d3d11_screen.h revision b821fdd563d2a46f11f956fab049f6807fcdbf7f
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#endif
149	}
150
151	~GalliumD3D11ScreenImpl()
152	{
153#if API >= 11
154		GalliumD3D11ImmediateDeviceContext_Destroy(immediate_context);
155#endif
156	}
157
158	virtual D3D_FEATURE_LEVEL STDMETHODCALLTYPE GetFeatureLevel(void)
159	{
160		return feature_level;
161	}
162
163	virtual unsigned STDMETHODCALLTYPE GetCreationFlags(void)
164	{
165		return creation_flags;
166	}
167
168	virtual HRESULT STDMETHODCALLTYPE GetDeviceRemovedReason(void)
169	{
170		return S_OK;
171	}
172
173#if API >= 11
174	virtual void STDMETHODCALLTYPE GetImmediateContext(
175		ID3D11DeviceContext **out_immediate_context)
176	{
177		immediate_context->AddRef();
178		*out_immediate_context = immediate_context;
179	}
180#endif
181
182	virtual HRESULT STDMETHODCALLTYPE SetExceptionMode(unsigned RaiseFlags)
183	{
184		exception_mode = RaiseFlags;
185		return S_OK;
186	}
187
188	virtual unsigned STDMETHODCALLTYPE GetExceptionMode(void)
189	{
190		return exception_mode;
191	}
192
193	virtual HRESULT STDMETHODCALLTYPE CheckCounter(
194		const D3D11_COUNTER_DESC *desc,
195		D3D11_COUNTER_TYPE *type,
196		unsigned *active_counters,
197		LPSTR sz_name,
198		unsigned *name_length,
199		LPSTR sz_units,
200		unsigned *units_length,
201		LPSTR sz_description,
202		unsigned *description_length)
203	{
204		return E_NOTIMPL;
205	}
206
207	virtual void STDMETHODCALLTYPE CheckCounterInfo(
208		D3D11_COUNTER_INFO *counter_info)
209	{
210		/* none supported at the moment */
211		counter_info->LastDeviceDependentCounter = (D3D11_COUNTER)0;
212		counter_info->NumDetectableParallelUnits = 1;
213		counter_info->NumSimultaneousCounters = 0;
214	}
215
216#if API >= 11
217	virtual HRESULT STDMETHODCALLTYPE CheckFeatureSupport(
218		D3D11_FEATURE feature,
219		void *out_feature_support_data,
220		unsigned feature_support_data_size)
221	{
222		SYNCHRONIZED;
223
224		switch(feature)
225		{
226			case D3D11_FEATURE_THREADING:
227			{
228				D3D11_FEATURE_DATA_THREADING* data = (D3D11_FEATURE_DATA_THREADING*)out_feature_support_data;
229				if(feature_support_data_size != sizeof(*data))
230					return E_INVALIDARG;
231
232				data->DriverCommandLists = FALSE;
233				data->DriverConcurrentCreates = FALSE;
234				return S_OK;
235			}
236			case D3D11_FEATURE_DOUBLES:
237			{
238				D3D11_FEATURE_DATA_DOUBLES* data = (D3D11_FEATURE_DATA_DOUBLES*)out_feature_support_data;
239				if(feature_support_data_size != sizeof(*data))
240					return E_INVALIDARG;
241
242				data->DoublePrecisionFloatShaderOps = FALSE;
243				return S_OK;
244			}
245			case D3D11_FEATURE_FORMAT_SUPPORT:
246			{
247				D3D11_FEATURE_DATA_FORMAT_SUPPORT* data = (D3D11_FEATURE_DATA_FORMAT_SUPPORT*)out_feature_support_data;
248				if(feature_support_data_size != sizeof(*data))
249					return E_INVALIDARG;
250
251				return this->CheckFormatSupport(data->InFormat, &data->OutFormatSupport);
252			}
253			case D3D11_FEATURE_FORMAT_SUPPORT2:
254			{
255				D3D11_FEATURE_DATA_FORMAT_SUPPORT* data = (D3D11_FEATURE_DATA_FORMAT_SUPPORT*)out_feature_support_data;
256				if(feature_support_data_size != sizeof(*data))
257					return E_INVALIDARG;
258
259				data->OutFormatSupport = 0;
260				/* TODO: should this be S_OK? */
261				return E_INVALIDARG;
262			}
263			case D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS:
264			{
265				D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS* data = (D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS*)out_feature_support_data;
266				if(feature_support_data_size != sizeof(*data))
267					return E_INVALIDARG;
268
269				data->ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x = FALSE;
270				return S_OK;
271			}
272			default:
273				return E_INVALIDARG;
274		}
275	}
276#endif
277
278	virtual HRESULT STDMETHODCALLTYPE CheckFormatSupport(
279		DXGI_FORMAT dxgi_format,
280		unsigned *out_format_support
281	)
282	{
283		SYNCHRONIZED;
284
285		/* TODO: MSAA, advanced features */
286		pipe_format format = dxgi_to_pipe_format[dxgi_format];
287		if(!format)
288			return E_INVALIDARG;
289
290		int support = format_support[format];
291		if(support < 0)
292		{
293			support = 0;
294			unsigned buffer = D3D11_FORMAT_SUPPORT_BUFFER | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER;
295			unsigned sampler_view = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE | D3D11_FORMAT_SUPPORT_MIP | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN;
296			if(util_format_is_depth_or_stencil(format))
297				sampler_view |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON;
298
299			/* TODO: do this properly when Gallium drivers actually support index/vertex format queries */
300			if(screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER, 0)
301				|| (screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_INDEX_BUFFER, 0)
302				|| format == PIPE_FORMAT_R8_UNORM))
303				support |= buffer;
304			if(screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_STREAM_OUTPUT, 0))
305				support |= buffer | D3D11_FORMAT_SUPPORT_SO_BUFFER;
306			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_1D, 0, PIPE_BIND_SAMPLER_VIEW, 0))
307				support |= D3D11_FORMAT_SUPPORT_TEXTURE1D | sampler_view;
308			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW, 0))
309				support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view;
310			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_CUBE, 0, PIPE_BIND_SAMPLER_VIEW, 0))
311				support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view;
312			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_3D, 0, PIPE_BIND_SAMPLER_VIEW, 0))
313				support |= D3D11_FORMAT_SUPPORT_TEXTURE3D | sampler_view;
314			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET, 0))
315				support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE;
316			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL, 0))
317				support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL;
318			if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_DISPLAY_TARGET, 0))
319				support |= D3D11_FORMAT_SUPPORT_DISPLAY;
320			format_support[format] = support;
321		}
322		*out_format_support = support;
323		return S_OK;
324	}
325
326	virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels(
327		DXGI_FORMAT format,
328		unsigned sample_count,
329		unsigned *pcount
330	)
331	{
332		SYNCHRONIZED;
333
334		if(sample_count == 1)
335			*pcount = 1;
336		else
337			*pcount = 0;
338		return S_OK;
339	}
340
341	template<typename T, typename U>
342	bool convert_blend_state(T& to, const U& from, unsigned BlendEnable, unsigned RenderTargetWriteMask)
343	{
344		if(invalid(0
345			|| from.SrcBlend >= D3D11_BLEND_COUNT
346			|| from.SrcBlendAlpha >= D3D11_BLEND_COUNT
347			|| from.DestBlend >= D3D11_BLEND_COUNT
348			|| from.DestBlendAlpha >= D3D11_BLEND_COUNT
349			|| from.BlendOp >= 6
350			|| from.BlendOpAlpha >= 6
351			|| !from.BlendOp
352			|| !from.BlendOpAlpha
353		))
354			return false;
355
356		to.blend_enable = BlendEnable;
357
358		to.rgb_func = from.BlendOp - 1;
359		to.alpha_func = from.BlendOpAlpha - 1;
360
361		to.rgb_src_factor = d3d11_to_pipe_blend[from.SrcBlend];
362		to.alpha_src_factor = d3d11_to_pipe_blend[from.SrcBlendAlpha];
363		to.rgb_dst_factor = d3d11_to_pipe_blend[from.DestBlend];
364		to.alpha_dst_factor = d3d11_to_pipe_blend[from.DestBlendAlpha];
365
366		to.colormask = RenderTargetWriteMask & 0xf;
367		return true;
368	}
369
370#if API >= 11
371	virtual HRESULT STDMETHODCALLTYPE CreateBlendState(
372		const D3D11_BLEND_DESC *blend_state_desc,
373		ID3D11BlendState **out_blend_state
374	)
375#else
376	virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
377		const D3D10_BLEND_DESC1 *blend_state_desc,
378		ID3D10BlendState1 **out_blend_state
379	)
380#endif
381	{
382		SYNCHRONIZED;
383
384		pipe_blend_state state;
385		memset(&state, 0, sizeof(state));
386		state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable;
387		state.independent_blend_enable = !!blend_state_desc->IndependentBlendEnable;
388		assert(PIPE_MAX_COLOR_BUFS >= 8);
389		for(unsigned i = 0; i < 8; ++i)
390		{
391			 if(!convert_blend_state(
392					 state.rt[i],
393					 blend_state_desc->RenderTarget[i],
394					 blend_state_desc->RenderTarget[i].BlendEnable,
395					 blend_state_desc->RenderTarget[i].RenderTargetWriteMask))
396				 return E_INVALIDARG;
397		}
398
399		if(!out_blend_state)
400			return S_FALSE;
401
402		void* object = immediate_pipe->create_blend_state(immediate_pipe, &state);
403		if(!object)
404			return E_FAIL;
405
406		*out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc);
407		return S_OK;
408	}
409
410#if API < 11
411	virtual HRESULT STDMETHODCALLTYPE CreateBlendState(
412		const D3D10_BLEND_DESC *blend_state_desc,
413		ID3D10BlendState **out_blend_state
414	)
415	{
416		SYNCHRONIZED;
417
418		pipe_blend_state state;
419		memset(&state, 0, sizeof(state));
420		state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable;
421		assert(PIPE_MAX_COLOR_BUFS >= 8);
422		for(unsigned i = 0; i < 8; ++i)
423		{
424			if(!convert_blend_state(
425				state.rt[i],
426				*blend_state_desc,
427				blend_state_desc->BlendEnable[i],
428				blend_state_desc->RenderTargetWriteMask[i]))
429				return E_INVALIDARG;
430		}
431
432		for(unsigned i = 1; i < 8; ++i)
433		{
434			if(memcmp(&state.rt[0], &state.rt[i], sizeof(state.rt[0])))
435			{
436				state.independent_blend_enable = TRUE;
437				break;
438			}
439		}
440
441		void* object = immediate_pipe->create_blend_state(immediate_pipe, &state);
442		if(!object)
443			return E_FAIL;
444
445		*out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc);
446		return S_OK;
447	}
448#endif
449
450	virtual HRESULT STDMETHODCALLTYPE CreateDepthStencilState(
451		const D3D11_DEPTH_STENCIL_DESC *depth_stencil_state_desc,
452		ID3D11DepthStencilState **depth_stencil_state
453	)
454	{
455		SYNCHRONIZED;
456
457		pipe_depth_stencil_alpha_state state;
458		memset(&state, 0, sizeof(state));
459		state.depth.enabled = !!depth_stencil_state_desc->DepthEnable;
460		state.depth.writemask = depth_stencil_state_desc->DepthWriteMask;
461		state.depth.func = depth_stencil_state_desc->DepthFunc - 1;
462		state.stencil[0].enabled = !!depth_stencil_state_desc->StencilEnable;
463		state.stencil[0].writemask = depth_stencil_state_desc->StencilWriteMask;
464		state.stencil[0].valuemask = depth_stencil_state_desc->StencilReadMask;
465		state.stencil[0].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilPassOp];
466		state.stencil[0].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilFailOp];
467		state.stencil[0].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilDepthFailOp];
468		state.stencil[0].func = depth_stencil_state_desc->FrontFace.StencilFunc - 1;
469		state.stencil[1].enabled = !!depth_stencil_state_desc->StencilEnable;
470		state.stencil[1].writemask = depth_stencil_state_desc->StencilWriteMask;
471		state.stencil[1].valuemask = depth_stencil_state_desc->StencilReadMask;
472		state.stencil[1].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilPassOp];
473		state.stencil[1].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilFailOp];
474		state.stencil[1].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilDepthFailOp];
475		state.stencil[1].func = depth_stencil_state_desc->BackFace.StencilFunc - 1;
476
477		if(!depth_stencil_state)
478			return S_FALSE;
479
480		void* object = immediate_pipe->create_depth_stencil_alpha_state(immediate_pipe, &state);
481		if(!object)
482			return E_FAIL;
483
484		*depth_stencil_state = new GalliumD3D11DepthStencilState(this, object, *depth_stencil_state_desc);
485		return S_OK;
486	}
487
488	virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState(
489		const D3D11_RASTERIZER_DESC *rasterizer_desc,
490		ID3D11RasterizerState **out_rasterizer_state)
491	{
492		SYNCHRONIZED;
493
494		pipe_rasterizer_state state;
495		memset(&state, 0, sizeof(state));
496		state.gl_rasterization_rules = 1; /* D3D10/11 use GL rules */
497		state.fill_front = state.fill_back = (rasterizer_desc->FillMode == D3D11_FILL_WIREFRAME) ? PIPE_POLYGON_MODE_LINE : PIPE_POLYGON_MODE_FILL;
498		if(rasterizer_desc->CullMode == D3D11_CULL_FRONT)
499			state.cull_face = PIPE_FACE_FRONT;
500		else if(rasterizer_desc->CullMode == D3D11_CULL_BACK)
501			state.cull_face = PIPE_FACE_BACK;
502		else
503			state.cull_face = PIPE_FACE_NONE;
504		state.front_ccw = !!rasterizer_desc->FrontCounterClockwise;
505		/* TODO: is this correct? */
506		/* TODO: we are ignoring depthBiasClamp! */
507		state.offset_tri = state.offset_line = state.offset_point = rasterizer_desc->SlopeScaledDepthBias || rasterizer_desc->DepthBias;
508		state.offset_scale = rasterizer_desc->SlopeScaledDepthBias;
509		state.offset_units = rasterizer_desc->DepthBias;
510		state.scissor = !!rasterizer_desc->ScissorEnable;
511		state.multisample = !!rasterizer_desc->MultisampleEnable;
512		state.line_smooth = !!rasterizer_desc->AntialiasedLineEnable;
513
514		/* TODO: is this correct? */
515		state.point_quad_rasterization = 1;
516
517		if(!out_rasterizer_state)
518			return S_FALSE;
519
520		void* object = immediate_pipe->create_rasterizer_state(immediate_pipe, &state);
521		if(!object)
522			return E_FAIL;
523
524		*out_rasterizer_state = new GalliumD3D11RasterizerState(this, object, *rasterizer_desc, !rasterizer_desc->DepthClipEnable);
525		return S_OK;
526	}
527
528	virtual HRESULT STDMETHODCALLTYPE CreateSamplerState(
529		const D3D11_SAMPLER_DESC *sampler_desc,
530		ID3D11SamplerState **out_sampler_state)
531	{
532		SYNCHRONIZED;
533
534		pipe_sampler_state state;
535		memset(&state, 0, sizeof(state));
536		state.normalized_coords = 1;
537		state.min_mip_filter = (sampler_desc->Filter & 1);
538		state.mag_img_filter = ((sampler_desc->Filter >> 2) & 1);
539		state.min_img_filter = ((sampler_desc->Filter >> 4) & 1);
540		if(sampler_desc->Filter & 0x40)
541			state.max_anisotropy = sampler_desc->MaxAnisotropy;
542		if(sampler_desc->Filter & 0x80)
543		{
544			state.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
545			state.compare_func = sampler_desc->ComparisonFunc;
546		}
547		state.wrap_s = d3d11_to_pipe_wrap[sampler_desc->AddressU];
548		state.wrap_t = d3d11_to_pipe_wrap[sampler_desc->AddressV];
549		state.wrap_r = d3d11_to_pipe_wrap[sampler_desc->AddressW];
550		state.lod_bias = sampler_desc->MipLODBias;
551		memcpy(state.border_color, sampler_desc->BorderColor, sizeof(state.border_color));
552		state.min_lod = sampler_desc->MinLOD;
553		state.max_lod = sampler_desc->MaxLOD;
554
555		if(!out_sampler_state)
556			return S_FALSE;
557
558		void* object = immediate_pipe->create_sampler_state(immediate_pipe, &state);
559		if(!object)
560			return E_FAIL;
561
562		*out_sampler_state = new GalliumD3D11SamplerState(this, object, *sampler_desc);
563		return S_OK;
564	}
565
566	virtual HRESULT STDMETHODCALLTYPE CreateInputLayout(
567		const D3D11_INPUT_ELEMENT_DESC *input_element_descs,
568		unsigned count,
569		const void *shader_bytecode_with_input_signature,
570		SIZE_T bytecode_length,
571		ID3D11InputLayout **out_input_layout)
572	{
573		SYNCHRONIZED;
574
575		if(count > D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT)
576			return E_INVALIDARG;
577		assert(D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT <= PIPE_MAX_ATTRIBS);
578
579		// putting semantics matching in the core API seems to be a (minor) design mistake
580
581		struct dxbc_chunk_signature* sig = dxbc_find_signature(shader_bytecode_with_input_signature, bytecode_length, false);
582		D3D11_SIGNATURE_PARAMETER_DESC* params;
583		unsigned num_params = dxbc_parse_signature(sig, &params);
584
585		typedef std::unordered_map<std::pair<c_string, unsigned>, unsigned> semantic_to_idx_map_t;
586		semantic_to_idx_map_t semantic_to_idx_map;
587		for(unsigned i = 0; i < count; ++i)
588			semantic_to_idx_map[std::make_pair(c_string(input_element_descs[i].SemanticName), input_element_descs[i].SemanticIndex)] = i;
589
590		struct pipe_vertex_element elements[D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT];
591
592		unsigned num_params_to_use = std::min(num_params, (unsigned)D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT);
593		for(unsigned i = 0; i < num_params_to_use; ++i)
594		{
595			int idx = -1;
596			semantic_to_idx_map_t::iterator iter = semantic_to_idx_map.find(std::make_pair(c_string(params[i].SemanticName), params[i].SemanticIndex));
597			if(iter != semantic_to_idx_map.end())
598				idx = iter->second;
599
600			// 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?
601			// 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)
602			memset(&elements[i], 0, sizeof(elements[i]));
603			if(idx >= 0)
604			{
605				elements[i].src_format = dxgi_to_pipe_format[input_element_descs[idx].Format];
606				elements[i].src_offset = input_element_descs[idx].AlignedByteOffset;
607				elements[i].vertex_buffer_index = input_element_descs[idx].InputSlot;
608				elements[i].instance_divisor = input_element_descs[idx].InstanceDataStepRate;
609			}
610		}
611
612		free(params);
613
614		if(!out_input_layout)
615			return S_FALSE;
616
617		void* object = immediate_pipe->create_vertex_elements_state(immediate_pipe, num_params_to_use, elements);
618		if(!object)
619			return E_FAIL;
620
621		*out_input_layout = new GalliumD3D11InputLayout(this, object);
622		return S_OK;
623	}
624
625	static unsigned d3d11_to_pipe_bind_flags(unsigned bind_flags)
626	{
627		unsigned bind = 0;
628		if(bind_flags & D3D11_BIND_VERTEX_BUFFER)
629			bind |= PIPE_BIND_VERTEX_BUFFER;
630		if(bind_flags & D3D11_BIND_INDEX_BUFFER)
631			bind |= PIPE_BIND_INDEX_BUFFER;
632		if(bind_flags & D3D11_BIND_CONSTANT_BUFFER)
633			bind |= PIPE_BIND_CONSTANT_BUFFER;
634		if(bind_flags & D3D11_BIND_SHADER_RESOURCE)
635			bind |= PIPE_BIND_SAMPLER_VIEW;
636		if(bind_flags & D3D11_BIND_STREAM_OUTPUT)
637			bind |= PIPE_BIND_STREAM_OUTPUT;
638		if(bind_flags & D3D11_BIND_RENDER_TARGET)
639			bind |= PIPE_BIND_RENDER_TARGET;
640		if(bind_flags & D3D11_BIND_DEPTH_STENCIL)
641			bind |= PIPE_BIND_DEPTH_STENCIL;
642		return bind;
643	}
644
645	inline HRESULT create_resource(
646		pipe_texture_target target,
647		unsigned width,
648		unsigned height,
649		unsigned depth,
650		unsigned mip_levels,
651		unsigned array_size,
652		DXGI_FORMAT format,
653		const DXGI_SAMPLE_DESC* SampleDesc,
654		D3D11_USAGE usage,
655		unsigned bind_flags,
656		unsigned c_p_u_access_flags,
657		unsigned misc_flags,
658		const D3D11_SUBRESOURCE_DATA *initial_data,
659		DXGI_USAGE dxgi_usage,
660		struct pipe_resource** ppresource
661	)
662	{
663		if(invalid(format >= DXGI_FORMAT_COUNT))
664			return E_INVALIDARG;
665		if(misc_flags & D3D11_RESOURCE_MISC_TEXTURECUBE)
666		{
667			if(target != PIPE_TEXTURE_2D)
668				return E_INVALIDARG;
669			target = PIPE_TEXTURE_CUBE;
670
671			if(array_size != 6)
672				return E_NOTIMPL;
673		}
674		else
675		{
676			if(array_size > 1)
677				return E_NOTIMPL;
678			array_size = 1;
679		}
680		/* TODO: msaa */
681		struct pipe_resource templat;
682		memset(&templat, 0, sizeof(templat));
683		templat.target = target;
684		templat.width0 = width;
685		templat.height0 = height;
686		templat.depth0 = depth;
687		if(mip_levels)
688			templat.last_level = mip_levels - 1;
689		else
690			templat.last_level = MAX2(MAX2(util_logbase2(templat.width0), util_logbase2(templat.height0)), util_logbase2(templat.depth0));
691		templat.format = dxgi_to_pipe_format[format];
692		templat.bind = d3d11_to_pipe_bind_flags(bind_flags);
693		if(c_p_u_access_flags & D3D11_CPU_ACCESS_READ)
694			templat.bind |= PIPE_BIND_TRANSFER_READ;
695		if(c_p_u_access_flags & D3D11_CPU_ACCESS_WRITE)
696			templat.bind |= PIPE_BIND_TRANSFER_WRITE;
697		if(misc_flags & D3D11_RESOURCE_MISC_SHARED)
698			templat.bind |= PIPE_BIND_SHARED;
699		if(misc_flags & D3D11_RESOURCE_MISC_GDI_COMPATIBLE)
700			templat.bind |= PIPE_BIND_TRANSFER_READ | PIPE_BIND_TRANSFER_WRITE;
701		if(dxgi_usage & DXGI_USAGE_BACK_BUFFER)
702			templat.bind |= PIPE_BIND_DISPLAY_TARGET;
703		templat.usage = d3d11_to_pipe_usage[usage];
704		if(invalid(!templat.format))
705			return E_NOTIMPL;
706
707		if(!ppresource)
708			return S_FALSE;
709
710		struct pipe_resource* resource = screen->resource_create(screen, &templat);
711		if(!resource)
712			return E_FAIL;
713		if(initial_data)
714		{
715			for(unsigned slice = 0; slice < array_size; ++slice)
716			{
717				for(unsigned level = 0; level <= templat.last_level; ++level)
718				{
719					struct pipe_subresource sr;
720					sr.level = level;
721					sr.face = slice;
722					struct pipe_box box;
723					box.x = box.y = box.z = 0;
724					box.width = u_minify(width, level);
725					box.height = u_minify(height, level);
726					box.depth = u_minify(depth, level);
727					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);
728					++initial_data;
729				}
730			}
731		}
732		*ppresource = resource;
733		return S_OK;
734	}
735
736	static unsigned d3d_to_dxgi_usage(unsigned bind, unsigned misc)
737	{
738		unsigned dxgi_usage = 0;
739		if(bind |= D3D11_BIND_RENDER_TARGET)
740			dxgi_usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
741		if(bind & D3D11_BIND_SHADER_RESOURCE)
742			dxgi_usage |= DXGI_USAGE_SHADER_INPUT;
743#if API >= 11
744		if(bind & D3D11_BIND_UNORDERED_ACCESS)
745			dxgi_usage |= DXGI_USAGE_UNORDERED_ACCESS;
746#endif
747		if(misc & D3D11_RESOURCE_MISC_SHARED)
748			dxgi_usage |= DXGI_USAGE_SHARED;
749		return dxgi_usage;
750	}
751
752	virtual HRESULT STDMETHODCALLTYPE CreateTexture1D(
753		const D3D11_TEXTURE1D_DESC *desc,
754		const D3D11_SUBRESOURCE_DATA *initial_data,
755		ID3D11Texture1D **out_texture1d)
756	{
757		SYNCHRONIZED;
758
759		struct pipe_resource* resource;
760		DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
761		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);
762		if(hr != S_OK)
763			return hr;
764		D3D11_TEXTURE1D_DESC cdesc = *desc;
765		cdesc.MipLevels = resource->last_level + 1;
766		*out_texture1d = new GalliumD3D11Texture1D(this, resource, cdesc, dxgi_usage);
767		return S_OK;
768	}
769
770	virtual HRESULT STDMETHODCALLTYPE CreateTexture2D(
771		const D3D11_TEXTURE2D_DESC *desc,
772		const D3D11_SUBRESOURCE_DATA *initial_data,
773		ID3D11Texture2D **out_texture2d)
774	{
775		SYNCHRONIZED;
776
777		struct pipe_resource* resource;
778		DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
779		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);
780		if(hr != S_OK)
781			return hr;
782		D3D11_TEXTURE2D_DESC cdesc = *desc;
783		cdesc.MipLevels = resource->last_level + 1;
784		if(cdesc.MipLevels == 1 && cdesc.ArraySize == 1)
785			*out_texture2d = new GalliumD3D11Surface(this, resource, cdesc, dxgi_usage);
786		else
787			*out_texture2d = new GalliumD3D11Texture2D(this, resource, cdesc, dxgi_usage);
788		return S_OK;
789	}
790
791	virtual HRESULT STDMETHODCALLTYPE CreateTexture3D(
792		const D3D11_TEXTURE3D_DESC *desc,
793		const D3D11_SUBRESOURCE_DATA *initial_data,
794		ID3D11Texture3D **out_texture3d)
795	{
796		SYNCHRONIZED;
797
798		struct pipe_resource* resource;
799		DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
800		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);
801		if(hr != S_OK)
802			return hr;
803		D3D11_TEXTURE3D_DESC cdesc = *desc;
804		cdesc.MipLevels = resource->last_level + 1;
805		*out_texture3d = new GalliumD3D11Texture3D(this, resource, cdesc, dxgi_usage);
806		return S_OK;
807	}
808
809	virtual HRESULT STDMETHODCALLTYPE CreateBuffer(
810		const D3D11_BUFFER_DESC *desc,
811		const D3D11_SUBRESOURCE_DATA *initial_data,
812		ID3D11Buffer **out_buffer)
813	{
814		SYNCHRONIZED;
815
816		struct pipe_resource* resource;
817		DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
818		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);
819		if(hr != S_OK)
820			return hr;
821		*out_buffer = new GalliumD3D11Buffer(this, resource, *desc, dxgi_usage);
822		return S_OK;
823	}
824
825	virtual HRESULT STDMETHODCALLTYPE OpenGalliumResource(
826		struct pipe_resource* resource,
827		IUnknown** dxgi_resource)
828	{
829		SYNCHRONIZED;
830
831		/* TODO: maybe support others */
832		assert(resource->target == PIPE_TEXTURE_2D);
833		*dxgi_resource = 0;
834		D3D11_TEXTURE2D_DESC desc;
835		memset(&desc, 0, sizeof(desc));
836		desc.Width = resource->width0;
837		desc.Height = resource->height0;
838		init_pipe_to_dxgi_format();
839		desc.Format = pipe_to_dxgi_format[resource->format];
840		desc.SampleDesc.Count = resource->nr_samples;
841		desc.SampleDesc.Quality = 0;
842		desc.ArraySize = 1;
843		desc.MipLevels = resource->last_level + 1;
844		desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
845		if(resource->bind & PIPE_BIND_RENDER_TARGET)
846			desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
847		if(resource->bind & PIPE_BIND_DEPTH_STENCIL)
848			desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
849		if(resource->bind & PIPE_BIND_SAMPLER_VIEW)
850			desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
851		if(resource->bind & PIPE_BIND_SHARED)
852			desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
853		DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc.BindFlags, desc.MiscFlags);
854		if(desc.MipLevels == 1 && desc.ArraySize == 1)
855			*dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Surface(this, resource, desc, dxgi_usage);
856		else
857			*dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Texture2D(this, resource, desc, dxgi_usage);
858		return S_OK;
859	}
860
861	virtual HRESULT STDMETHODCALLTYPE CreateSurface(
862		const DXGI_SURFACE_DESC *dxgi_desc,
863		unsigned count,
864		DXGI_USAGE usage,
865		const DXGI_SHARED_RESOURCE *shared_resource,
866		IDXGISurface **out_surface)
867	{
868		SYNCHRONIZED;
869
870		D3D11_TEXTURE2D_DESC desc;
871		memset(&desc, 0, sizeof(desc));
872
873		struct pipe_resource* resource;
874		desc.Width = dxgi_desc->Width;
875		desc.Height = dxgi_desc->Height;
876		desc.Format = dxgi_desc->Format;
877		desc.SampleDesc = dxgi_desc->SampleDesc;
878		desc.ArraySize = count;
879		desc.MipLevels = 1;
880		desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
881		if(usage & DXGI_USAGE_RENDER_TARGET_OUTPUT)
882			desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
883		if(usage & DXGI_USAGE_SHADER_INPUT)
884			desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
885#if API >= 11
886		if(usage & DXGI_USAGE_UNORDERED_ACCESS)
887			desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
888#endif
889		if(usage & DXGI_USAGE_SHARED)
890			desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
891		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);
892		if(hr != S_OK)
893			return hr;
894		*out_surface = new GalliumD3D11Surface(this, resource, desc, usage);
895		return S_OK;
896	}
897
898	virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView(
899		ID3D11Resource *iresource,
900		const D3D11_SHADER_RESOURCE_VIEW_DESC *desc,
901		ID3D11ShaderResourceView **out_srv)
902	{
903#if API >= 11
904		D3D11_SHADER_RESOURCE_VIEW_DESC def_desc;
905#else
906		if(desc->ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURECUBEARRAY)
907			return E_INVALIDARG;
908		D3D10_SHADER_RESOURCE_VIEW_DESC1 desc1;
909		memset(&desc1, 0, sizeof(desc1));
910		memcpy(&desc1, desc, sizeof(*desc));
911		return CreateShaderResourceView1(iresource, &desc1, (ID3D10ShaderResourceView1**)out_srv);
912	}
913
914	virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
915			ID3D11Resource *iresource,
916			const D3D10_SHADER_RESOURCE_VIEW_DESC1 *desc,
917			ID3D10ShaderResourceView1 **out_srv)
918	{
919		D3D10_SHADER_RESOURCE_VIEW_DESC1 def_desc;
920#endif
921		SYNCHRONIZED;
922
923		if(!desc)
924		{
925			struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource;
926			init_pipe_to_dxgi_format();
927			memset(&def_desc, 0, sizeof(def_desc));
928			def_desc.Format = pipe_to_dxgi_format[resource->format];
929			switch(resource->target)
930			{
931			case PIPE_BUFFER:
932				def_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
933				def_desc.Buffer.ElementWidth = resource->width0;
934				break;
935			case PIPE_TEXTURE_1D:
936				def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
937				def_desc.Texture1D.MipLevels = resource->last_level + 1;
938				break;
939			case PIPE_TEXTURE_2D:
940			case PIPE_TEXTURE_RECT:
941				def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
942				def_desc.Texture2D.MipLevels = resource->last_level + 1;
943				break;
944			case PIPE_TEXTURE_3D:
945				def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
946				def_desc.Texture3D.MipLevels = resource->last_level + 1;
947				break;
948			case PIPE_TEXTURE_CUBE:
949				def_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
950				def_desc.TextureCube.MipLevels = resource->last_level + 1;
951				break;
952			default:
953				return E_INVALIDARG;
954			}
955			desc = &def_desc;
956		}
957
958		struct pipe_sampler_view templat;
959		memset(&templat, 0, sizeof(templat));
960		if(invalid(format >= DXGI_FORMAT_COUNT))
961			return E_INVALIDARG;
962		templat.format = dxgi_to_pipe_format[desc->Format];
963		if(!templat.format)
964			return E_NOTIMPL;
965		templat.swizzle_r = PIPE_SWIZZLE_RED;
966		templat.swizzle_g = PIPE_SWIZZLE_GREEN;
967		templat.swizzle_b = PIPE_SWIZZLE_BLUE;
968		templat.swizzle_a = PIPE_SWIZZLE_ALPHA;
969
970		templat.texture = ((GalliumD3D11Resource<>*)iresource)->resource;
971		switch(desc->ViewDimension)
972		{
973		case D3D11_SRV_DIMENSION_TEXTURE1D:
974		case D3D11_SRV_DIMENSION_TEXTURE2D:
975		case D3D11_SRV_DIMENSION_TEXTURE3D:
976		case D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
977		case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
978			/* yes, this works for all of these types (but TODO: texture arrays) */
979			templat.first_level = desc->Texture1D.MostDetailedMip;
980			templat.last_level = templat.first_level + desc->Texture1D.MipLevels - 1;
981			break;
982		case D3D11_SRV_DIMENSION_BUFFER:
983		case D3D11_SRV_DIMENSION_TEXTURE2DMS:
984		case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
985			return E_NOTIMPL;
986		default:
987			return E_INVALIDARG;
988		}
989
990		if(!out_srv)
991			return S_FALSE;
992
993		struct pipe_sampler_view* view = immediate_pipe->create_sampler_view(immediate_pipe, templat.texture, &templat);
994		if(!view)
995			return E_FAIL;
996		*out_srv = new GalliumD3D11ShaderResourceView(this, (GalliumD3D11Resource<>*)iresource, view, *desc);
997		return S_OK;
998	}
999
1000#if API >= 11
1001	virtual HRESULT STDMETHODCALLTYPE CreateUnorderedAccessView(
1002		ID3D11Resource *resource,
1003		const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc,
1004		ID3D11UnorderedAccessView **out_uav)
1005	{
1006		SYNCHRONIZED;
1007
1008		return E_NOTIMPL;
1009
1010		// remember to return S_FALSE and not crash if out_u_a_view == 0 and parameters are valid
1011	}
1012#endif
1013
1014	virtual HRESULT STDMETHODCALLTYPE CreateRenderTargetView(
1015		ID3D11Resource *iresource,
1016		const D3D11_RENDER_TARGET_VIEW_DESC *desc,
1017		ID3D11RenderTargetView **out_rtv)
1018	{
1019		SYNCHRONIZED;
1020
1021		D3D11_RENDER_TARGET_VIEW_DESC def_desc;
1022		if(!desc)
1023		{
1024			struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource;
1025			init_pipe_to_dxgi_format();
1026			memset(&def_desc, 0, sizeof(def_desc));
1027			def_desc.Format = pipe_to_dxgi_format[resource->format];
1028			switch(resource->target)
1029			{
1030			case PIPE_BUFFER:
1031				def_desc.ViewDimension = D3D11_RTV_DIMENSION_BUFFER;
1032				def_desc.Buffer.ElementWidth = resource->width0;
1033				break;
1034			case PIPE_TEXTURE_1D:
1035				def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1D;
1036				break;
1037			case PIPE_TEXTURE_2D:
1038			case PIPE_TEXTURE_RECT:
1039				def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
1040				break;
1041			case PIPE_TEXTURE_3D:
1042				def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
1043				def_desc.Texture3D.WSize = resource->depth0;
1044				break;
1045			case PIPE_TEXTURE_CUBE:
1046				def_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
1047				def_desc.Texture2DArray.ArraySize = 6;
1048				break;
1049			default:
1050				return E_INVALIDARG;
1051			}
1052			desc = &def_desc;
1053		}
1054
1055		unsigned zslice = 0;
1056		unsigned face = 0;
1057		unsigned level;
1058		enum pipe_format format;
1059		if(invalid(desc->format >= DXGI_FORMAT_COUNT))
1060			return E_INVALIDARG;
1061		format = dxgi_to_pipe_format[desc->Format];
1062		if(!format)
1063			return E_NOTIMPL;
1064
1065		switch(desc->ViewDimension)
1066		{
1067		case D3D11_RTV_DIMENSION_TEXTURE1D:
1068		case D3D11_RTV_DIMENSION_TEXTURE2D:
1069			level = desc->Texture1D.MipSlice;
1070			break;
1071		case D3D11_RTV_DIMENSION_TEXTURE3D:
1072			level = desc->Texture3D.MipSlice;
1073			zslice = desc->Texture3D.FirstWSlice;
1074			break;
1075		case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
1076		case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
1077			level = desc->Texture1DArray.MipSlice;
1078			face = desc->Texture1DArray.FirstArraySlice;
1079			break;
1080		case D3D11_RTV_DIMENSION_BUFFER:
1081		case D3D11_RTV_DIMENSION_TEXTURE2DMS:
1082		case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
1083			return E_NOTIMPL;
1084		default:
1085			return E_INVALIDARG;
1086		}
1087
1088		if(!out_rtv)
1089			return S_FALSE;
1090
1091		struct pipe_surface* surface = screen->get_tex_surface(screen,
1092				((GalliumD3D11Resource<>*)iresource)->resource,
1093				face, level, zslice, PIPE_BIND_RENDER_TARGET);
1094		if(!surface)
1095			return E_FAIL;
1096		/* muhahahahaha, let's hope this actually works */
1097		surface->format = format;
1098		*out_rtv = new GalliumD3D11RenderTargetView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc);
1099		return S_OK;
1100	}
1101
1102	virtual HRESULT STDMETHODCALLTYPE CreateDepthStencilView(
1103		ID3D11Resource *iresource,
1104		const D3D11_DEPTH_STENCIL_VIEW_DESC *desc,
1105		ID3D11DepthStencilView **out_depth_stencil_view)
1106	{
1107		SYNCHRONIZED;
1108
1109		D3D11_DEPTH_STENCIL_VIEW_DESC def_desc;
1110		if(!desc)
1111		{
1112			struct pipe_resource* resource = ((GalliumD3D11Resource<>*)iresource)->resource;
1113			init_pipe_to_dxgi_format();
1114			memset(&def_desc, 0, sizeof(def_desc));
1115			def_desc.Format = pipe_to_dxgi_format[resource->format];
1116			switch(resource->target)
1117			{
1118			case PIPE_TEXTURE_1D:
1119				def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1D;
1120				break;
1121			case PIPE_TEXTURE_2D:
1122			case PIPE_TEXTURE_RECT:
1123				def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
1124				break;
1125			case PIPE_TEXTURE_CUBE:
1126				def_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
1127				def_desc.Texture2DArray.ArraySize = 6;
1128				break;
1129			default:
1130				return E_INVALIDARG;
1131			}
1132			desc = &def_desc;
1133		}
1134
1135		unsigned zslice = 0;
1136		unsigned face = 0;
1137		unsigned level;
1138		enum pipe_format format;
1139		if(invalid(desc->format >= DXGI_FORMAT_COUNT))
1140			return E_INVALIDARG;
1141		format = dxgi_to_pipe_format[desc->Format];
1142		if(!format)
1143			return E_NOTIMPL;
1144
1145		switch(desc->ViewDimension)
1146		{
1147		case D3D11_DSV_DIMENSION_TEXTURE1D:
1148		case D3D11_DSV_DIMENSION_TEXTURE2D:
1149			level = desc->Texture1D.MipSlice;
1150			break;
1151		case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
1152		case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
1153			level = desc->Texture1DArray.MipSlice;
1154			face = desc->Texture1DArray.FirstArraySlice;
1155			break;
1156		case D3D11_DSV_DIMENSION_TEXTURE2DMS:
1157		case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
1158			return E_NOTIMPL;
1159		default:
1160			return E_INVALIDARG;
1161		}
1162
1163		if(!out_depth_stencil_view)
1164			return S_FALSE;
1165
1166		struct pipe_surface* surface = screen->get_tex_surface(screen,
1167				((GalliumD3D11Resource<>*)iresource)->resource,
1168				face, level, zslice, PIPE_BIND_DEPTH_STENCIL);
1169		if(!surface)
1170			return E_FAIL;
1171		/* muhahahahaha, let's hope this actually works */
1172		surface->format = format;
1173		*out_depth_stencil_view = new GalliumD3D11DepthStencilView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc);
1174		return S_OK;
1175	}
1176
1177	GalliumD3D11Shader<>* create_stage_shader(unsigned type, const void* shader_bytecode, SIZE_T bytecode_length
1178#if API >= 11
1179			, ID3D11ClassLinkage *class_linkage
1180#endif
1181			)
1182	{
1183		bool dump = debug_get_option_dump_shaders();
1184
1185		dxbc_chunk_header* sm4_chunk = dxbc_find_shader_bytecode(shader_bytecode, bytecode_length);
1186		if(!sm4_chunk)
1187			return 0;
1188
1189		std::auto_ptr<sm4_program> sm4(sm4_parse(sm4_chunk + 1, bswap_le32(sm4_chunk->size)));
1190		if(!sm4.get())
1191			return 0;
1192
1193		if(dump)
1194			sm4->dump();
1195
1196		struct pipe_shader_state tgsi_shader;
1197		memset(&tgsi_shader, 0, sizeof(tgsi_shader));
1198		tgsi_shader.tokens = (const tgsi_token*)sm4_to_tgsi(*sm4);
1199		if(!tgsi_shader.tokens)
1200			return 0;
1201
1202		if(dump)
1203			tgsi_dump(tgsi_shader.tokens, 0);
1204
1205		void* shader_cso;
1206		GalliumD3D11Shader<>* shader;
1207
1208		switch(type)
1209		{
1210		case PIPE_SHADER_VERTEX:
1211			shader_cso = immediate_pipe->create_vs_state(immediate_pipe, &tgsi_shader);
1212			shader = (GalliumD3D11Shader<>*)new GalliumD3D11VertexShader(this, shader_cso);
1213			break;
1214		case PIPE_SHADER_FRAGMENT:
1215			shader_cso = immediate_pipe->create_fs_state(immediate_pipe, &tgsi_shader);
1216			shader = (GalliumD3D11Shader<>*)new GalliumD3D11PixelShader(this, shader_cso);
1217			break;
1218		case PIPE_SHADER_GEOMETRY:
1219			shader_cso = immediate_pipe->create_gs_state(immediate_pipe, &tgsi_shader);
1220			shader = (GalliumD3D11Shader<>*)new GalliumD3D11GeometryShader(this, shader_cso);
1221			break;
1222		default:
1223			shader_cso = 0;
1224			shader = 0;
1225			break;
1226		}
1227
1228		if(shader)
1229		{
1230			shader->slot_to_resource = sm4->slot_to_resource;
1231			shader->slot_to_sampler = sm4->slot_to_sampler;
1232		}
1233
1234		free((void*)tgsi_shader.tokens);
1235		return shader;
1236	}
1237
1238#if API >= 11
1239#define CREATE_SHADER_ARGS \
1240	const void *shader_bytecode, \
1241	SIZE_T bytecode_length, \
1242	ID3D11ClassLinkage *class_linkage
1243#define PASS_SHADER_ARGS shader_bytecode, bytecode_length, class_linkage
1244#else
1245#define CREATE_SHADER_ARGS \
1246	const void *shader_bytecode, \
1247	SIZE_T bytecode_length
1248#define PASS_SHADER_ARGS shader_bytecode, bytecode_length
1249#endif
1250
1251#define IMPLEMENT_CREATE_SHADER(Stage, GALLIUM) \
1252	virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \
1253		CREATE_SHADER_ARGS, \
1254		ID3D11##Stage##Shader **out_shader) \
1255	{ \
1256		SYNCHRONIZED; \
1257		GalliumD3D11##Stage##Shader* shader = (GalliumD3D11##Stage##Shader*)create_stage_shader(PIPE_SHADER_##GALLIUM, PASS_SHADER_ARGS); \
1258		if(!shader) \
1259			return E_FAIL; \
1260		if(out_shader) \
1261		{ \
1262			*out_shader = shader; \
1263			return S_OK; \
1264		} \
1265		else \
1266		{ \
1267			shader->Release(); \
1268			return S_FALSE; \
1269		} \
1270	}
1271
1272#define IMPLEMENT_NOTIMPL_CREATE_SHADER(Stage) \
1273	virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \
1274		CREATE_SHADER_ARGS, \
1275		ID3D11##Stage##Shader **out_shader) \
1276	{ \
1277		return E_NOTIMPL; \
1278	}
1279
1280	IMPLEMENT_CREATE_SHADER(Vertex, VERTEX)
1281	IMPLEMENT_CREATE_SHADER(Pixel, FRAGMENT)
1282	IMPLEMENT_CREATE_SHADER(Geometry, GEOMETRY)
1283#if API >= 11
1284	IMPLEMENT_NOTIMPL_CREATE_SHADER(Hull)
1285	IMPLEMENT_NOTIMPL_CREATE_SHADER(Domain)
1286	IMPLEMENT_NOTIMPL_CREATE_SHADER(Compute)
1287#endif
1288
1289	virtual HRESULT STDMETHODCALLTYPE CreateGeometryShaderWithStreamOutput(
1290		const void *shader_bytecode,
1291		SIZE_T bytecode_length,
1292		const D3D11_SO_DECLARATION_ENTRY *so_declaration,
1293		unsigned num_entries,
1294#if API >= 11
1295		const unsigned *buffer_strides,
1296		unsigned num_strides,
1297		unsigned rasterized_stream,
1298		ID3D11ClassLinkage *class_linkage,
1299#else
1300		UINT output_stream_stride,
1301#endif
1302		ID3D11GeometryShader **out_geometry_shader)
1303	{
1304		SYNCHRONIZED;
1305
1306		return E_NOTIMPL;
1307
1308		// remember to return S_FALSE if ppGeometyShader == NULL and the shader is OK
1309	}
1310
1311#if API >= 11
1312	virtual HRESULT STDMETHODCALLTYPE CreateClassLinkage(
1313		ID3D11ClassLinkage **out_linkage)
1314	{
1315		SYNCHRONIZED;
1316
1317		return E_NOTIMPL;
1318	}
1319#endif
1320
1321	virtual HRESULT STDMETHODCALLTYPE CreateQuery(
1322		const D3D11_QUERY_DESC *query_desc,
1323		ID3D11Query **out_query)
1324	{
1325		SYNCHRONIZED;
1326
1327		if(invalid(query_desc->Query >= D3D11_QUERY_COUNT))
1328			return E_INVALIDARG;
1329		unsigned query_type = d3d11_to_pipe_query[query_desc->Query];
1330		if(!query_type)
1331			return E_NOTIMPL;
1332
1333		if(out_query)
1334			return S_FALSE;
1335
1336		struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type);
1337		if(!query)
1338			return E_FAIL;
1339
1340		*out_query = new GalliumD3D11Query(this, query, d3d11_query_size[query_desc->Query], *query_desc);
1341		return S_OK;
1342	}
1343
1344	virtual HRESULT STDMETHODCALLTYPE CreatePredicate(
1345		const D3D11_QUERY_DESC *predicate_desc,
1346		ID3D11Predicate **out_predicate)
1347	{
1348		SYNCHRONIZED;
1349
1350		unsigned query_type;
1351		switch(predicate_desc->Query)
1352		{
1353		case D3D11_QUERY_SO_OVERFLOW_PREDICATE:
1354			return E_NOTIMPL;
1355		case D3D11_QUERY_OCCLUSION_PREDICATE:
1356			query_type = PIPE_QUERY_OCCLUSION_COUNTER;
1357			break;
1358		default:
1359			return E_INVALIDARG;
1360		}
1361
1362		if(out_predicate)
1363			return S_FALSE;
1364
1365		struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type);
1366		if(!query)
1367			return E_FAIL;
1368
1369		*out_predicate = new GalliumD3D11Predicate(this, query, sizeof(BOOL), *predicate_desc);
1370		return S_OK;
1371	}
1372
1373
1374	virtual HRESULT STDMETHODCALLTYPE CreateCounter(
1375		const D3D11_COUNTER_DESC *counter_desc,
1376		ID3D11Counter **out_counter)
1377	{
1378		SYNCHRONIZED;
1379
1380		return E_NOTIMPL;
1381
1382		// remember to return S_FALSE if out_counter == NULL and everything is OK
1383	}
1384
1385#if API >= 11
1386	virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext(
1387		unsigned context_flags,
1388		ID3D11DeviceContext **out_deferred_context)
1389	{
1390		SYNCHRONIZED;
1391
1392		// TODO: this will have to be implemented using a new Gallium util module
1393		return E_NOTIMPL;
1394
1395		// remember to return S_FALSE if out_counter == NULL and everything is OK
1396	}
1397#endif
1398
1399	virtual HRESULT STDMETHODCALLTYPE OpenSharedResource(
1400			HANDLE resource,
1401			REFIID iid,
1402			void **out_resource)
1403	{
1404		SYNCHRONIZED;
1405
1406		// TODO: the problem here is that we need to communicate dimensions somehow
1407		return E_NOTIMPL;
1408
1409		// remember to return S_FALSE if out_counter == NULL and everything is OK
1410#if 0
1411		struct pipe_resou	rce templat;
1412		struct winsys_handle handle;
1413		handle.stride = 0;
1414		handle.handle = resource;
1415		handle.type = DRM_API_HANDLE_TYPE_SHARED;
1416		screen->resource_from_handle(screen, &templat, &handle);
1417#endif
1418	}
1419
1420#if API < 11
1421	/* these are documented as "Not implemented".
1422	 * According to the UMDDI documentation, they apparently turn on a
1423	 * (width + 1) x (height + 1) convolution filter for 1-bit textures.
1424	 * Probably nothing uses these, assuming it has ever been implemented anywhere.
1425	 */
1426	void STDMETHODCALLTYPE SetTextFilterSize(
1427		UINT width,
1428		UINT height
1429	)
1430	{}
1431
1432	virtual void STDMETHODCALLTYPE GetTextFilterSize(
1433		UINT *width,
1434		UINT *height
1435	)
1436	{}
1437#endif
1438
1439#if API >= 11
1440	virtual void STDMETHODCALLTYPE RestoreGalliumState()
1441	{
1442		GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(immediate_context);
1443	}
1444
1445	virtual void STDMETHODCALLTYPE RestoreGalliumStateBlitOnly()
1446	{
1447		GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(immediate_context);
1448	}
1449#endif
1450
1451	virtual struct pipe_context* STDMETHODCALLTYPE GetGalliumContext(void)
1452	{
1453		return immediate_pipe;
1454	}
1455
1456#undef SYNCHRONIZED
1457};
1458