1 /**************************************************************************
2 *
3 * Copyright 2010 Luca Barbieri
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27 #include "d3d1x_private.h"
28
29 extern "C"
30 {
31 #include "util/u_gen_mipmap.h"
32 #include "tgsi/tgsi_ureg.h"
33 #include "tgsi/tgsi_dump.h"
34 #include "cso_cache/cso_context.h"
35 }
36
37
38 // the perl script will change this to 10 for d3d10, and also do s/D3D11/D3D10 in the whole file
39 #define API 11
40
41 #if API >= 11
42 #define DX10_ONLY(x)
43 #else
44 #define DX10_ONLY(x) x
45 #endif
46
47 typedef D3D10_MAPPED_TEXTURE3D D3D10_MAPPED_SUBRESOURCE;
48
49 // used to make QueryInterface know the IIDs of the interface and its ancestors
50 COM_INTERFACE(ID3D11DeviceChild, IUnknown)
51 COM_INTERFACE(ID3D11InputLayout, ID3D11DeviceChild)
52 COM_INTERFACE(ID3D11DepthStencilState, ID3D11DeviceChild)
53 COM_INTERFACE(ID3D11BlendState, ID3D11DeviceChild)
54 COM_INTERFACE(ID3D11RasterizerState, ID3D11DeviceChild)
55 COM_INTERFACE(ID3D11SamplerState, ID3D11DeviceChild)
56 COM_INTERFACE(ID3D11Resource, ID3D11DeviceChild)
57 COM_INTERFACE(ID3D11Buffer, ID3D11Resource)
58 COM_INTERFACE(ID3D11Texture1D, ID3D11Resource)
59 COM_INTERFACE(ID3D11Texture2D, ID3D11Resource)
60 COM_INTERFACE(ID3D11Texture3D, ID3D11Resource)
61 COM_INTERFACE(ID3D11View, ID3D11DeviceChild)
62 COM_INTERFACE(ID3D11ShaderResourceView, ID3D11View)
63 COM_INTERFACE(ID3D11RenderTargetView, ID3D11View)
64 COM_INTERFACE(ID3D11DepthStencilView, ID3D11View)
65 COM_INTERFACE(ID3D11VertexShader, ID3D11DeviceChild)
66 COM_INTERFACE(ID3D11GeometryShader, ID3D11DeviceChild)
67 COM_INTERFACE(ID3D11PixelShader, ID3D11DeviceChild)
68 COM_INTERFACE(ID3D11Asynchronous, ID3D11DeviceChild)
69 COM_INTERFACE(ID3D11Query, ID3D11Asynchronous)
70 COM_INTERFACE(ID3D11Predicate, ID3D11Query)
71 COM_INTERFACE(ID3D11Counter, ID3D11Asynchronous)
72 COM_INTERFACE(ID3D11Device, IUnknown)
73
74 #if API >= 11
75 COM_INTERFACE(ID3D11UnorderedAccessView, ID3D11View)
76 COM_INTERFACE(ID3D11HullShader, ID3D11DeviceChild)
77 COM_INTERFACE(ID3D11DomainShader, ID3D11DeviceChild)
78 COM_INTERFACE(ID3D11ComputeShader, ID3D11DeviceChild)
79 COM_INTERFACE(ID3D11ClassInstance, ID3D11DeviceChild)
80 COM_INTERFACE(ID3D11ClassLinkage, ID3D11DeviceChild)
81 COM_INTERFACE(ID3D11CommandList, ID3D11DeviceChild)
82 COM_INTERFACE(ID3D11DeviceContext, ID3D11DeviceChild)
83 #else
84 COM_INTERFACE(ID3D10BlendState1, ID3D10BlendState)
85 COM_INTERFACE(ID3D10ShaderResourceView1, ID3D10ShaderResourceView)
86 COM_INTERFACE(ID3D10Device1, ID3D10Device)
87 #endif
88
89 struct GalliumD3D11Screen;
90
91 #if API >= 11
92 static ID3D11DeviceContext* GalliumD3D11ImmediateDeviceContext_Create(GalliumD3D11Screen* device, struct pipe_context* pipe, bool owns_pipe);
93 static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumState(ID3D11DeviceContext* context);
94 static void GalliumD3D11ImmediateDeviceContext_RestoreGalliumStateBlitOnly(ID3D11DeviceContext* context);
95 static void GalliumD3D11ImmediateDeviceContext_Destroy(ID3D11DeviceContext* device);
96 #endif
97
d3d11_to_pipe_box(struct pipe_resource * resource,unsigned level,const D3D11_BOX * pBox)98 static inline pipe_box d3d11_to_pipe_box(struct pipe_resource* resource, unsigned level, const D3D11_BOX* pBox)
99 {
100 pipe_box box;
101 if(pBox)
102 {
103 box.x = pBox->left;
104 box.y = pBox->top;
105 box.z = pBox->front;
106 box.width = pBox->right - pBox->left;
107 box.height = pBox->bottom - pBox->top;
108 box.depth = pBox->back - pBox->front;
109 }
110 else
111 {
112 box.x = box.y = box.z = 0;
113 box.width = u_minify(resource->width0, level);
114 box.height = u_minify(resource->height0, level);
115 box.depth = u_minify(resource->depth0, level);
116 }
117 return box;
118 }
119
120 struct GalliumD3D11Caps
121 {
122 bool so;
123 bool gs;
124 bool queries;
125 bool render_condition;
126 unsigned constant_buffers[D3D11_STAGES];
127 unsigned stages;
128 unsigned stages_with_sampling;
129 };
130
131 typedef GalliumDXGIDevice<
132 GalliumMultiComObject<
133 #if API >= 11
134 GalliumPrivateDataComObject<ID3D11Device>,
135 #else
136 GalliumPrivateDataComObject<ID3D10Device1>,
137 #endif
138 IGalliumDevice
139 >
140 > GalliumD3D11ScreenBase;
141
142 // used to avoid needing to have forward declarations of functions
143 // this is called "screen" because in the D3D10 case it's only part of the device
144 struct GalliumD3D11Screen : public GalliumD3D11ScreenBase
145 {
146
147 pipe_screen* screen;
148 pipe_context* immediate_pipe;
149 GalliumD3D11Caps screen_caps;
150
151 #if API >= 11
152 ID3D11DeviceContext* immediate_context;
get_immediate_contextGalliumD3D11Screen153 ID3D11DeviceContext* get_immediate_context()
154 {
155 return immediate_context;
156 }
157 #else
get_immediate_contextGalliumD3D11Screen158 GalliumD3D11Screen* get_immediate_context()
159 {
160 return this;
161 }
162 #endif
163
164
GalliumD3D11ScreenGalliumD3D11Screen165 GalliumD3D11Screen(pipe_screen* screen, struct pipe_context* immediate_pipe, IDXGIAdapter* adapter)
166 : GalliumD3D11ScreenBase(adapter), screen(screen), immediate_pipe(immediate_pipe)
167 {
168 }
169
170 #if API < 11
171 // we use a D3D11-like API internally
172 virtual HRESULT STDMETHODCALLTYPE Map(
173 ID3D11Resource *pResource,
174 unsigned Subresource,
175 D3D11_MAP MapType,
176 unsigned MapFlags,
177 D3D11_MAPPED_SUBRESOURCE *pMappedResource) = 0;
178 virtual void STDMETHODCALLTYPE Unmap(
179 ID3D11Resource *pResource,
180 unsigned Subresource) = 0;
181 virtual void STDMETHODCALLTYPE Begin(
182 ID3D11Asynchronous *pAsync) = 0;
183 virtual void STDMETHODCALLTYPE End(
184 ID3D11Asynchronous *pAsync) = 0;
185 virtual HRESULT STDMETHODCALLTYPE GetData(
186 ID3D11Asynchronous *pAsync,
187 void *pData,
188 unsigned DataSize,
189 unsigned GetDataFlags) = 0;
190
191 // TODO: maybe we should use function overloading, but that might risk silent errors,
192 // and cannot be exported to a C interface
193 virtual void UnbindBlendState(ID3D11BlendState* state) = 0;
194 virtual void UnbindRasterizerState(ID3D11RasterizerState* state) = 0;
195 virtual void UnbindDepthStencilState(ID3D11DepthStencilState* state) = 0;
196 virtual void UnbindInputLayout(ID3D11InputLayout* state) = 0;
197 virtual void UnbindPixelShader(ID3D11PixelShader* state) = 0;
198 virtual void UnbindVertexShader(ID3D11VertexShader* state) = 0;
199 virtual void UnbindGeometryShader(ID3D11GeometryShader* state) = 0;
200 virtual void UnbindPredicate(ID3D11Predicate* predicate) = 0;
201 virtual void UnbindSamplerState(ID3D11SamplerState* state) = 0;
202 virtual void UnbindBuffer(ID3D11Buffer* buffer) = 0;
203 virtual void UnbindDepthStencilView(ID3D11DepthStencilView* view) = 0;
204 virtual void UnbindRenderTargetView(ID3D11RenderTargetView* view) = 0;
205 virtual void UnbindShaderResourceView(ID3D11ShaderResourceView* view) = 0;
206
UnbindBlendState1GalliumD3D11Screen207 void UnbindBlendState1(ID3D11BlendState1* state)
208 {
209 UnbindBlendState(state);
210 }
UnbindShaderResourceView1GalliumD3D11Screen211 void UnbindShaderResourceView1(ID3D11ShaderResourceView1* view)
212 {
213 UnbindShaderResourceView(view);
214 }
215 #endif
216 };
217
218 #include "d3d11_objects.h"
219 #include "d3d11_screen.h"
220 #include "d3d11_context.h"
221 #include "d3d11_misc.h"
222
223 #if API >= 11
GalliumD3D11DeviceCreate(struct pipe_screen * screen,struct pipe_context * context,BOOL owns_context,unsigned creation_flags,IDXGIAdapter * adapter,ID3D11Device ** ppDevice)224 HRESULT STDMETHODCALLTYPE GalliumD3D11DeviceCreate(struct pipe_screen* screen, struct pipe_context* context, BOOL owns_context, unsigned creation_flags, IDXGIAdapter* adapter, ID3D11Device** ppDevice)
225 {
226 if(creation_flags & D3D11_CREATE_DEVICE_SINGLETHREADED)
227 *ppDevice = new GalliumD3D11ScreenImpl<false>(screen, context, owns_context, creation_flags, adapter);
228 else
229 *ppDevice = new GalliumD3D11ScreenImpl<true>(screen, context, owns_context, creation_flags, adapter);
230 return S_OK;
231 }
232 #else
GalliumD3D10DeviceCreate1(struct pipe_screen * screen,struct pipe_context * context,BOOL owns_context,unsigned creation_flags,IDXGIAdapter * adapter,ID3D10Device1 ** ppDevice)233 HRESULT STDMETHODCALLTYPE GalliumD3D10DeviceCreate1(struct pipe_screen* screen, struct pipe_context* context, BOOL owns_context, unsigned creation_flags, IDXGIAdapter* adapter, ID3D10Device1** ppDevice)
234 {
235 if(creation_flags & D3D10_CREATE_DEVICE_SINGLETHREADED)
236 *ppDevice = new GalliumD3D10Device<false>(screen, context, owns_context, creation_flags, adapter);
237 else
238 *ppDevice = new GalliumD3D10Device<true>(screen, context, owns_context, creation_flags, adapter);
239 return S_OK;
240 }
241 #endif
242