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/**************************************************************************
*
* Copyright 2010 Luca Barbieri
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "d3d1x_private.h"
extern "C"
{
#include "util/u_gen_mipmap.h"
#include "tgsi/tgsi_ureg.h"
#include "tgsi/tgsi_dump.h"
#include "cso_cache/cso_context.h"
}
// the perl script will change this to 10 for d3d10, and also do s/D3D11/D3D10 in the whole file
#define API 11
#if API >= 11
#define DX10_ONLY(x)
#else
#define DX10_ONLY(x) x
#endif
typedef D3D10_MAPPED_TEXTURE3D D3D10_MAPPED_SUBRESOURCE;
// used to make QueryInterface know the IIDs of the interface and its ancestors
COM_INTERFACE(ID3D11DeviceChild, IUnknown)
COM_INTERFACE(ID3D11InputLayout, ID3D11DeviceChild)
COM_INTERFACE(ID3D11DepthStencilState, ID3D11DeviceChild)
COM_INTERFACE(ID3D11BlendState, ID3D11DeviceChild)
COM_INTERFACE(ID3D11RasterizerState, ID3D11DeviceChild)
COM_INTERFACE(ID3D11SamplerState, ID3D11DeviceChild)
COM_INTERFACE(ID3D11Resource, ID3D11DeviceChild)
COM_INTERFACE(ID3D11Buffer, ID3D11Resource)
COM_INTERFACE(ID3D11Texture1D, ID3D11Resource)
COM_INTERFACE(ID3D11Texture2D, ID3D11Resource)
COM_INTERFACE(ID3D11Texture3D, ID3D11Resource)
COM_INTERFACE(ID3D11View, ID3D11DeviceChild)
COM_INTERFACE(ID3D11ShaderResourceView, ID3D11View)
COM_INTERFACE(ID3D11RenderTargetView, ID3D11View)
COM_INTERFACE(ID3D11DepthStencilView, ID3D11View)
COM_INTERFACE(ID3D11VertexShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11GeometryShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11PixelShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11Asynchronous, ID3D11DeviceChild)
COM_INTERFACE(ID3D11Query, ID3D11Asynchronous)
COM_INTERFACE(ID3D11Predicate, ID3D11Query)
COM_INTERFACE(ID3D11Counter, ID3D11Asynchronous)
COM_INTERFACE(ID3D11Device, IUnknown)
#if API >= 11
COM_INTERFACE(ID3D11UnorderedAccessView, ID3D11View)
COM_INTERFACE(ID3D11HullShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11DomainShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11ComputeShader, ID3D11DeviceChild)
COM_INTERFACE(ID3D11ClassInstance, ID3D11DeviceChild)
COM_INTERFACE(ID3D11ClassLinkage, ID3D11DeviceChild)
COM_INTERFACE(ID3D11CommandList, ID3D11DeviceChild)
COM_INTERFACE(ID3D11DeviceContext, ID3D11DeviceChild)
#else
COM_INTERFACE(ID3D10BlendState1, ID3D10BlendState)
COM_INTERFACE(ID3D10ShaderResourceView1, ID3D10ShaderResourceView)
COM_INTERFACE(ID3D10Device1, ID3D10Device)
#endif
struct GalliumD3D11Screen;
#if API >= 11
static ID3D11DeviceContext* GalliumD3D11ImmediateDeviceContext_Create(GalliumD3D11Screen* device, struct pipe_context* pipe, bool owns_pipe);
static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(ID3D11DeviceContext* context);
static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(ID3D11DeviceContext* context);
static void GalliumD3D11ImmediateDeviceContext_Destroy(ID3D11DeviceContext* device);
#endif
static inline pipe_box d3d11_to_pipe_box(struct pipe_resource* resource, unsigned level, const D3D11_BOX* pBox)
{
pipe_box box;
if(pBox)
{
box.x = pBox->left;
box.y = pBox->top;
box.z = pBox->front;
box.width = pBox->right - pBox->left;
box.height = pBox->bottom - pBox->top;
box.depth = pBox->back - pBox->front;
}
else
{
box.x = box.y = box.z = 0;
box.width = u_minify(resource->width0, level);
box.height = u_minify(resource->height0, level);
box.depth = u_minify(resource->depth0, level);
}
return box;
}
struct GalliumD3D11Caps
{
bool so;
bool gs;
bool queries;
bool render_condition;
unsigned constant_buffers[D3D11_STAGES];
unsigned stages;
unsigned stages_with_sampling;
};
typedef GalliumDXGIDevice<
GalliumMultiComObject<
#if API >= 11
GalliumPrivateDataComObject<ID3D11Device>,
#else
GalliumPrivateDataComObject<ID3D10Device1>,
#endif
IGalliumDevice
>
> GalliumD3D11ScreenBase;
// used to avoid needing to have forward declarations of functions
// this is called "screen" because in the D3D10 case it's only part of the device
struct GalliumD3D11Screen : public GalliumD3D11ScreenBase
{
pipe_screen* screen;
pipe_context* immediate_pipe;
GalliumD3D11Caps screen_caps;
#if API >= 11
ID3D11DeviceContext* immediate_context;
ID3D11DeviceContext* get_immediate_context()
{
return immediate_context;
}
#else
GalliumD3D11Screen* get_immediate_context()
{
return this;
}
#endif
GalliumD3D11Screen(pipe_screen* screen, struct pipe_context* immediate_pipe, IDXGIAdapter* adapter)
: GalliumD3D11ScreenBase(adapter), screen(screen), immediate_pipe(immediate_pipe)
{
}
#if API < 11
// we use a D3D11-like API internally
virtual HRESULT STDMETHODCALLTYPE Map(
ID3D11Resource *pResource,
unsigned Subresource,
D3D11_MAP MapType,
unsigned MapFlags,
D3D11_MAPPED_SUBRESOURCE *pMappedResource) = 0;
virtual void STDMETHODCALLTYPE Unmap(
ID3D11Resource *pResource,
unsigned Subresource) = 0;
virtual void STDMETHODCALLTYPE Begin(
ID3D11Asynchronous *pAsync) = 0;
virtual void STDMETHODCALLTYPE End(
ID3D11Asynchronous *pAsync) = 0;
virtual HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous *pAsync,
void *pData,
unsigned DataSize,
unsigned GetDataFlags) = 0;
// TODO: maybe we should use function overloading, but that might risk silent errors,
// and cannot be exported to a C interface
virtual void UnbindBlendState(ID3D11BlendState* state) = 0;
virtual void UnbindRasterizerState(ID3D11RasterizerState* state) = 0;
virtual void UnbindDepthStencilState(ID3D11DepthStencilState* state) = 0;
virtual void UnbindInputLayout(ID3D11InputLayout* state) = 0;
virtual void UnbindPixelShader(ID3D11PixelShader* state) = 0;
virtual void UnbindVertexShader(ID3D11VertexShader* state) = 0;
virtual void UnbindGeometryShader(ID3D11GeometryShader* state) = 0;
virtual void UnbindPredicate(ID3D11Predicate* predicate) = 0;
virtual void UnbindSamplerState(ID3D11SamplerState* state) = 0;
virtual void UnbindBuffer(ID3D11Buffer* buffer) = 0;
virtual void UnbindDepthStencilView(ID3D11DepthStencilView* view) = 0;
virtual void UnbindRenderTargetView(ID3D11RenderTargetView* view) = 0;
virtual void UnbindShaderResourceView(ID3D11ShaderResourceView* view) = 0;
void UnbindBlendState1(ID3D11BlendState1* state)
{
UnbindBlendState(state);
}
void UnbindShaderResourceView1(ID3D11ShaderResourceView1* view)
{
UnbindShaderResourceView(view);
}
#endif
};
#include "d3d11_objects.h"
#include "d3d11_screen.h"
#include "d3d11_context.h"
#include "d3d11_misc.h"
#if API >= 11
HRESULT STDMETHODCALLTYPE GalliumD3D11DeviceCreate(struct pipe_screen* screen, struct pipe_context* context, BOOL owns_context, unsigned creation_flags, IDXGIAdapter* adapter, ID3D11Device** ppDevice)
{
if(creation_flags & D3D11_CREATE_DEVICE_SINGLETHREADED)
*ppDevice = new GalliumD3D11ScreenImpl<false>(screen, context, owns_context, creation_flags, adapter);
else
*ppDevice = new GalliumD3D11ScreenImpl<true>(screen, context, owns_context, creation_flags, adapter);
return S_OK;
}
#else
HRESULT STDMETHODCALLTYPE GalliumD3D10DeviceCreate1(struct pipe_screen* screen, struct pipe_context* context, BOOL owns_context, unsigned creation_flags, IDXGIAdapter* adapter, ID3D10Device1** ppDevice)
{
if(creation_flags & D3D10_CREATE_DEVICE_SINGLETHREADED)
*ppDevice = new GalliumD3D10Device<false>(screen, context, owns_context, creation_flags, adapter);
else
*ppDevice = new GalliumD3D10Device<true>(screen, context, owns_context, creation_flags, adapter);
return S_OK;
}
#endif