 0); 764 if(hr != S_OK) 765 return hr; 766 D3D11_TEXTURE1D_DESC cdesc = *desc; 767 cdesc.MipLevels = resource->last_level + 1; 768 *out_texture1d = new GalliumD3D11Texture1D(this, resource, cdesc, dxgi_usage); 769 return S_OK; 770 } 771 772 virtual HRESULT STDMETHODCALLTYPE CreateTexture2D( 773 const D3D11_TEXTURE2D_DESC *desc, 774 const D3D11_SUBRESOURCE_DATA *initial_data, 775 ID3D11Texture2D **out_texture2d) 776 { 777 SYNCHRONIZED; 778 779 struct pipe_resource* resource; 780 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags); 781 HRESULT hr = create_resource(PIPE_TEXTURE_2D, desc->Width, desc->Height, 1, desc->MipLevels, desc->ArraySize, desc->Format, &desc->SampleDesc, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture2d ? &resource : 0); 782 if(hr != S_OK) 783 return hr; 784 D3D11_TEXTURE2D_DESC cdesc = *desc; 785 cdesc.MipLevels = resource->last_level + 1; 786 if(cdesc.MipLevels == 1 && cdesc.ArraySize == 1) 787 *out_texture2d = new GalliumD3D11Surface(this, resource, cdesc, dxgi_usage); 788 else 789 *out_texture2d = new GalliumD3D11Texture2D(this, resource, cdesc, dxgi_usage); 790 return S_OK; 791 } 792 793 virtual HRESULT STDMETHODCALLTYPE CreateTexture3D( 794 const D3D11_TEXTURE3D_DESC *desc, 795 const D3D11_SUBRESOURCE_DATA *initial_data, 796 ID3D11Texture3D **out_texture3d) 797 { 798 SYNCHRONIZED; 799 800 struct pipe_resource* resource; 801 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags); 802 HRESULT hr = create_resource(PIPE_TEXTURE_3D, desc->Width, desc->Height, desc->Depth, desc->MipLevels, 1, desc->Format, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture3d ? &resource : 0); 803 if(hr != S_OK) 804 return hr; 805 D3D11_TEXTURE3D_DESC cdesc = *desc; 806 cdesc.MipLevels = resource->last_level + 1; 807 *out_texture3d = new GalliumD3D11Texture3D(this, resource, cdesc, dxgi_usage); 808 return S_OK; 809 } 810 811 virtual HRESULT STDMETHODCALLTYPE CreateBuffer( 812 const D3D11_BUFFER_DESC *desc, 813 const D3D11_SUBRESOURCE_DATA *initial_data, 814 ID3D11Buffer **out_buffer) 815 { 816 SYNCHRONIZED; 817 818 struct pipe_resource* resource; 819 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags); 820 HRESULT hr = create_resource(PIPE_BUFFER, desc->ByteWidth, 1, 1, 1, 1, DXGI_FORMAT_R8_UNORM, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_buffer ? &resource : 0); 821 if(hr != S_OK) 822 return hr; 823 *out_buffer = new GalliumD3D11Buffer(this, resource, *desc, dxgi_usage); 824 return S_OK; 825 } 826 827 virtual HRESULT STDMETHODCALLTYPE OpenGalliumResource( 828 struct pipe_resource* resource, 829 IUnknown** dxgi_resource) 830 { 831 SYNCHRONIZED; 832 833 /* TODO: maybe support others */ 834 assert(resource->target == PIPE_TEXTURE_2D); 835 *dxgi_resource = 0; 836 D3D11_TEXTURE2D_DESC desc; 837 memset(&desc, 0, sizeof(desc)); 838 desc.Width = resource->width0; 839 desc.Height = resource->height0; 840 init_pipe_to_dxgi_format(); 841 desc.Format = pipe_to_dxgi_format[resource->format]; 842 desc.SampleDesc.Count = resource->nr_samples; 843 desc.SampleDesc.Quality = 0; 844 desc.ArraySize = 1; 845 desc.MipLevels = resource->last_level + 1; 846 desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; 847 if(resource->bind & PIPE_BIND_RENDER_TARGET) 848 desc.BindFlags |= D3D11_BIND_RENDER_TARGET; 849 if(resource->bind & PIPE_BIND_DEPTH_STENCIL) 850 desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL; 851 if(resource->bind & PIPE_BIND_SAMPLER_VIEW) 852 desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; 853 if(resource->bind & PIPE_BIND_SHARED) 854 desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED; 855 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc.BindFlags, desc.MiscFlags); 856 if(desc.MipLevels == 1 && desc.ArraySize == 1) 857 *dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Surface(this, resource, desc, dxgi_usage); 858 else 859 *dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Texture2D(this, resource, desc, dxgi_usage); 860 return S_OK; 861 } 862 863 virtual HRESULT STDMETHODCALLTYPE CreateSurface( 864 const DXGI_SURFACE_DESC *dxgi_desc, 865 unsigned count, 866 DXGI_USAGE usage, 867 const DXGI_SHARED_RESOURCE *shared_resource, 868 IDXGISurface **out_surface) 869 { 870 SYNCHRONIZED; 871 872 D3D11_TEXTURE2D_DESC desc; 873 memset(&desc, 0, sizeof(desc)); 874 875 struct pipe_resource* resource; 876 desc.Width = dxgi_desc->Width; 877 desc.Height = dxgi_desc->Height; 878 desc.Format = dxgi_desc->Format; 879 desc.SampleDesc = dxgi_desc->SampleDesc; 880 desc.ArraySize = count; 881 desc.MipLevels = 1; 882 desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; 883 if(usage & DXGI_USAGE_RENDER_TARGET_OUTPUT) 884 desc.BindFlags |= D3D11_BIND_RENDER_TARGET; 885 if(usage & DXGI_USAGE_SHADER_INPUT) 886 desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; 887#if API >= 11 888 if(usage & DXGI_USAGE_UNORDERED_ACCESS) 889 desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; 890#endif 891 if(usage & DXGI_USAGE_SHARED) 892 desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED; 893 HRESULT hr = create_resource(PIPE_TEXTURE_2D, dxgi_desc->Width, dxgi_desc->Height, 1, 1, count, dxgi_desc->Format, &dxgi_desc->SampleDesc, D3D11_USAGE_DEFAULT, desc.BindFlags, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE, desc.MiscFlags, 0, usage, &resource); 894 if(hr != S_OK) 895 return hr; 896 *out_surface = new GalliumD3D11Surface(this, resource, desc, usage); 897 return S_OK; 898 } 899 900 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView( 901 ID3D11Resource *iresource, 902 const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, 903 ID3D11ShaderResourceView **out_srv) 904 { 905#if API >= 11 906 D3D11_SHADER_RESOURCE_VIEW_DESC def_desc; 907#else 908 if(desc->ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURECUBEARRAY) 909 return E_INVALIDARG; 910 D3D10_SHADER_RESOURCE_VIEW_DESC1 desc1; 911 memset(&desc1, 0, sizeof(desc1)); 912 memcpy(&desc1, desc, sizeof(*desc)); 913 return CreateShaderResourceView1(iresource, &desc1, (ID3D10ShaderResourceView1**)out_srv); 914 } 915 916 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( 917 ID3D11Resource *iresource, 918 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *desc, 919 ID3D10ShaderResourceView1 **out_srv) 920 { 921 D3D10_SHADER_RESOURCE_VIEW_DESC1 def_desc; 922#endif 923 SYNCHRONIZED; 924 925 if(!desc) 926 { 927 struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource; 928 init_pipe_to_dxgi_format(); 929 memset(&def_desc, 0, sizeof(def_desc)); 930 def_desc.Format = pipe_to_dxgi_format[resource->format]; 931 switch(resource->target) 932 { 933 case PIPE_BUFFER: 934 def_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; 935 def_desc.Buffer.ElementWidth = resource->width0; 936 break; 937 case PIPE_TEXTURE_1D: 938 def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D; 939 def_desc.Texture1D.MipLevels = resource->last_level + 1; 940 break; 941 case PIPE_TEXTURE_2D: 942 case PIPE_TEXTURE_RECT: 943 def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; 944 def_desc.Texture2D.MipLevels = resource->last_level + 1; 945 break; 946 case PIPE_TEXTURE_3D: 947 def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; 948 def_desc.Texture3D.MipLevels = resource->last_level + 1; 949 break; 950 case PIPE_TEXTURE_CUBE: 951 def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; 952 def_desc.TextureCube.MipLevels = resource->last_level + 1; 953 break; 954 default: 955 return E_INVALIDARG; 956 } 957 desc = &def_desc; 958 } 959 960 struct pipe_sampler_view templat; 961 memset(&templat, 0, sizeof(templat)); 962 if(invalid(format >= DXGI_FORMAT_COUNT)) 963 return E_INVALIDARG; 964 templat.format = dxgi_to_pipe_format[desc->Format]; 965 if(!templat.format) 966 return E_NOTIMPL; 967 templat.swizzle_r = PIPE_SWIZZLE_RED; 968 templat.swizzle_g = PIPE_SWIZZLE_GREEN; 969 templat.swizzle_b = PIPE_SWIZZLE_BLUE; 970 templat.swizzle_a = PIPE_SWIZZLE_ALPHA; 971 972 templat.texture = ((GalliumD3D11Resource<>*)iresource)->resource; 973 switch(desc->ViewDimension) 974 { 975 case D3D11_SRV_DIMENSION_TEXTURE1D: 976 case D3D11_SRV_DIMENSION_TEXTURE2D: 977 case D3D11_SRV_DIMENSION_TEXTURE3D: 978 case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: 979 case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: 980 /* yes, this works for all of these types (but TODO: texture arrays) */ 981 templat.first_level = desc->Texture1D.MostDetailedMip; 982 templat.last_level = templat.first_level + desc->Texture1D.MipLevels - 1; 983 break; 984 case D3D11_SRV_DIMENSION_BUFFER: 985 case D3D11_SRV_DIMENSION_TEXTURE2DMS: 986 case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: 987 return E_NOTIMPL; 988 default: 989 return E_INVALIDARG; 990 } 991 992 if(!out_srv) 993 return S_FALSE; 994 995 struct pipe_sampler_view* view = immediate_pipe->create_sampler_view(immediate_pipe, templat.texture, &templat); 996 if(!view) 997 return E_FAIL; 998 *out_srv = new GalliumD3D11ShaderResourceView(this, (GalliumD3D11Resource<>*)iresource, view, *desc); 999 return S_OK; 1000 } 1001 1002#if API >= 11 1003 virtual HRESULT STDMETHODCALLTYPE CreateUnorderedAccessView( 1004 ID3D11Resource *resource, 1005 const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc, 1006 ID3D11UnorderedAccessView **out_uav) 1007 { 1008 SYNCHRONIZED; 1009 1010 return E_NOTIMPL; 1011 1012 // remember to return S_FALSE and not crash if out_u_a_view == 0 and parameters are valid 1013 } 1014#endif 1015 1016 virtual HRESULT STDMETHODCALLTYPE CreateRenderTargetView( 1017 ID3D11Resource *iresource, 1018 const D3D11_RENDER_TARGET_VIEW_DESC *desc, 1019 ID3D11RenderTargetView **out_rtv) 1020 { 1021 SYNCHRONIZED; 1022 1023 D3D11_RENDER_TARGET_VIEW_DESC def_desc; 1024 if(!desc) 1025 { 1026 struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource; 1027 init_pipe_to_dxgi_format(); 1028 memset(&def_desc, 0, sizeof(def_desc)); 1029 def_desc.Format = pipe_to_dxgi_format[resource->format]; 1030 switch(resource->target) 1031 { 1032 case PIPE_BUFFER: 1033 def_desc.ViewDimension = D3D11_RTV_DIMENSION_BUFFER; 1034 def_desc.Buffer.ElementWidth = resource->width0; 1035 break; 1036 case PIPE_TEXTURE_1D: 1037 def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1D; 1038 break; 1039 case PIPE_TEXTURE_2D: 1040 case PIPE_TEXTURE_RECT: 1041 def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; 1042 break; 1043 case PIPE_TEXTURE_3D: 1044 def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; 1045 def_desc.Texture3D.WSize = resource->depth0; 1046 break; 1047 case PIPE_TEXTURE_CUBE: 1048 def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; 1049 def_desc.Texture2DArray.ArraySize = 6; 1050 break; 1051 default: 1052 return E_INVALIDARG; 1053 } 1054 desc = &def_desc; 1055 } 1056 1057 unsigned zslice = 0; 1058 unsigned face = 0; 1059 unsigned level; 1060 enum pipe_format format; 1061 if(invalid(desc->format >= DXGI_FORMAT_COUNT)) 1062 return E_INVALIDARG; 1063 format = dxgi_to_pipe_format[desc->Format]; 1064 if(!format) 1065 return E_NOTIMPL; 1066 1067 switch(desc->ViewDimension) 1068 { 1069 case D3D11_RTV_DIMENSION_TEXTURE1D: 1070 case D3D11_RTV_DIMENSION_TEXTURE2D: 1071 level = desc->Texture1D.MipSlice; 1072 break; 1073 case D3D11_RTV_DIMENSION_TEXTURE3D: 1074 level = desc->Texture3D.MipSlice; 1075 zslice = desc->Texture3D.FirstWSlice; 1076 break; 1077 case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: 1078 case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: 1079 level = desc->Texture1DArray.MipSlice; 1080 face = desc->Texture1DArray.FirstArraySlice; 1081 break; 1082 case D3D11_RTV_DIMENSION_BUFFER: 1083 case D3D11_RTV_DIMENSION_TEXTURE2DMS: 1084 case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: 1085 return E_NOTIMPL; 1086 default: 1087 return E_INVALIDARG; 1088 } 1089 1090 if(!out_rtv) 1091 return S_FALSE; 1092 1093 struct pipe_surface* surface = screen->get_tex_surface(screen, 1094 ((GalliumD3D11Resource<>*)iresource)->resource, 1095 face, level, zslice, PIPE_BIND_RENDER_TARGET); 1096 if(!surface) 1097 return E_FAIL; 1098 /* muhahahahaha, let's hope this actually works */ 1099 surface->format = format; 1100 *out_rtv = new GalliumD3D11RenderTargetView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc); 1101 return S_OK; 1102 } 1103 1104 virtual HRESULT STDMETHODCALLTYPE CreateDepthStencilView( 1105 ID3D11Resource *iresource, 1106 const D3D11_DEPTH_STENCIL_VIEW_DESC *desc, 1107 ID3D11DepthStencilView **out_depth_stencil_view) 1108 { 1109 SYNCHRONIZED; 1110 1111 D3D11_DEPTH_STENCIL_VIEW_DESC def_desc; 1112 if(!desc) 1113 { 1114 struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource; 1115 init_pipe_to_dxgi_format(); 1116 memset(&def_desc, 0, sizeof(def_desc)); 1117 def_desc.Format = pipe_to_dxgi_format[resource->format]; 1118 switch(resource->target) 1119 { 1120 case PIPE_TEXTURE_1D: 1121 def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1D; 1122 break; 1123 case PIPE_TEXTURE_2D: 1124 case PIPE_TEXTURE_RECT: 1125 def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; 1126 break; 1127 case PIPE_TEXTURE_CUBE: 1128 def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; 1129 def_desc.Texture2DArray.ArraySize = 6; 1130 break; 1131 default: 1132 return E_INVALIDARG; 1133 } 1134 desc = &def_desc; 1135 } 1136 1137 unsigned zslice = 0; 1138 unsigned face = 0; 1139 unsigned level; 1140 enum pipe_format format; 1141 if(invalid(desc->format >= DXGI_FORMAT_COUNT)) 1142 return E_INVALIDARG; 1143 format = dxgi_to_pipe_format[desc->Format]; 1144 if(!format) 1145 return E_NOTIMPL; 1146 1147 switch(desc->ViewDimension) 1148 { 1149 case D3D11_DSV_DIMENSION_TEXTURE1D: 1150 case D3D11_DSV_DIMENSION_TEXTURE2D: 1151 level = desc->Texture1D.MipSlice; 1152 break; 1153 case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: 1154 case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: 1155 level = desc->Texture1DArray.MipSlice; 1156 face = desc->Texture1DArray.FirstArraySlice; 1157 break; 1158 case D3D11_DSV_DIMENSION_TEXTURE2DMS: 1159 case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: 1160 return E_NOTIMPL; 1161 default: 1162 return E_INVALIDARG; 1163 } 1164 1165 if(!out_depth_stencil_view) 1166 return S_FALSE; 1167 1168 struct pipe_surface* surface = screen->get_tex_surface(screen, 1169 ((GalliumD3D11Resource<>*)iresource)->resource, 1170 face, level, zslice, PIPE_BIND_DEPTH_STENCIL); 1171 if(!surface) 1172 return E_FAIL; 1173 /* muhahahahaha, let's hope this actually works */ 1174 surface->format = format; 1175 *out_depth_stencil_view = new GalliumD3D11DepthStencilView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc); 1176 return S_OK; 1177 } 1178 1179 GalliumD3D11Shader<>* create_stage_shader(unsigned type, const void* shader_bytecode, SIZE_T bytecode_length 1180#if API >= 11 1181 , ID3D11ClassLinkage *class_linkage 1182#endif 1183 ) 1184 { 1185 bool dump = debug_get_option_dump_shaders(); 1186 1187 dxbc_chunk_header* sm4_chunk = dxbc_find_shader_bytecode(shader_bytecode, bytecode_length); 1188 if(!sm4_chunk) 1189 return 0; 1190 1191 std::auto_ptr<sm4_program> sm4(sm4_parse(sm4_chunk + 1, bswap_le32(sm4_chunk->size))); 1192 if(!sm4.get()) 1193 return 0; 1194 1195 if(dump) 1196 sm4->dump(); 1197 1198 struct pipe_shader_state tgsi_shader; 1199 memset(&tgsi_shader, 0, sizeof(tgsi_shader)); 1200 tgsi_shader.tokens = (const tgsi_token*)sm4_to_tgsi(*sm4); 1201 if(!tgsi_shader.tokens) 1202 return 0; 1203 1204 if(dump) 1205 tgsi_dump(tgsi_shader.tokens, 0); 1206 1207 void* shader_cso; 1208 GalliumD3D11Shader<>* shader; 1209 1210 switch(type) 1211 { 1212 case PIPE_SHADER_VERTEX: 1213 shader_cso = immediate_pipe->create_vs_state(immediate_pipe, &tgsi_shader); 1214 shader = (GalliumD3D11Shader<>*)new GalliumD3D11VertexShader(this, shader_cso); 1215 break; 1216 case PIPE_SHADER_FRAGMENT: 1217 shader_cso = immediate_pipe->create_fs_state(immediate_pipe, &tgsi_shader); 1218 shader = (GalliumD3D11Shader<>*)new GalliumD3D11PixelShader(this, shader_cso); 1219 break; 1220 case PIPE_SHADER_GEOMETRY: 1221 shader_cso = immediate_pipe->create_gs_state(immediate_pipe, &tgsi_shader); 1222 shader = (GalliumD3D11Shader<>*)new GalliumD3D11GeometryShader(this, shader_cso); 1223 break; 1224 default: 1225 shader_cso = 0; 1226 shader = 0; 1227 break; 1228 } 1229 1230 if(shader) 1231 { 1232 shader->slot_to_resource = sm4->slot_to_resource; 1233 shader->slot_to_sampler = sm4->slot_to_sampler; 1234 } 1235 1236 free((void*)tgsi_shader.tokens); 1237 return shader; 1238 } 1239 1240#if API >= 11 1241#define CREATE_SHADER_ARGS \ 1242 const void *shader_bytecode, \ 1243 SIZE_T bytecode_length, \ 1244 ID3D11ClassLinkage *class_linkage 1245#define PASS_SHADER_ARGS shader_bytecode, bytecode_length, class_linkage 1246#else 1247#define CREATE_SHADER_ARGS \ 1248 const void *shader_bytecode, \ 1249 SIZE_T bytecode_length 1250#define PASS_SHADER_ARGS shader_bytecode, bytecode_length 1251#endif 1252 1253#define IMPLEMENT_CREATE_SHADER(Stage, GALLIUM) \ 1254 virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \ 1255 CREATE_SHADER_ARGS, \ 1256 ID3D11##Stage##Shader **out_shader) \ 1257 { \ 1258 SYNCHRONIZED; \ 1259 GalliumD3D11##Stage##Shader* shader = (GalliumD3D11##Stage##Shader*)create_stage_shader(PIPE_SHADER_##GALLIUM, PASS_SHADER_ARGS); \ 1260 if(!shader) \ 1261 return E_FAIL; \ 1262 if(out_shader) \ 1263 { \ 1264 *out_shader = shader; \ 1265 return S_OK; \ 1266 } \ 1267 else \ 1268 { \ 1269 shader->Release(); \ 1270 return S_FALSE; \ 1271 } \ 1272 } 1273 1274#define IMPLEMENT_NOTIMPL_CREATE_SHADER(Stage) \ 1275 virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \ 1276 CREATE_SHADER_ARGS, \ 1277 ID3D11##Stage##Shader **out_shader) \ 1278 { \ 1279 return E_NOTIMPL; \ 1280 } 1281 1282 IMPLEMENT_CREATE_SHADER(Vertex, VERTEX) 1283 IMPLEMENT_CREATE_SHADER(Pixel, FRAGMENT) 1284 IMPLEMENT_CREATE_SHADER(Geometry, GEOMETRY) 1285#if API >= 11 1286 IMPLEMENT_NOTIMPL_CREATE_SHADER(Hull) 1287 IMPLEMENT_NOTIMPL_CREATE_SHADER(Domain) 1288 IMPLEMENT_NOTIMPL_CREATE_SHADER(Compute) 1289#endif 1290 1291 virtual HRESULT STDMETHODCALLTYPE CreateGeometryShaderWithStreamOutput( 1292 const void *shader_bytecode, 1293 SIZE_T bytecode_length, 1294 const D3D11_SO_DECLARATION_ENTRY *so_declaration, 1295 unsigned num_entries, 1296#if API >= 11 1297 const unsigned *buffer_strides, 1298 unsigned num_strides, 1299 unsigned rasterized_stream, 1300 ID3D11ClassLinkage *class_linkage, 1301#else 1302 UINT output_stream_stride, 1303#endif 1304 ID3D11GeometryShader **out_geometry_shader) 1305 { 1306 SYNCHRONIZED; 1307 1308 return E_NOTIMPL; 1309 1310 // remember to return S_FALSE if ppGeometyShader == NULL and the shader is OK 1311 } 1312 1313#if API >= 11 1314 virtual HRESULT STDMETHODCALLTYPE CreateClassLinkage( 1315 ID3D11ClassLinkage **out_linkage) 1316 { 1317 SYNCHRONIZED; 1318 1319 return E_NOTIMPL; 1320 } 1321#endif 1322 1323 virtual HRESULT STDMETHODCALLTYPE CreateQuery( 1324 const D3D11_QUERY_DESC *query_desc, 1325 ID3D11Query **out_query) 1326 { 1327 SYNCHRONIZED; 1328 1329 if(invalid(query_desc->Query >= D3D11_QUERY_COUNT)) 1330 return E_INVALIDARG; 1331 unsigned query_type = d3d11_to_pipe_query[query_desc->Query]; 1332 if(!query_type) 1333 return E_NOTIMPL; 1334 1335 if(out_query) 1336 return S_FALSE; 1337 1338 struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type); 1339 if(!query) 1340 return E_FAIL; 1341 1342 *out_query = new GalliumD3D11Query(this, query, d3d11_query_size[query_desc->Query], *query_desc); 1343 return S_OK; 1344 } 1345 1346 virtual HRESULT STDMETHODCALLTYPE CreatePredicate( 1347 const D3D11_QUERY_DESC *predicate_desc, 1348 ID3D11Predicate **out_predicate) 1349 { 1350 SYNCHRONIZED; 1351 1352 unsigned query_type; 1353 switch(predicate_desc->Query) 1354 { 1355 case D3D11_QUERY_SO_OVERFLOW_PREDICATE: 1356 return E_NOTIMPL; 1357 case D3D11_QUERY_OCCLUSION_PREDICATE: 1358 query_type = PIPE_QUERY_OCCLUSION_COUNTER; 1359 break; 1360 default: 1361 return E_INVALIDARG; 1362 } 1363 1364 if(out_predicate) 1365 return S_FALSE; 1366 1367 struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type); 1368 if(!query) 1369 return E_FAIL; 1370 1371 *out_predicate = new GalliumD3D11Predicate(this, query, sizeof(BOOL), *predicate_desc); 1372 return S_OK; 1373 } 1374 1375 1376 virtual HRESULT STDMETHODCALLTYPE CreateCounter( 1377 const D3D11_COUNTER_DESC *counter_desc, 1378 ID3D11Counter **out_counter) 1379 { 1380 SYNCHRONIZED; 1381 1382 return E_NOTIMPL; 1383 1384 // remember to return S_FALSE if out_counter == NULL and everything is OK 1385 } 1386 1387#if API >= 11 1388 virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext( 1389 unsigned context_flags, 1390 ID3D11DeviceContext **out_deferred_context) 1391 { 1392 SYNCHRONIZED; 1393 1394 // TODO: this will have to be implemented using a new Gallium util module 1395 return E_NOTIMPL; 1396 1397 // remember to return S_FALSE if out_counter == NULL and everything is OK 1398 } 1399#endif 1400 1401 virtual HRESULT STDMETHODCALLTYPE OpenSharedResource( 1402 HANDLE resource, 1403 REFIID iid, 1404 void **out_resource) 1405 { 1406 SYNCHRONIZED; 1407 1408 // TODO: the problem here is that we need to communicate dimensions somehow 1409 return E_NOTIMPL; 1410 1411 // remember to return S_FALSE if out_counter == NULL and everything is OK 1412#if 0 1413 struct pipe_resou rce templat; 1414 struct winsys_handle handle; 1415 handle.stride = 0; 1416 handle.handle = resource; 1417 handle.type = DRM_API_HANDLE_TYPE_SHARED; 1418 screen->resource_from_handle(screen, &templat, &handle); 1419#endif 1420 } 1421 1422#if API < 11 1423 /* these are documented as "Not implemented". 1424 * According to the UMDDI documentation, they apparently turn on a 1425 * (width + 1) x (height + 1) convolution filter for 1-bit textures. 1426 * Probably nothing uses these, assuming it has ever been implemented anywhere. 1427 */ 1428 void STDMETHODCALLTYPE SetTextFilterSize( 1429 UINT width, 1430 UINT height 1431 ) 1432 {} 1433 1434 virtual void STDMETHODCALLTYPE GetTextFilterSize( 1435 UINT *width, 1436 UINT *height 1437 ) 1438 {} 1439#endif 1440 1441#if API >= 11 1442 virtual void STDMETHODCALLTYPE RestoreGalliumState() 1443 { 1444 GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(immediate_context); 1445 } 1446 1447 virtual void STDMETHODCALLTYPE RestoreGalliumStateBlitOnly() 1448 { 1449 GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(immediate_context); 1450 } 1451#endif 1452 1453 virtual struct pipe_context* STDMETHODCALLTYPE GetGalliumContext(void) 1454 { 1455 return immediate_pipe; 1456 } 1457 1458#undef SYNCHRONIZED 1459}; 1460