/************************************************************************** * * 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, #else GalliumPrivateDataComObject, #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(screen, context, owns_context, creation_flags, adapter); else *ppDevice = new GalliumD3D11ScreenImpl(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(screen, context, owns_context, creation_flags, adapter); else *ppDevice = new GalliumD3D10Device(screen, context, owns_context, creation_flags, adapter); return S_OK; } #endif