obs-studio/libobs-d3d11/d3d11-subsystem.hpp

628 lines
16 KiB
C++

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <util/AlignedNew.hpp>
#include <vector>
#include <string>
#include <windows.h>
#include <dxgi.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <util/base.h>
#include <graphics/matrix4.h>
#include <graphics/graphics.h>
#include <util/windows/ComPtr.hpp>
#include <util/windows/HRError.hpp>
struct shader_var;
struct shader_sampler;
struct gs_vertex_shader;
#include "d3d11-exports.h"
using namespace std;
/*
* Just to clarify, all structs, and all public. These are exporting only
* via encapsulated C bindings, not C++ bindings, so the whole concept of
* "public" and "private" does not matter at all for this subproject.
*/
static inline uint32_t GetWinVer()
{
OSVERSIONINFO ovi;
ovi.dwOSVersionInfoSize = sizeof(ovi);
GetVersionEx(&ovi);
return (ovi.dwMajorVersion << 8) | (ovi.dwMinorVersion);
}
static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
{
switch (format) {
case GS_A8: return DXGI_FORMAT_A8_UNORM;
case GS_R8: return DXGI_FORMAT_R8_UNORM;
case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
case GS_R16: return DXGI_FORMAT_R16_UNORM;
case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
{
switch (format) {
case GS_Z16: return DXGI_FORMAT_D16_UNORM;
case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
{
switch (test) {
case GS_NEVER: return D3D11_COMPARISON_NEVER;
case GS_LESS: return D3D11_COMPARISON_LESS;
case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
case GS_GREATER: return D3D11_COMPARISON_GREATER;
case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
}
return D3D11_COMPARISON_NEVER;
}
static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op op)
{
switch (op) {
case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
case GS_INCR: return D3D11_STENCIL_OP_INCR;
case GS_DECR: return D3D11_STENCIL_OP_DECR;
case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
}
return D3D11_STENCIL_OP_KEEP;
}
static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
{
switch (type) {
case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
case GS_BLEND_ONE: return D3D11_BLEND_ONE;
case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
}
return D3D11_BLEND_ONE;
}
static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
{
switch (mode) {
case GS_BACK: return D3D11_CULL_BACK;
case GS_FRONT: return D3D11_CULL_FRONT;
case GS_NEITHER: return D3D11_CULL_NONE;
}
return D3D11_CULL_BACK;
}
static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
{
switch (mode) {
case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
}
/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
struct VBDataPtr {
vb_data *data;
inline VBDataPtr(vb_data *data) : data(data) {}
inline ~VBDataPtr() {vbdata_destroy(data);}
};
struct gs_vertex_buffer {
ComPtr<ID3D11Buffer> vertexBuffer;
ComPtr<ID3D11Buffer> normalBuffer;
ComPtr<ID3D11Buffer> colorBuffer;
ComPtr<ID3D11Buffer> tangentBuffer;
vector<ComPtr<ID3D11Buffer>> uvBuffers;
device_t device;
bool dynamic;
VBDataPtr vbd;
size_t numVerts;
vector<size_t> uvSizes;
void FlushBuffer(ID3D11Buffer *buffer, void *array,
size_t elementSize);
void MakeBufferList(gs_vertex_shader *shader,
vector<ID3D11Buffer*> &buffers,
vector<uint32_t> &strides);
inline void InitBuffer(const size_t elementSize,
const size_t numVerts, void *array,
ID3D11Buffer **buffer);
gs_vertex_buffer(device_t device, struct vb_data *data, uint32_t flags);
};
/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
struct DataPtr {
void *data;
inline DataPtr(void *data) : data(data) {}
inline ~DataPtr() {bfree(data);}
};
struct gs_index_buffer {
ComPtr<ID3D11Buffer> indexBuffer;
device_t device;
bool dynamic;
gs_index_type type;
size_t indexSize;
size_t num;
DataPtr indices;
void InitBuffer();
gs_index_buffer(device_t device, enum gs_index_type type,
void *indices, size_t num, uint32_t flags);
};
struct gs_texture {
gs_texture_type type;
gs_device *device;
uint32_t levels;
gs_color_format format;
ComPtr<ID3D11ShaderResourceView> shaderRes;
inline gs_texture(gs_device *device, gs_texture_type type,
uint32_t levels, gs_color_format format)
: device (device),
type (type),
levels (levels),
format (format)
{
}
virtual ~gs_texture() {}
};
struct gs_texture_2d : gs_texture {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11RenderTargetView> renderTarget[6];
ComPtr<IDXGISurface1> gdiSurface;
uint32_t width, height;
DXGI_FORMAT dxgiFormat;
bool isRenderTarget;
bool isGDICompatible;
bool isDynamic;
bool isShared;
bool genMipmaps;
HANDLE sharedHandle;
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const void **data);
void InitTexture(const void **data);
void InitResourceView();
void InitRenderTargets();
inline gs_texture_2d()
: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN),
width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN),
isRenderTarget (false),
isGDICompatible (false),
isDynamic (false),
isShared (false),
genMipmaps (false),
sharedHandle (NULL)
{
}
gs_texture_2d(device_t device, uint32_t width, uint32_t height,
gs_color_format colorFormat, uint32_t levels,
const void **data, uint32_t flags, gs_texture_type type,
bool gdiCompatible, bool shared);
};
struct gs_zstencil_buffer {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11DepthStencilView> view;
gs_device *device;
uint32_t width, height;
gs_zstencil_format format;
DXGI_FORMAT dxgiFormat;
void InitBuffer();
inline gs_zstencil_buffer()
: device (NULL),
width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN)
{
}
gs_zstencil_buffer(device_t device, uint32_t width, uint32_t height,
gs_zstencil_format format);
};
struct gs_stage_surface {
ComPtr<ID3D11Texture2D> texture;
gs_device *device;
uint32_t width, height;
gs_color_format format;
DXGI_FORMAT dxgiFormat;
gs_stage_surface(device_t device, uint32_t width, uint32_t height,
gs_color_format colorFormat);
};
struct gs_sampler_state {
ComPtr<ID3D11SamplerState> state;
device_t device;
gs_sampler_info info;
gs_sampler_state(device_t device, gs_sampler_info *info);
};
struct shader_param {
string name;
shader_param_type type;
uint32_t textureID;
int arrayCount;
vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
shader_param(shader_var &var, uint32_t &texCounter);
};
struct ShaderError {
ComPtr<ID3D10Blob> errors;
HRESULT hr;
inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
: errors (errors),
hr (hr)
{
}
};
struct gs_shader {
device_t device;
shader_type type;
vector<shader_param> params;
ComPtr<ID3D11Buffer> constants;
size_t constantSize;
inline void UpdateParam(vector<uint8_t> &constData, shader_param &param,
bool &upload);
void UploadParams();
void BuildConstantBuffer();
void Compile(const char *shaderStr, const char *file,
const char *target, ID3D10Blob **shader);
inline gs_shader(device_t device, shader_type type)
: device (device),
type (type),
constantSize (0)
{
}
virtual ~gs_shader() {}
};
struct ShaderSampler {
string name;
gs_sampler_state sampler;
inline ShaderSampler(const char *name, device_t device,
gs_sampler_info *info)
: name (name),
sampler (device, info)
{
}
};
struct gs_vertex_shader : gs_shader {
ComPtr<ID3D11VertexShader> shader;
ComPtr<ID3D11InputLayout> layout;
shader_param *world, *viewProj;
bool hasNormals;
bool hasColors;
bool hasTangents;
uint32_t nTexUnits;
inline uint32_t NumBuffersExpected() const
{
uint32_t count = nTexUnits+1;
if (hasNormals) count++;
if (hasColors) count++;
if (hasTangents) count++;
return count;
}
void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
gs_vertex_shader(device_t device, const char *file,
const char *shaderString);
};
struct gs_pixel_shader : gs_shader {
ComPtr<ID3D11PixelShader> shader;
vector<ShaderSampler> samplers;
inline void GetSamplerStates(ID3D11SamplerState **states)
{
size_t i;
for (i = 0; i < samplers.size(); i++)
states[i] = samplers[i].sampler.state;
for (; i < GS_MAX_TEXTURES; i++)
states[i] = NULL;
}
gs_pixel_shader(device_t device, const char *file,
const char *shaderString);
};
struct gs_swap_chain {
gs_device *device;
uint32_t numBuffers;
HWND hwnd;
gs_texture_2d target;
gs_zstencil_buffer zs;
ComPtr<IDXGISwapChain> swap;
void InitTarget(uint32_t cx, uint32_t cy);
void InitZStencilBuffer(uint32_t cx, uint32_t cy);
void Resize(uint32_t cx, uint32_t cy);
void Init(gs_init_data *data);
inline gs_swap_chain()
: device (NULL),
numBuffers (0),
hwnd (NULL)
{
}
gs_swap_chain(gs_device *device, gs_init_data *data);
};
struct BlendState {
bool blendEnabled;
gs_blend_type srcFactor;
gs_blend_type destFactor;
bool redEnabled;
bool greenEnabled;
bool blueEnabled;
bool alphaEnabled;
inline BlendState()
: blendEnabled (true),
srcFactor (GS_BLEND_SRCALPHA),
destFactor (GS_BLEND_INVSRCALPHA),
redEnabled (true),
greenEnabled (true),
blueEnabled (true),
alphaEnabled (true)
{
}
inline BlendState(const BlendState &state)
{
memcpy(this, &state, sizeof(BlendState));
}
};
struct SavedBlendState : BlendState {
ComPtr<ID3D11BlendState> state;
inline SavedBlendState(const BlendState &val) : BlendState(val)
{
}
};
struct StencilSide {
gs_depth_test test;
gs_stencil_op fail;
gs_stencil_op zfail;
gs_stencil_op zpass;
inline StencilSide()
: test (GS_ALWAYS),
fail (GS_KEEP),
zfail (GS_KEEP),
zpass (GS_KEEP)
{
}
};
struct ZStencilState {
bool depthEnabled;
bool depthWriteEnabled;
gs_depth_test depthFunc;
bool stencilEnabled;
bool stencilWriteEnabled;
StencilSide stencilFront;
StencilSide stencilBack;
inline ZStencilState()
: depthEnabled (true),
depthWriteEnabled (true),
depthFunc (GS_LESS),
stencilEnabled (false),
stencilWriteEnabled (true)
{
}
inline ZStencilState(const ZStencilState &state)
{
memcpy(this, &state, sizeof(ZStencilState));
}
};
struct SavedZStencilState : ZStencilState {
ComPtr<ID3D11DepthStencilState> state;
inline SavedZStencilState(const ZStencilState &val)
: ZStencilState (val)
{
}
};
struct RasterState {
gs_cull_mode cullMode;
bool scissorEnabled;
inline RasterState()
: cullMode (GS_BACK),
scissorEnabled (false)
{
}
inline RasterState(const RasterState &state)
{
memcpy(this, &state, sizeof(RasterState));
}
};
struct SavedRasterState : RasterState {
ComPtr<ID3D11RasterizerState> state;
inline SavedRasterState(const RasterState &val)
: RasterState (val)
{
}
};
struct mat4float {
float mat[16];
};
struct gs_device {
ComPtr<IDXGIFactory1> factory;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
gs_swap_chain defaultSwap;
gs_texture_2d *curRenderTarget;
gs_zstencil_buffer *curZStencilBuffer;
int curRenderSide;
gs_texture *curTextures[GS_MAX_TEXTURES];
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
gs_vertex_buffer *curVertexBuffer;
gs_index_buffer *curIndexBuffer;
gs_vertex_shader *curVertexShader;
gs_pixel_shader *curPixelShader;
gs_swap_chain *curSwapChain;
bool zstencilStateChanged;
bool rasterStateChanged;
bool blendStateChanged;
ZStencilState zstencilState;
RasterState rasterState;
BlendState blendState;
vector<SavedZStencilState> zstencilStates;
vector<SavedRasterState> rasterStates;
vector<SavedBlendState> blendStates;
ID3D11DepthStencilState *curDepthStencilState;
ID3D11RasterizerState *curRasterState;
ID3D11BlendState *curBlendState;
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
gs_rect viewport;
vector<mat4float> projStack;
matrix4 curProjMatrix;
matrix4 curViewMatrix;
matrix4 curViewProjMatrix;
void InitFactory(uint32_t adapterIdx, IDXGIAdapter1 **adapter);
void InitDevice(gs_init_data *data, IDXGIAdapter *adapter);
ID3D11DepthStencilState *AddZStencilState();
ID3D11RasterizerState *AddRasterState();
ID3D11BlendState *AddBlendState();
void UpdateZStencilState();
void UpdateRasterState();
void UpdateBlendState();
inline void CopyTex(ID3D11Texture2D *dst, texture_t src);
void UpdateViewProjMatrix();
gs_device(gs_init_data *data);
};