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3427
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d10_shaders.inl
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3427
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d10_shaders.inl
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147
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d11.cpp
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147
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d11.cpp
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#include "stdafx.h" // 4J
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// gdraw_d3d11.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 11.
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// GDraw consists of several components that interact fairly loosely with each other;
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// e.g. the resource management, drawing and filtering parts are all fairly independent
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// of each other. If you want to modify some aspect of GDraw - say the texture allocation
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// logic - your best bet is usually to just look for one of the related entry points,
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// e.g. MakeTextureBegin, and take it from there. There's a bunch of code in this file,
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// but none of it is really complicated.
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//
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// The one bit you might want to change that's not that localized is to integrate
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// GDraw with an existing state caching system. The following bits all modify D3D state
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// in some way:
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// - The rendering helpers (set_viewport_raw, set_projection_raw, set_*_renderstate)
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// - RenderTile*/TextureDrawBuffer* may change the active rendertarget and 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 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 declaration
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// - Most of the functions in the "filter effects" section modify D3D state, 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: 4201) // nonstandard extension used : nameless struct/union
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#include <windows.h>
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#include <d3d11_x.h> // 4J changed to use monolithic version
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#include "gdraw.h"
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#include "iggy.h"
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#include <string.h>
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#include <math.h>
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#include "gdraw_d3d11.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 possible.
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#define D3D1X_(id) D3D11_##id
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#define ID3D1X(id) ID3D11##id
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#define gdraw_D3D1X_(id) gdraw_D3D11_##id
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#define GDRAW_D3D1X_(id) GDRAW_D3D11_##id
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typedef ID3D11Device ID3D1XDevice;
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typedef ID3D11DeviceContext ID3D1XContext;
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typedef F32 ViewCoord;
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typedef gdraw_d3d11_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 *ctx, ID3D11Buffer *buf, bool discard)
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{
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D3D11_MAPPED_SUBRESOURCE msr;
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HRESULT hr = ctx->Map(buf, 0, discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &msr);
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if (FAILED(hr)) {
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report_d3d_error(hr, "Map", "of buffer");
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return NULL;
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} else
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return msr.pData;
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}
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static void unmap_buffer(ID3D1XContext *ctx, ID3D11Buffer *buf)
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{
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ctx->Unmap(buf, 0);
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}
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static RADINLINE void set_pixel_shader(ID3D11DeviceContext *ctx, ID3D11PixelShader *shader)
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{
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ctx->PSSetShader(shader, NULL, 0);
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}
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static RADINLINE void set_vertex_shader(ID3D11DeviceContext *ctx, ID3D11VertexShader *shader)
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{
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ctx->VSSetShader(shader, NULL, 0);
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}
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static ID3D11BlendState *create_blend_state(ID3D11Device *dev, BOOL blend, D3D11_BLEND src, D3D11_BLEND dst)
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{
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D3D11_BLEND_DESC desc = {};
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desc.RenderTarget[0].BlendEnable = blend;
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desc.RenderTarget[0].SrcBlend = src;
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desc.RenderTarget[0].DestBlend = dst;
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].SrcBlendAlpha = (src == D3D11_BLEND_DEST_COLOR ) ? D3D11_BLEND_DEST_ALPHA : src;
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desc.RenderTarget[0].DestBlendAlpha = dst;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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ID3D11BlendState *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, ProgramWithCachedVariableLocations *src)
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{
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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, NULL, &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, ProgramWithCachedVariableLocations *src)
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{
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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, NULL, &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_D3D11_CreateContext(ID3D11Device *dev, ID3D11DeviceContext *ctx, S32 w, S32 h)
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{
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return create_context(dev, ctx, w, h);
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}
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// 4J added - interface so we can set the viewport back to the one that Iggy last set up
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void gdraw_D3D11_setViewport_4J()
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{
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set_viewport();
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}
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137
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d11.h
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137
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d11.h
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#pragma once
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// gdraw_d3d11.h - author: Fabian Giesen - copyright 2011 RAD Game Tools
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//
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// Interface for creating a D3D11 GDraw driver.
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#define IDOC
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//idoc(parent,GDraw_d3d11)
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typedef enum gdraw_d3d11_resourcetype
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{
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GDRAW_D3D11_RESOURCE_rendertarget,
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GDRAW_D3D11_RESOURCE_texture,
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GDRAW_D3D11_RESOURCE_vertexbuffer,
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GDRAW_D3D11_RESOURCE_dynbuffer, // Streaming buffer for dynamic vertex/index data (handle count ignored)
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GDRAW_D3D11_RESOURCE__count,
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} gdraw_d3d11_resourcetype;
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IDOC extern int gdraw_D3D11_SetResourceLimits(gdraw_d3d11_resourcetype type, S32 num_handles, S32 num_bytes);
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/* This sets how large the memory pool for a given resource types is, and how many handles
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GDraw should allocate for it. GDraw keeps track of allocations in each pool, and will free
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old resources in a LRU manner to make space if one of the limits is about to be exceeded.
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Returns 1 if value successfully changed, 0 on error.
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You need to call IggyPlayerFlushAll on all active Iggys before you do this to make
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them flush their resources since changing the resource limits invalidates all handles.
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You also need to call IggyFlushInstalledFonts if you have any installed fonts.
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*/
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IDOC extern GDrawFunctions * gdraw_D3D11_CreateContext(ID3D11Device *dev, ID3D11DeviceContext *ctx, S32 w, S32 h);
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/* Creates a GDraw context for rendering using D3D. You need to pass in the D3D device,
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the device context to use for rendering, and the width/height of render target textures.
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The width/height is used solely for sizing internal rendertargets. They will be
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allocated to the larger of this size and the size of any rendered tiles (with padding).
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In other words, you can pass in (0,0) and the rendertargets will be allocated to the
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right size. However, if you draw multiple Iggy files or tiles of different sizes,
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they might first be allocated too small; it's best to pass in the correct size initially
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to avoid unnecessary allocation/deallocation of too-small rendertargets.
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There can only be one D3D GDraw context active at any one time.
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If initialization fails for some reason (the main reason would be an out of memory condition),
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NULL is returned. Otherwise, you can pass the return value to IggySetGDraw. */
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IDOC extern void gdraw_D3D11_DestroyContext(void);
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/* Destroys the current GDraw context, if any. */
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IDOC extern void gdraw_D3D11_SetErrorHandler(void (__cdecl *error_handler)(HRESULT hr));
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/* Sets the GDraw D3D error handler.
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This will get called with the respective D3D error code if GDraw encounters an error
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that it can't handle by itself (e.g. running out of state objects). */
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IDOC extern void gdraw_D3D11_SetRendertargetSize(S32 w, S32 h);
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/* Changes the current render target size (and recreates all rendertargets if necessary).
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This allows you to shrink the rendertargets if the new needed size is smaller
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than it was previously. As with $gdraw_D3D11_CreateContext, the width and
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height specified here are only minimums; GDraw will reallocate larger rendertargets
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as needed. */
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IDOC extern void gdraw_D3D11_SetTileOrigin(ID3D11RenderTargetView *main_rt, ID3D11DepthStencilView *main_ds,
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ID3D11ShaderResourceView *non_msaa_rt, S32 x, S32 y);
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/* This sets the main rendertarget and matching depth/stencil buffer that GDraw
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should render to and the x/y position of the output location of the top-left
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of the current tile (allowing you to finely-position content, or to do tiled
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rendering).
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If your rendertarget uses multisampling, you also need to specify a shader
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resource view for a non-MSAA rendertarget texture (identically sized to main_rt)
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in non_msaa_rt. This is only used if the Flash content includes non-standard
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blend modes which have to use a special blend shader, so you can leave it NULL
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if you forbid such content.
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You need to call this before Iggy calls any rendering functions. */
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IDOC extern void gdraw_D3D11_NoMoreGDrawThisFrame(void);
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/* Tells GDraw that no more rendering operations will occur this frame. This triggers
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some end-of-frame processing; most importantly, GDraw uses this call as a marker to
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detect thrashing (and react accordingly), so please do not forget to call this
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every frame! (As long as Iggy does any rendering, that is) */
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IDOC extern void gdraw_D3D11_PreReset(void);
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/* Call this before D3D device Reset(); it will free all default pool resources allocated
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by GDraw. */
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IDOC extern void gdraw_D3D11_PostReset(void);
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/* Call after D3D device Reset(). */
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IDOC extern void RADLINK gdraw_D3D11_BeginCustomDraw_4J(IggyCustomDrawCallbackRegion *Region, F32 mat[16]);
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IDOC extern void RADLINK gdraw_D3D11_CalculateCustomDraw_4J(IggyCustomDrawCallbackRegion *Region, F32 mat[16]);
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IDOC extern void RADLINK gdraw_D3D11_BeginCustomDraw(IggyCustomDrawCallbackRegion *Region, F32 mat[4][4]);
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/* Call at the beginning of Iggy custom draw callback to clear any odd render states GDraw has
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set on the D3D device, and to get the current 2D object-to-world transformation. */
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IDOC extern void RADLINK gdraw_D3D11_EndCustomDraw(IggyCustomDrawCallbackRegion *Region);
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/* Call at the end of Iggy custom draw callback so GDraw can restore its render states. */
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IDOC extern void RADLINK gdraw_D3D11_GetResourceUsageStats(gdraw_d3d11_resourcetype type, S32 *handles_used, S32 *bytes_used);
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/* D3D only: Get resource usage stats for last frame.
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This can be used to get an estimate of how much graphics memory got used by GDraw
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during the last frame.
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For the dynbuffer, this always returns 0 in handles_used and the *size of the largest
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single allocation* in bytes_used. It needs to be sized so that this allocation fits;
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make it smaller and it won't work, but if you make it much larger (say more than 2x
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as big), it's just a waste of memory. That said, we still recommend to make it no
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smaller than 64k, and the default is 256k.
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Caveat: This counts the number of bytes that GDraw knows about. 3D hardware usually
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has its own management overhead, alignment requirements, allocation granularity
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and so on. In short, this is not an accurate estimate of how much memory is actually
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used by the GPU - it is a lower bound, though, and makes for a useful ballpark estimate. */
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IDOC extern GDrawTexture *gdraw_D3D11_WrappedTextureCreate(ID3D11ShaderResourceView *tex_view);
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/* Create a wrapped texture from a shader resource view.
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A wrapped texture can be used to let Iggy draw using the contents of a texture
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you create and manage on your own. For example, you might render to this texture,
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or stream video into it. Wrapped textures take up a handle. They will never be
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freed or otherwise modified by GDraw; nor will GDraw change any reference counts.
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All this is up to the application. */
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IDOC extern void gdraw_D3D11_WrappedTextureChange(GDrawTexture *tex, ID3D11ShaderResourceView *tex_view);
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/* Switch an existing GDrawTexture * that represents a wrapped texture to use
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a new underlying D3D view. For example, you might internally double-buffer
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a dynamically updated texture. As above, GDraw will leave this texture alone
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and not touch any reference counts. */
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IDOC extern void gdraw_D3D11_WrappedTextureDestroy(GDrawTexture *tex);
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/* Destroys the GDraw wrapper for a wrapped texture object. This will free up
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a GDraw texture handle but not release the associated D3D texture; that is
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up to you. */
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GDrawTexture * RADLINK gdraw_D3D11_MakeTextureFromResource(U8 *resource_file, S32 length, IggyFileTextureRaw *texture);
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void RADLINK gdraw_D3D11_DestroyTextureFromResource(GDrawTexture *tex);
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// 4J added
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extern void RADLINK gdraw_D3D11_setViewport_4J();
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2491
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d1x_shared.inl
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2491
Minecraft.Client/Durango/Iggy/gdraw/gdraw_d3d1x_shared.inl
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2595
Minecraft.Client/Durango/Iggy/gdraw/gdraw_shared.inl
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2595
Minecraft.Client/Durango/Iggy/gdraw/gdraw_shared.inl
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File diff suppressed because it is too large
Load Diff
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