d3d11_screen.h revision e968975cb57eb854769292f7c6ff773c64a386c3
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) 303 || (screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_INDEX_BUFFER) 304 || format == PIPE_FORMAT_R8_UNORM)) 305 support |= buffer; 306 if(screen->is_format_supported(screen, format, PIPE_BUFFER, 0, PIPE_BIND_STREAM_OUTPUT)) 307 support |= buffer | D3D11_FORMAT_SUPPORT_SO_BUFFER; 308 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_1D, 0, PIPE_BIND_SAMPLER_VIEW)) 309 support |= D3D11_FORMAT_SUPPORT_TEXTURE1D | sampler_view; 310 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) 311 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view; 312 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_CUBE, 0, PIPE_BIND_SAMPLER_VIEW)) 313 support |= D3D11_FORMAT_SUPPORT_TEXTURE2D | sampler_view; 314 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_3D, 0, PIPE_BIND_SAMPLER_VIEW)) 315 support |= D3D11_FORMAT_SUPPORT_TEXTURE3D | sampler_view; 316 if(screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET)) 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)) 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)) 321 support |= D3D11_FORMAT_SUPPORT_DISPLAY; 322 format_support[format] = support; 323 } 324 *out_format_support = support; 325 return S_OK; 326 } 327 328 virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels( 329 DXGI_FORMAT format, 330 unsigned sample_count, 331 unsigned *pcount 332 ) 333 { 334 SYNCHRONIZED; 335 336 if(sample_count == 1) 337 *pcount = 1; 338 else 339 *pcount = 0; 340 return S_OK; 341 } 342 343 template<typename T, typename U> 344 bool convert_blend_state(T& to, const U& from, unsigned BlendEnable, unsigned RenderTargetWriteMask) 345 { 346 if(invalid(0 347 || from.SrcBlend >= D3D11_BLEND_COUNT 348 || from.SrcBlendAlpha >= D3D11_BLEND_COUNT 349 || from.DestBlend >= D3D11_BLEND_COUNT 350 || from.DestBlendAlpha >= D3D11_BLEND_COUNT 351 || from.BlendOp >= 6 352 || from.BlendOpAlpha >= 6 353 || !from.BlendOp 354 || !from.BlendOpAlpha 355 )) 356 return false; 357 358 to.blend_enable = BlendEnable; 359 360 to.rgb_func = from.BlendOp - 1; 361 to.alpha_func = from.BlendOpAlpha - 1; 362 363 to.rgb_src_factor = d3d11_to_pipe_blend[from.SrcBlend]; 364 to.alpha_src_factor = d3d11_to_pipe_blend[from.SrcBlendAlpha]; 365 to.rgb_dst_factor = d3d11_to_pipe_blend[from.DestBlend]; 366 to.alpha_dst_factor = d3d11_to_pipe_blend[from.DestBlendAlpha]; 367 368 to.colormask = RenderTargetWriteMask & 0xf; 369 return true; 370 } 371 372#if API >= 11 373 virtual HRESULT STDMETHODCALLTYPE CreateBlendState( 374 const D3D11_BLEND_DESC *blend_state_desc, 375 ID3D11BlendState **out_blend_state 376 ) 377#else 378 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 379 const D3D10_BLEND_DESC1 *blend_state_desc, 380 ID3D10BlendState1 **out_blend_state 381 ) 382#endif 383 { 384 SYNCHRONIZED; 385 386 pipe_blend_state state; 387 memset(&state, 0, sizeof(state)); 388 state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable; 389 state.independent_blend_enable = !!blend_state_desc->IndependentBlendEnable; 390 assert(PIPE_MAX_COLOR_BUFS >= 8); 391 for(unsigned i = 0; i < 8; ++i) 392 { 393 if(!convert_blend_state( 394 state.rt[i], 395 blend_state_desc->RenderTarget[i], 396 blend_state_desc->RenderTarget[i].BlendEnable, 397 blend_state_desc->RenderTarget[i].RenderTargetWriteMask)) 398 return E_INVALIDARG; 399 } 400 401 if(!out_blend_state) 402 return S_FALSE; 403 404 void* object = immediate_pipe->create_blend_state(immediate_pipe, &state); 405 if(!object) 406 return E_FAIL; 407 408 *out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc); 409 return S_OK; 410 } 411 412#if API < 11 413 virtual HRESULT STDMETHODCALLTYPE CreateBlendState( 414 const D3D10_BLEND_DESC *blend_state_desc, 415 ID3D10BlendState **out_blend_state 416 ) 417 { 418 SYNCHRONIZED; 419 420 pipe_blend_state state; 421 memset(&state, 0, sizeof(state)); 422 state.alpha_to_coverage = !!blend_state_desc->AlphaToCoverageEnable; 423 assert(PIPE_MAX_COLOR_BUFS >= 8); 424 for(unsigned i = 0; i < 8; ++i) 425 { 426 if(!convert_blend_state( 427 state.rt[i], 428 *blend_state_desc, 429 blend_state_desc->BlendEnable[i], 430 blend_state_desc->RenderTargetWriteMask[i])) 431 return E_INVALIDARG; 432 } 433 434 for(unsigned i = 1; i < 8; ++i) 435 { 436 if(memcmp(&state.rt[0], &state.rt[i], sizeof(state.rt[0]))) 437 { 438 state.independent_blend_enable = TRUE; 439 break; 440 } 441 } 442 443 void* object = immediate_pipe->create_blend_state(immediate_pipe, &state); 444 if(!object) 445 return E_FAIL; 446 447 *out_blend_state = new GalliumD3D11BlendState(this, object, *blend_state_desc); 448 return S_OK; 449 } 450#endif 451 452 virtual HRESULT STDMETHODCALLTYPE CreateDepthStencilState( 453 const D3D11_DEPTH_STENCIL_DESC *depth_stencil_state_desc, 454 ID3D11DepthStencilState **depth_stencil_state 455 ) 456 { 457 SYNCHRONIZED; 458 459 pipe_depth_stencil_alpha_state state; 460 memset(&state, 0, sizeof(state)); 461 state.depth.enabled = !!depth_stencil_state_desc->DepthEnable; 462 state.depth.writemask = depth_stencil_state_desc->DepthWriteMask; 463 state.depth.func = depth_stencil_state_desc->DepthFunc - 1; 464 state.stencil[0].enabled = !!depth_stencil_state_desc->StencilEnable; 465 state.stencil[0].writemask = depth_stencil_state_desc->StencilWriteMask; 466 state.stencil[0].valuemask = depth_stencil_state_desc->StencilReadMask; 467 state.stencil[0].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilPassOp]; 468 state.stencil[0].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilFailOp]; 469 state.stencil[0].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->FrontFace.StencilDepthFailOp]; 470 state.stencil[0].func = depth_stencil_state_desc->FrontFace.StencilFunc - 1; 471 state.stencil[1].enabled = !!depth_stencil_state_desc->StencilEnable; 472 state.stencil[1].writemask = depth_stencil_state_desc->StencilWriteMask; 473 state.stencil[1].valuemask = depth_stencil_state_desc->StencilReadMask; 474 state.stencil[1].zpass_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilPassOp]; 475 state.stencil[1].fail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilFailOp]; 476 state.stencil[1].zfail_op = d3d11_to_pipe_stencil_op[depth_stencil_state_desc->BackFace.StencilDepthFailOp]; 477 state.stencil[1].func = depth_stencil_state_desc->BackFace.StencilFunc - 1; 478 479 if(!depth_stencil_state) 480 return S_FALSE; 481 482 void* object = immediate_pipe->create_depth_stencil_alpha_state(immediate_pipe, &state); 483 if(!object) 484 return E_FAIL; 485 486 *depth_stencil_state = new GalliumD3D11DepthStencilState(this, object, *depth_stencil_state_desc); 487 return S_OK; 488 } 489 490 virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState( 491 const D3D11_RASTERIZER_DESC *rasterizer_desc, 492 ID3D11RasterizerState **out_rasterizer_state) 493 { 494 SYNCHRONIZED; 495 496 pipe_rasterizer_state state; 497 memset(&state, 0, sizeof(state)); 498 state.gl_rasterization_rules = 1; /* D3D10/11 use GL rules */ 499 state.fill_front = state.fill_back = (rasterizer_desc->FillMode == D3D11_FILL_WIREFRAME) ? PIPE_POLYGON_MODE_LINE : PIPE_POLYGON_MODE_FILL; 500 if(rasterizer_desc->CullMode == D3D11_CULL_FRONT) 501 state.cull_face = PIPE_FACE_FRONT; 502 else if(rasterizer_desc->CullMode == D3D11_CULL_BACK) 503 state.cull_face = PIPE_FACE_BACK; 504 else 505 state.cull_face = PIPE_FACE_NONE; 506 state.front_ccw = !!rasterizer_desc->FrontCounterClockwise; 507 /* TODO: is this correct? */ 508 /* TODO: we are ignoring depthBiasClamp! */ 509 state.offset_tri = state.offset_line = state.offset_point = rasterizer_desc->SlopeScaledDepthBias || rasterizer_desc->DepthBias; 510 state.offset_scale = rasterizer_desc->SlopeScaledDepthBias; 511 state.offset_units = rasterizer_desc->DepthBias; 512 state.scissor = !!rasterizer_desc->ScissorEnable; 513 state.multisample = !!rasterizer_desc->MultisampleEnable; 514 state.line_smooth = !!rasterizer_desc->AntialiasedLineEnable; 515 516 /* TODO: is this correct? */ 517 state.point_quad_rasterization = 1; 518 519 if(!out_rasterizer_state) 520 return S_FALSE; 521 522 void* object = immediate_pipe->create_rasterizer_state(immediate_pipe, &state); 523 if(!object) 524 return E_FAIL; 525 526 *out_rasterizer_state = new GalliumD3D11RasterizerState(this, object, *rasterizer_desc, !rasterizer_desc->DepthClipEnable); 527 return S_OK; 528 } 529 530 virtual HRESULT STDMETHODCALLTYPE CreateSamplerState( 531 const D3D11_SAMPLER_DESC *sampler_desc, 532 ID3D11SamplerState **out_sampler_state) 533 { 534 SYNCHRONIZED; 535 536 pipe_sampler_state state; 537 memset(&state, 0, sizeof(state)); 538 state.normalized_coords = 1; 539 state.min_mip_filter = (sampler_desc->Filter & 1); 540 state.mag_img_filter = ((sampler_desc->Filter >> 2) & 1); 541 state.min_img_filter = ((sampler_desc->Filter >> 4) & 1); 542 if(sampler_desc->Filter & 0x40) 543 state.max_anisotropy = sampler_desc->MaxAnisotropy; 544 if(sampler_desc->Filter & 0x80) 545 { 546 state.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; 547 state.compare_func = sampler_desc->ComparisonFunc; 548 } 549 state.wrap_s = d3d11_to_pipe_wrap[sampler_desc->AddressU]; 550 state.wrap_t = d3d11_to_pipe_wrap[sampler_desc->AddressV]; 551 state.wrap_r = d3d11_to_pipe_wrap[sampler_desc->AddressW]; 552 state.lod_bias = sampler_desc->MipLODBias; 553 memcpy(state.border_color, sampler_desc->BorderColor, sizeof(state.border_color)); 554 state.min_lod = sampler_desc->MinLOD; 555 state.max_lod = sampler_desc->MaxLOD; 556 557 if(!out_sampler_state) 558 return S_FALSE; 559 560 void* object = immediate_pipe->create_sampler_state(immediate_pipe, &state); 561 if(!object) 562 return E_FAIL; 563 564 *out_sampler_state = new GalliumD3D11SamplerState(this, object, *sampler_desc); 565 return S_OK; 566 } 567 568 virtual HRESULT STDMETHODCALLTYPE CreateInputLayout( 569 const D3D11_INPUT_ELEMENT_DESC *input_element_descs, 570 unsigned count, 571 const void *shader_bytecode_with_input_signature, 572 SIZE_T bytecode_length, 573 ID3D11InputLayout **out_input_layout) 574 { 575 SYNCHRONIZED; 576 577 if(count > D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT) 578 return E_INVALIDARG; 579 assert(D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT <= PIPE_MAX_ATTRIBS); 580 581 // putting semantics matching in the core API seems to be a (minor) design mistake 582 583 struct dxbc_chunk_signature* sig = dxbc_find_signature(shader_bytecode_with_input_signature, bytecode_length, false); 584 D3D11_SIGNATURE_PARAMETER_DESC* params; 585 unsigned num_params = dxbc_parse_signature(sig, ¶ms); 586 587 typedef std::unordered_map<std::pair<c_string, unsigned>, unsigned> semantic_to_idx_map_t; 588 semantic_to_idx_map_t semantic_to_idx_map; 589 for(unsigned i = 0; i < count; ++i) 590 semantic_to_idx_map[std::make_pair(c_string(input_element_descs[i].SemanticName), input_element_descs[i].SemanticIndex)] = i; 591 592 struct pipe_vertex_element elements[D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT]; 593 594 unsigned num_params_to_use = std::min(num_params, (unsigned)D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT); 595 for(unsigned i = 0; i < num_params_to_use; ++i) 596 { 597 int idx = -1; 598 semantic_to_idx_map_t::iterator iter = semantic_to_idx_map.find(std::make_pair(c_string(params[i].SemanticName), params[i].SemanticIndex)); 599 if(iter != semantic_to_idx_map.end()) 600 idx = iter->second; 601 602 // TODO: I kind of doubt Gallium drivers will like null elements; should we do something about it, either here, in the interface, or in the drivers? 603 // TODO: also, in which cases should we return errors? (i.e. duplicate semantics in vs, duplicate semantics in layout, unmatched semantic in vs, unmatched semantic in layout) 604 memset(&elements[i], 0, sizeof(elements[i])); 605 if(idx >= 0) 606 { 607 elements[i].src_format = dxgi_to_pipe_format[input_element_descs[idx].Format]; 608 elements[i].src_offset = input_element_descs[idx].AlignedByteOffset; 609 elements[i].vertex_buffer_index = input_element_descs[idx].InputSlot; 610 elements[i].instance_divisor = input_element_descs[idx].InstanceDataStepRate; 611 } 612 } 613 614 free(params); 615 616 if(!out_input_layout) 617 return S_FALSE; 618 619 void* object = immediate_pipe->create_vertex_elements_state(immediate_pipe, num_params_to_use, elements); 620 if(!object) 621 return E_FAIL; 622 623 *out_input_layout = new GalliumD3D11InputLayout(this, object); 624 return S_OK; 625 } 626 627 static unsigned d3d11_to_pipe_bind_flags(unsigned bind_flags) 628 { 629 unsigned bind = 0; 630 if(bind_flags & D3D11_BIND_VERTEX_BUFFER) 631 bind |= PIPE_BIND_VERTEX_BUFFER; 632 if(bind_flags & D3D11_BIND_INDEX_BUFFER) 633 bind |= PIPE_BIND_INDEX_BUFFER; 634 if(bind_flags & D3D11_BIND_CONSTANT_BUFFER) 635 bind |= PIPE_BIND_CONSTANT_BUFFER; 636 if(bind_flags & D3D11_BIND_SHADER_RESOURCE) 637 bind |= PIPE_BIND_SAMPLER_VIEW; 638 if(bind_flags & D3D11_BIND_STREAM_OUTPUT) 639 bind |= PIPE_BIND_STREAM_OUTPUT; 640 if(bind_flags & D3D11_BIND_RENDER_TARGET) 641 bind |= PIPE_BIND_RENDER_TARGET; 642 if(bind_flags & D3D11_BIND_DEPTH_STENCIL) 643 bind |= PIPE_BIND_DEPTH_STENCIL; 644 return bind; 645 } 646 647 inline HRESULT create_resource( 648 pipe_texture_target target, 649 unsigned width, 650 unsigned height, 651 unsigned depth, 652 unsigned mip_levels, 653 unsigned array_size, 654 DXGI_FORMAT format, 655 const DXGI_SAMPLE_DESC* SampleDesc, 656 D3D11_USAGE usage, 657 unsigned bind_flags, 658 unsigned c_p_u_access_flags, 659 unsigned misc_flags, 660 const D3D11_SUBRESOURCE_DATA *initial_data, 661 DXGI_USAGE dxgi_usage, 662 struct pipe_resource** ppresource 663 ) 664 { 665 if(invalid(format >= DXGI_FORMAT_COUNT)) 666 return E_INVALIDARG; 667 if(misc_flags & D3D11_RESOURCE_MISC_TEXTURECUBE) 668 { 669 if(target != PIPE_TEXTURE_2D) 670 return E_INVALIDARG; 671 target = PIPE_TEXTURE_CUBE; 672 673 if(array_size != 6) 674 return E_NOTIMPL; 675 } 676 else 677 { 678 if(array_size > 1) 679 return E_NOTIMPL; 680 array_size = 1; 681 } 682 /* TODO: msaa */ 683 struct pipe_resource templat; 684 memset(&templat, 0, sizeof(templat)); 685 templat.target = target; 686 templat.width0 = width; 687 templat.height0 = height; 688 templat.depth0 = depth; 689 if(mip_levels) 690 templat.last_level = mip_levels - 1; 691 else 692 templat.last_level = MAX2(MAX2(util_logbase2(templat.width0), util_logbase2(templat.height0)), util_logbase2(templat.depth0)); 693 templat.format = dxgi_to_pipe_format[format]; 694 templat.bind = d3d11_to_pipe_bind_flags(bind_flags); 695 if(c_p_u_access_flags & D3D11_CPU_ACCESS_READ) 696 templat.bind |= PIPE_BIND_TRANSFER_READ; 697 if(c_p_u_access_flags & D3D11_CPU_ACCESS_WRITE) 698 templat.bind |= PIPE_BIND_TRANSFER_WRITE; 699 if(misc_flags & D3D11_RESOURCE_MISC_SHARED) 700 templat.bind |= PIPE_BIND_SHARED; 701 if(misc_flags & D3D11_RESOURCE_MISC_GDI_COMPATIBLE) 702 templat.bind |= PIPE_BIND_TRANSFER_READ | PIPE_BIND_TRANSFER_WRITE; 703 if(dxgi_usage & DXGI_USAGE_BACK_BUFFER) 704 templat.bind |= PIPE_BIND_DISPLAY_TARGET; 705 templat.usage = d3d11_to_pipe_usage[usage]; 706 if(invalid(!templat.format)) 707 return E_NOTIMPL; 708 709 if(!ppresource) 710 return S_FALSE; 711 712 struct pipe_resource* resource = screen->resource_create(screen, &templat); 713 if(!resource) 714 return E_FAIL; 715 if(initial_data) 716 { 717 for(unsigned slice = 0; slice < array_size; ++slice) 718 { 719 for(unsigned level = 0; level <= templat.last_level; ++level) 720 { 721 struct pipe_box box; 722 box.x = box.y = 0; 723 box.z = slice; 724 box.width = u_minify(width, level); 725 box.height = u_minify(height, level); 726 box.depth = 1; 727 immediate_pipe->transfer_inline_write(immediate_pipe, resource, level, 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.u.tex.first_level = desc->Texture1D.MostDetailedMip; 980 templat.u.tex.last_level = templat.u.tex.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 struct pipe_surface templat; 1056 memset(&templat, 0, sizeof(templat)); 1057 if(invalid(desc->format >= DXGI_FORMAT_COUNT)) 1058 return E_INVALIDARG; 1059 templat.format = dxgi_to_pipe_format[desc->Format]; 1060 if(!templat.format) 1061 return E_NOTIMPL; 1062 templat.usage = PIPE_BIND_RENDER_TARGET; 1063 templat.texture = ((GalliumD3D11Resource<>*)iresource)->resource; 1064 1065 switch(desc->ViewDimension) 1066 { 1067 case D3D11_RTV_DIMENSION_TEXTURE1D: 1068 case D3D11_RTV_DIMENSION_TEXTURE2D: 1069 templat.u.tex.level = desc->Texture1D.MipSlice; 1070 break; 1071 case D3D11_RTV_DIMENSION_TEXTURE3D: 1072 templat.u.tex.level = desc->Texture3D.MipSlice; 1073 templat.u.tex.first_layer = desc->Texture3D.FirstWSlice; 1074 /* XXX FIXME */ 1075 templat.u.tex.last_layer = desc->Texture3D.FirstWSlice; 1076 break; 1077 case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: 1078 case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: 1079 templat.u.tex.level = desc->Texture1DArray.MipSlice; 1080 templat.u.tex.first_layer = desc->Texture1DArray.FirstArraySlice; 1081 /* XXX FIXME */ 1082 templat.u.tex.last_layer = desc->Texture1DArray.FirstArraySlice; 1083 break; 1084 case D3D11_RTV_DIMENSION_BUFFER: 1085 case D3D11_RTV_DIMENSION_TEXTURE2DMS: 1086 case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: 1087 return E_NOTIMPL; 1088 default: 1089 return E_INVALIDARG; 1090 } 1091 1092 if(!out_rtv) 1093 return S_FALSE; 1094 1095 struct pipe_surface* surface = immediate_pipe->create_surface(immediate_pipe, templat.texture, &templat); 1096 if(!surface) 1097 return E_FAIL; 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 struct pipe_surface templat; 1136 memset(&templat, 0, sizeof(templat)); 1137 if(invalid(desc->format >= DXGI_FORMAT_COUNT)) 1138 return E_INVALIDARG; 1139 templat.format = dxgi_to_pipe_format[desc->Format]; 1140 if(!templat.format) 1141 return E_NOTIMPL; 1142 templat.usage = PIPE_BIND_DEPTH_STENCIL; 1143 templat.texture = ((GalliumD3D11Resource<>*)iresource)->resource; 1144 1145 switch(desc->ViewDimension) 1146 { 1147 case D3D11_DSV_DIMENSION_TEXTURE1D: 1148 case D3D11_DSV_DIMENSION_TEXTURE2D: 1149 templat.u.tex.level = desc->Texture1D.MipSlice; 1150 break; 1151 case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: 1152 case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: 1153 templat.u.tex.level = desc->Texture1DArray.MipSlice; 1154 templat.u.tex.first_layer = desc->Texture1DArray.FirstArraySlice; 1155 /* XXX FIXME */ 1156 templat.u.tex.last_layer = 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 = immediate_pipe->create_surface(immediate_pipe, templat.texture, &templat); 1169 if(!surface) 1170 return E_FAIL; 1171 *out_depth_stencil_view = new GalliumD3D11DepthStencilView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc); 1172 return S_OK; 1173 } 1174 1175 GalliumD3D11Shader<>* create_stage_shader(unsigned type, const void* shader_bytecode, SIZE_T bytecode_length 1176#if API >= 11 1177 , ID3D11ClassLinkage *class_linkage 1178#endif 1179 ) 1180 { 1181 bool dump = debug_get_option_dump_shaders(); 1182 1183 dxbc_chunk_header* sm4_chunk = dxbc_find_shader_bytecode(shader_bytecode, bytecode_length); 1184 if(!sm4_chunk) 1185 return 0; 1186 1187 std::auto_ptr<sm4_program> sm4(sm4_parse(sm4_chunk + 1, bswap_le32(sm4_chunk->size))); 1188 if(!sm4.get()) 1189 return 0; 1190 1191 if(dump) 1192 sm4->dump(); 1193 1194 struct pipe_shader_state tgsi_shader; 1195 memset(&tgsi_shader, 0, sizeof(tgsi_shader)); 1196 tgsi_shader.tokens = (const tgsi_token*)sm4_to_tgsi(*sm4); 1197 if(!tgsi_shader.tokens) 1198 return 0; 1199 1200 if(dump) 1201 tgsi_dump(tgsi_shader.tokens, 0); 1202 1203 void* shader_cso; 1204 GalliumD3D11Shader<>* shader; 1205 1206 switch(type) 1207 { 1208 case PIPE_SHADER_VERTEX: 1209 shader_cso = immediate_pipe->create_vs_state(immediate_pipe, &tgsi_shader); 1210 shader = (GalliumD3D11Shader<>*)new GalliumD3D11VertexShader(this, shader_cso); 1211 break; 1212 case PIPE_SHADER_FRAGMENT: 1213 shader_cso = immediate_pipe->create_fs_state(immediate_pipe, &tgsi_shader); 1214 shader = (GalliumD3D11Shader<>*)new GalliumD3D11PixelShader(this, shader_cso); 1215 break; 1216 case PIPE_SHADER_GEOMETRY: 1217 shader_cso = immediate_pipe->create_gs_state(immediate_pipe, &tgsi_shader); 1218 shader = (GalliumD3D11Shader<>*)new GalliumD3D11GeometryShader(this, shader_cso); 1219 break; 1220 default: 1221 shader_cso = 0; 1222 shader = 0; 1223 break; 1224 } 1225 1226 if(shader) 1227 { 1228 shader->slot_to_resource = sm4->slot_to_resource; 1229 shader->slot_to_sampler = sm4->slot_to_sampler; 1230 } 1231 1232 free((void*)tgsi_shader.tokens); 1233 return shader; 1234 } 1235 1236#if API >= 11 1237#define CREATE_SHADER_ARGS \ 1238 const void *shader_bytecode, \ 1239 SIZE_T bytecode_length, \ 1240 ID3D11ClassLinkage *class_linkage 1241#define PASS_SHADER_ARGS shader_bytecode, bytecode_length, class_linkage 1242#else 1243#define CREATE_SHADER_ARGS \ 1244 const void *shader_bytecode, \ 1245 SIZE_T bytecode_length 1246#define PASS_SHADER_ARGS shader_bytecode, bytecode_length 1247#endif 1248 1249#define IMPLEMENT_CREATE_SHADER(Stage, GALLIUM) \ 1250 virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \ 1251 CREATE_SHADER_ARGS, \ 1252 ID3D11##Stage##Shader **out_shader) \ 1253 { \ 1254 SYNCHRONIZED; \ 1255 GalliumD3D11##Stage##Shader* shader = (GalliumD3D11##Stage##Shader*)create_stage_shader(PIPE_SHADER_##GALLIUM, PASS_SHADER_ARGS); \ 1256 if(!shader) \ 1257 return E_FAIL; \ 1258 if(out_shader) \ 1259 { \ 1260 *out_shader = shader; \ 1261 return S_OK; \ 1262 } \ 1263 else \ 1264 { \ 1265 shader->Release(); \ 1266 return S_FALSE; \ 1267 } \ 1268 } 1269 1270#define IMPLEMENT_NOTIMPL_CREATE_SHADER(Stage) \ 1271 virtual HRESULT STDMETHODCALLTYPE Create##Stage##Shader( \ 1272 CREATE_SHADER_ARGS, \ 1273 ID3D11##Stage##Shader **out_shader) \ 1274 { \ 1275 return E_NOTIMPL; \ 1276 } 1277 1278 IMPLEMENT_CREATE_SHADER(Vertex, VERTEX) 1279 IMPLEMENT_CREATE_SHADER(Pixel, FRAGMENT) 1280 IMPLEMENT_CREATE_SHADER(Geometry, GEOMETRY) 1281#if API >= 11 1282 IMPLEMENT_NOTIMPL_CREATE_SHADER(Hull) 1283 IMPLEMENT_NOTIMPL_CREATE_SHADER(Domain) 1284 IMPLEMENT_NOTIMPL_CREATE_SHADER(Compute) 1285#endif 1286 1287 virtual HRESULT STDMETHODCALLTYPE CreateGeometryShaderWithStreamOutput( 1288 const void *shader_bytecode, 1289 SIZE_T bytecode_length, 1290 const D3D11_SO_DECLARATION_ENTRY *so_declaration, 1291 unsigned num_entries, 1292#if API >= 11 1293 const unsigned *buffer_strides, 1294 unsigned num_strides, 1295 unsigned rasterized_stream, 1296 ID3D11ClassLinkage *class_linkage, 1297#else 1298 UINT output_stream_stride, 1299#endif 1300 ID3D11GeometryShader **out_geometry_shader) 1301 { 1302 SYNCHRONIZED; 1303 1304 return E_NOTIMPL; 1305 1306 // remember to return S_FALSE if ppGeometyShader == NULL and the shader is OK 1307 } 1308 1309#if API >= 11 1310 virtual HRESULT STDMETHODCALLTYPE CreateClassLinkage( 1311 ID3D11ClassLinkage **out_linkage) 1312 { 1313 SYNCHRONIZED; 1314 1315 return E_NOTIMPL; 1316 } 1317#endif 1318 1319 virtual HRESULT STDMETHODCALLTYPE CreateQuery( 1320 const D3D11_QUERY_DESC *query_desc, 1321 ID3D11Query **out_query) 1322 { 1323 SYNCHRONIZED; 1324 1325 if(invalid(query_desc->Query >= D3D11_QUERY_COUNT)) 1326 return E_INVALIDARG; 1327 unsigned query_type = d3d11_to_pipe_query[query_desc->Query]; 1328 if(!query_type) 1329 return E_NOTIMPL; 1330 1331 if(out_query) 1332 return S_FALSE; 1333 1334 struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type); 1335 if(!query) 1336 return E_FAIL; 1337 1338 *out_query = new GalliumD3D11Query(this, query, d3d11_query_size[query_desc->Query], *query_desc); 1339 return S_OK; 1340 } 1341 1342 virtual HRESULT STDMETHODCALLTYPE CreatePredicate( 1343 const D3D11_QUERY_DESC *predicate_desc, 1344 ID3D11Predicate **out_predicate) 1345 { 1346 SYNCHRONIZED; 1347 1348 unsigned query_type; 1349 switch(predicate_desc->Query) 1350 { 1351 case D3D11_QUERY_SO_OVERFLOW_PREDICATE: 1352 return E_NOTIMPL; 1353 case D3D11_QUERY_OCCLUSION_PREDICATE: 1354 query_type = PIPE_QUERY_OCCLUSION_COUNTER; 1355 break; 1356 default: 1357 return E_INVALIDARG; 1358 } 1359 1360 if(out_predicate) 1361 return S_FALSE; 1362 1363 struct pipe_query* query = immediate_pipe->create_query(immediate_pipe, query_type); 1364 if(!query) 1365 return E_FAIL; 1366 1367 *out_predicate = new GalliumD3D11Predicate(this, query, sizeof(BOOL), *predicate_desc); 1368 return S_OK; 1369 } 1370 1371 1372 virtual HRESULT STDMETHODCALLTYPE CreateCounter( 1373 const D3D11_COUNTER_DESC *counter_desc, 1374 ID3D11Counter **out_counter) 1375 { 1376 SYNCHRONIZED; 1377 1378 return E_NOTIMPL; 1379 1380 // remember to return S_FALSE if out_counter == NULL and everything is OK 1381 } 1382 1383#if API >= 11 1384 virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext( 1385 unsigned context_flags, 1386 ID3D11DeviceContext **out_deferred_context) 1387 { 1388 SYNCHRONIZED; 1389 1390 // TODO: this will have to be implemented using a new Gallium util module 1391 return E_NOTIMPL; 1392 1393 // remember to return S_FALSE if out_counter == NULL and everything is OK 1394 } 1395#endif 1396 1397 virtual HRESULT STDMETHODCALLTYPE OpenSharedResource( 1398 HANDLE resource, 1399 REFIID iid, 1400 void **out_resource) 1401 { 1402 SYNCHRONIZED; 1403 1404 // TODO: the problem here is that we need to communicate dimensions somehow 1405 return E_NOTIMPL; 1406 1407 // remember to return S_FALSE if out_counter == NULL and everything is OK 1408#if 0 1409 struct pipe_resou rce templat; 1410 struct winsys_handle handle; 1411 handle.stride = 0; 1412 handle.handle = resource; 1413 handle.type = DRM_API_HANDLE_TYPE_SHARED; 1414 screen->resource_from_handle(screen, &templat, &handle); 1415#endif 1416 } 1417 1418#if API < 11 1419 /* these are documented as "Not implemented". 1420 * According to the UMDDI documentation, they apparently turn on a 1421 * (width + 1) x (height + 1) convolution filter for 1-bit textures. 1422 * Probably nothing uses these, assuming it has ever been implemented anywhere. 1423 */ 1424 void STDMETHODCALLTYPE SetTextFilterSize( 1425 UINT width, 1426 UINT height 1427 ) 1428 {} 1429 1430 virtual void STDMETHODCALLTYPE GetTextFilterSize( 1431 UINT *width, 1432 UINT *height 1433 ) 1434 {} 1435#endif 1436 1437#if API >= 11 1438 virtual void STDMETHODCALLTYPE RestoreGalliumState() 1439 { 1440 GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(immediate_context); 1441 } 1442 1443 virtual void STDMETHODCALLTYPE RestoreGalliumStateBlitOnly() 1444 { 1445 GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(immediate_context); 1446 } 1447#endif 1448 1449 virtual struct pipe_context* STDMETHODCALLTYPE GetGalliumContext(void) 1450 { 1451 return immediate_pipe; 1452 } 1453 1454#undef SYNCHRONIZED 1455}; 1456