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MinecraftConsoles/Minecraft.Client/Windows64/Iggy/gdraw/gdraw_d3d11.cpp
2026-03-01 12:16:08 +08:00

147 lines
4.9 KiB
C++

#include "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 "gdraw.h"
#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();
}