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146 lines
4.9 KiB
C++
146 lines
4.9 KiB
C++
// gdraw_d3d10.cpp - author: Fabian Giesen - copyright 2011 RAD Game Tools
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//
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// This implements the Iggy graphics driver layer for D3D 10.
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// GDraw consists of several components that interact fairly loosely with each
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// other; e.g. the resource management, drawing and filtering parts are all
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// fairly independent of each other. If you want to modify some aspect of GDraw
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// - say the texture allocation logic - your best bet is usually to just look
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// for one of the related entry points, e.g. MakeTextureBegin, and take it from
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// there. There's a bunch of code in this file, but none of it is really
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// complicated.
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//
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// The one bit you might want to change that's not that localized is to
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// integrate GDraw with an existing state caching system. The following bits all
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// modify D3D state in some way:
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// - The rendering helpers (set_viewport_raw, set_projection_raw,
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// set_*_renderstate)
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// - RenderTile*/TextureDrawBuffer* may change the active rendertarget and
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// depth/stencil surface,
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// as do D3D1X_(NoMoreGDrawThisFrame) and set_render_target
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// - set_texture
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// - set_renderstate and set_renderstate_full. These are the main places where
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// render state changes occur;
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// you should probably start here.
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// - DrawIndexedTriangles sets the active vertex/index buffers and vertex
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// declaration
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// - Most of the functions in the "filter effects" section modify D3D state,
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// mostly
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// pixel shader constants and textures
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#define GDRAW_ASSERTS
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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// We temporarily disable this warning for the shared interface portions
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#pragma warning(push)
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#pragma warning(disable \
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: 4201) // nonstandard extension used : nameless struct/union
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#include <windows.h>
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#include <d3d10.h>
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#include "../include/gdraw.h"
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#include "../include/iggy.h"
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#include <string.h>
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#include <math.h>
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#include "gdraw_d3d10.h"
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#pragma warning(pop)
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// Some macros to allow as much sharing between D3D10 and D3D11 code as
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// possible.
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#define D3D1X_(id) D3D10_##id
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#define ID3D1X(id) ID3D10##id
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#define gdraw_D3D1X_(id) gdraw_D3D10_##id
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#define GDRAW_D3D1X_(id) GDRAW_D3D10_##id
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typedef ID3D10Device ID3D1XDevice;
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typedef ID3D10Device ID3D1XContext;
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typedef S32 ViewCoord;
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typedef gdraw_d3d10_resourcetype gdraw_resourcetype;
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static void report_d3d_error(HRESULT hr, char* call, char* context);
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static void* map_buffer(ID3D1XContext*, ID3D10Buffer* buf, bool discard) {
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void* ptr;
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if (FAILED(buf->Map(
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discard ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE, 0,
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&ptr)))
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return NULL;
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else
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return ptr;
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}
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static void unmap_buffer(ID3D1XContext*, ID3D10Buffer* buf) { buf->Unmap(); }
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static RADINLINE void set_pixel_shader(ID3D10Device* ctx,
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ID3D10PixelShader* shader) {
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ctx->PSSetShader(shader);
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}
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static RADINLINE void set_vertex_shader(ID3D10Device* ctx,
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ID3D10VertexShader* shader) {
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ctx->VSSetShader(shader);
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}
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static ID3D10BlendState* create_blend_state(ID3D10Device* dev, BOOL blend,
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D3D10_BLEND src, D3D10_BLEND dst) {
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D3D10_BLEND_DESC desc = {};
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desc.BlendEnable[0] = blend;
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desc.SrcBlend = src;
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desc.DestBlend = dst;
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desc.BlendOp = D3D10_BLEND_OP_ADD;
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desc.SrcBlendAlpha =
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(src == D3D10_BLEND_DEST_COLOR) ? D3D10_BLEND_DEST_ALPHA : src;
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desc.DestBlendAlpha = dst;
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desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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ID3D10BlendState* res;
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HRESULT hr = dev->CreateBlendState(&desc, &res);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreateBlendState", "");
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res = NULL;
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}
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return res;
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}
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#define GDRAW_SHADER_FILE "gdraw_d3d10_shaders.inl"
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#include "gdraw_d3d1x_shared.inl"
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static void create_pixel_shader(ProgramWithCachedVariableLocations* p,
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ProgramWithCachedVariableLocations* src) {
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*p = *src;
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if (p->bytecode) {
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HRESULT hr = gdraw->d3d_device->CreatePixelShader(p->bytecode, p->size,
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&p->pshader);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreatePixelShader", "");
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p->pshader = NULL;
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return;
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}
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}
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}
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static void create_vertex_shader(ProgramWithCachedVariableLocations* p,
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ProgramWithCachedVariableLocations* src) {
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*p = *src;
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if (p->bytecode) {
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HRESULT hr = gdraw->d3d_device->CreateVertexShader(p->bytecode, p->size,
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&p->vshader);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreateVertexShader", "");
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p->vshader = NULL;
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return;
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}
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}
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}
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GDrawFunctions* gdraw_D3D10_CreateContext(ID3D10Device* dev, S32 w, S32 h) {
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return create_context(dev, dev, w, h);
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}
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