// gdraw_d3d10.cpp - author: Fabian Giesen - copyright 2011 RAD Game Tools // // This implements the Iggy graphics driver layer for D3D 10. // GDraw consists of several components that interact fairly loosely with each // other; e.g. the resource management, drawing and filtering parts are all // fairly independent of each other. If you want to modify some aspect of GDraw // - say the texture allocation logic - your best bet is usually to just look // for one of the related entry points, e.g. MakeTextureBegin, and take it from // there. There's a bunch of code in this file, but none of it is really // complicated. // // The one bit you might want to change that's not that localized is to // integrate GDraw with an existing state caching system. The following bits all // modify D3D state in some way: // - The rendering helpers (set_viewport_raw, set_projection_raw, // set_*_renderstate) // - RenderTile*/TextureDrawBuffer* may change the active rendertarget and // depth/stencil surface, // as do D3D1X_(NoMoreGDrawThisFrame) and set_render_target // - set_texture // - set_renderstate and set_renderstate_full. These are the main places where // render state changes occur; // you should probably start here. // - DrawIndexedTriangles sets the active vertex/index buffers and vertex // declaration // - Most of the functions in the "filter effects" section modify D3D state, // mostly // pixel shader constants and textures #define GDRAW_ASSERTS #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif // We temporarily disable this warning for the shared interface portions #pragma warning(push) #pragma warning(disable \ : 4201) // nonstandard extension used : nameless struct/union #include #include #include "../include/gdraw.h" #include "../include/iggy.h" #include #include #include "gdraw_d3d10.h" #pragma warning(pop) // Some macros to allow as much sharing between D3D10 and D3D11 code as // possible. #define D3D1X_(id) D3D10_##id #define ID3D1X(id) ID3D10##id #define gdraw_D3D1X_(id) gdraw_D3D10_##id #define GDRAW_D3D1X_(id) GDRAW_D3D10_##id typedef ID3D10Device ID3D1XDevice; typedef ID3D10Device ID3D1XContext; typedef S32 ViewCoord; typedef gdraw_d3d10_resourcetype gdraw_resourcetype; static void report_d3d_error(HRESULT hr, char* call, char* context); static void* map_buffer(ID3D1XContext*, ID3D10Buffer* buf, bool discard) { void* ptr; if (FAILED(buf->Map( discard ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE, 0, &ptr))) return NULL; else return ptr; } static void unmap_buffer(ID3D1XContext*, ID3D10Buffer* buf) { buf->Unmap(); } static RADINLINE void set_pixel_shader(ID3D10Device* ctx, ID3D10PixelShader* shader) { ctx->PSSetShader(shader); } static RADINLINE void set_vertex_shader(ID3D10Device* ctx, ID3D10VertexShader* shader) { ctx->VSSetShader(shader); } static ID3D10BlendState* create_blend_state(ID3D10Device* dev, BOOL blend, D3D10_BLEND src, D3D10_BLEND dst) { D3D10_BLEND_DESC desc = {}; desc.BlendEnable[0] = blend; desc.SrcBlend = src; desc.DestBlend = dst; desc.BlendOp = D3D10_BLEND_OP_ADD; desc.SrcBlendAlpha = (src == D3D10_BLEND_DEST_COLOR) ? D3D10_BLEND_DEST_ALPHA : src; desc.DestBlendAlpha = dst; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; ID3D10BlendState* res; HRESULT hr = dev->CreateBlendState(&desc, &res); if (FAILED(hr)) { report_d3d_error(hr, "CreateBlendState", ""); res = NULL; } return res; } #define GDRAW_SHADER_FILE "gdraw_d3d10_shaders.inl" #include "gdraw_d3d1x_shared.inl" static void create_pixel_shader(ProgramWithCachedVariableLocations* p, ProgramWithCachedVariableLocations* src) { *p = *src; if (p->bytecode) { HRESULT hr = gdraw->d3d_device->CreatePixelShader(p->bytecode, p->size, &p->pshader); if (FAILED(hr)) { report_d3d_error(hr, "CreatePixelShader", ""); p->pshader = NULL; return; } } } static void create_vertex_shader(ProgramWithCachedVariableLocations* p, ProgramWithCachedVariableLocations* src) { *p = *src; if (p->bytecode) { HRESULT hr = gdraw->d3d_device->CreateVertexShader(p->bytecode, p->size, &p->vshader); if (FAILED(hr)) { report_d3d_error(hr, "CreateVertexShader", ""); p->vshader = NULL; return; } } } GDrawFunctions* gdraw_D3D10_CreateContext(ID3D10Device* dev, S32 w, S32 h) { return create_context(dev, dev, w, h); }