4jcraft/Minecraft.Client/Platform/Windows64/Iggy/gdraw/gdraw_d3d11.cpp
2026-03-30 02:17:54 -05:00

159 lines
5.5 KiB
C++

#include "../../../../../Minecraft.World/Platform/stdafx.h" // 4J
// gdraw_d3d11.cpp - author: Fabian Giesen - copyright 2011 RAD Game Tools
//
// This implements the Iggy graphics driver layer for D3D 11.
// 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 <windows.h>
#include <d3d11.h>
#include "../include/gdraw.h"
#include "../include/iggy.h"
#include <string.h>
#include <math.h>
#include "gdraw_d3d11.h"
#pragma warning(pop)
// Some macros to allow as much sharing between D3D10 and D3D11 code as
// possible.
#define D3D1X_(id) D3D11_##id
#define ID3D1X(id) ID3D11##id
#define gdraw_D3D1X_(id) gdraw_D3D11_##id
#define GDRAW_D3D1X_(id) GDRAW_D3D11_##id
typedef ID3D11Device ID3D1XDevice;
typedef ID3D11DeviceContext ID3D1XContext;
typedef F32 ViewCoord;
typedef gdraw_d3d11_resourcetype gdraw_resourcetype;
static void report_d3d_error(HRESULT hr, char* call, char* context);
static void* map_buffer(ID3D1XContext* ctx, ID3D11Buffer* buf, bool discard) {
D3D11_MAPPED_SUBRESOURCE msr;
HRESULT hr = ctx->Map(
buf, 0,
discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0,
&msr);
if (FAILED(hr)) {
report_d3d_error(hr, "Map", "of buffer");
return NULL;
} else
return msr.pData;
}
static void unmap_buffer(ID3D1XContext* ctx, ID3D11Buffer* buf) {
ctx->Unmap(buf, 0);
}
static RADINLINE void set_pixel_shader(ID3D11DeviceContext* ctx,
ID3D11PixelShader* shader) {
ctx->PSSetShader(shader, NULL, 0);
}
static RADINLINE void set_vertex_shader(ID3D11DeviceContext* ctx,
ID3D11VertexShader* shader) {
ctx->VSSetShader(shader, NULL, 0);
}
static ID3D11BlendState* create_blend_state(ID3D11Device* dev, BOOL blend,
D3D11_BLEND src, D3D11_BLEND dst) {
D3D11_BLEND_DESC desc = {};
desc.RenderTarget[0].BlendEnable = blend;
desc.RenderTarget[0].SrcBlend = src;
desc.RenderTarget[0].DestBlend = dst;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha =
(src == D3D11_BLEND_DEST_COLOR) ? D3D11_BLEND_DEST_ALPHA : src;
desc.RenderTarget[0].DestBlendAlpha = dst;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
ID3D11BlendState* 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,
NULL, &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,
NULL, &p->vshader);
if (FAILED(hr)) {
report_d3d_error(hr, "CreateVertexShader", "");
p->vshader = NULL;
return;
}
}
}
GDrawFunctions* gdraw_D3D11_CreateContext(ID3D11Device* dev,
ID3D11DeviceContext* ctx, S32 w,
S32 h) {
return create_context(dev, ctx, w, h);
}
// 4J added - interface so we can set the viewport back to the one that Iggy
// last set up
void gdraw_D3D11_setViewport_4J() { set_viewport(); }