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, &params);
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