mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
d16b591a35
In DirectX 11, if a device and a factory are independently created, some functions like MakeWindowAssociation doe't work well. This change fixes the issue by getting a factory from a device and using it. Closes #2661
720 lines
19 KiB
Go
720 lines
19 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package directx
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import (
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"fmt"
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"math"
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"unsafe"
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"golang.org/x/sys/windows"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
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{
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SemanticName: &([]byte("POSITION\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &([]byte("TEXCOORD\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &([]byte("COLOR\000"))[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
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func blendFactorToBlend11(f graphicsdriver.BlendFactor, alpha bool) _D3D11_BLEND {
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switch f {
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case graphicsdriver.BlendFactorZero:
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return _D3D11_BLEND_ZERO
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case graphicsdriver.BlendFactorOne:
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return _D3D11_BLEND_ONE
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case graphicsdriver.BlendFactorSourceColor:
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if alpha {
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return _D3D11_BLEND_SRC_ALPHA
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}
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return _D3D11_BLEND_SRC_COLOR
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case graphicsdriver.BlendFactorOneMinusSourceColor:
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if alpha {
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return _D3D11_BLEND_INV_SRC_ALPHA
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}
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return _D3D11_BLEND_INV_SRC_COLOR
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case graphicsdriver.BlendFactorSourceAlpha:
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return _D3D11_BLEND_SRC_ALPHA
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case graphicsdriver.BlendFactorOneMinusSourceAlpha:
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return _D3D11_BLEND_INV_SRC_ALPHA
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case graphicsdriver.BlendFactorDestinationColor:
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if alpha {
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return _D3D11_BLEND_DEST_ALPHA
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}
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return _D3D11_BLEND_DEST_COLOR
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case graphicsdriver.BlendFactorOneMinusDestinationColor:
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if alpha {
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return _D3D11_BLEND_INV_DEST_ALPHA
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}
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return _D3D11_BLEND_INV_DEST_COLOR
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case graphicsdriver.BlendFactorDestinationAlpha:
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return _D3D11_BLEND_DEST_ALPHA
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case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
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return _D3D11_BLEND_INV_DEST_ALPHA
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case graphicsdriver.BlendFactorSourceAlphaSaturated:
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return _D3D11_BLEND_SRC_ALPHA_SAT
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default:
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panic(fmt.Sprintf("directx: invalid blend factor: %d", f))
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}
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}
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func blendOperationToBlendOp11(o graphicsdriver.BlendOperation) _D3D11_BLEND_OP {
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switch o {
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case graphicsdriver.BlendOperationAdd:
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return _D3D11_BLEND_OP_ADD
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case graphicsdriver.BlendOperationSubtract:
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return _D3D11_BLEND_OP_SUBTRACT
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case graphicsdriver.BlendOperationReverseSubtract:
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return _D3D11_BLEND_OP_REV_SUBTRACT
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default:
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panic(fmt.Sprintf("directx: invalid blend operation: %d", o))
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}
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}
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type blendStateKey struct {
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blend graphicsdriver.Blend
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writeMask uint8
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}
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type graphics11 struct {
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graphicsInfra *graphicsInfra
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featureLevel _D3D_FEATURE_LEVEL
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device *_ID3D11Device
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deviceContext *_ID3D11DeviceContext
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images map[graphicsdriver.ImageID]*image11
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screenImage *image11
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nextImageID graphicsdriver.ImageID
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shaders map[graphicsdriver.ShaderID]*shader11
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nextShaderID graphicsdriver.ShaderID
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vertexBuffer *_ID3D11Buffer
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vertexBufferSizeInBytes uint32
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indexBuffer *_ID3D11Buffer
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indexBufferSizeInBytes uint32
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rasterizerState *_ID3D11RasterizerState
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samplerState *_ID3D11SamplerState
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blendStates map[blendStateKey]*_ID3D11BlendState
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depthStencilStates map[stencilMode]*_ID3D11DepthStencilState
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vsyncEnabled bool
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window windows.HWND
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newScreenWidth int
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newScreenHeight int
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}
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func newGraphics11(useWARP bool, useDebugLayer bool) (gr11 *graphics11, ferr error) {
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g := &graphics11{
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vsyncEnabled: true,
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}
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driverType := _D3D_DRIVER_TYPE_HARDWARE
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if useWARP {
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driverType = _D3D_DRIVER_TYPE_WARP
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}
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var flags _D3D11_CREATE_DEVICE_FLAG
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if useDebugLayer {
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flags |= _D3D11_CREATE_DEVICE_DEBUG
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}
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// Avoid _D3D_FEATURE_LEVEL_11_1 as DirectX 11.0 doesn't recgonize this.
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// Avoid _D3D_FEATURE_LEVEL_9_* for some shaders features (#1431).
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featureLevels := []_D3D_FEATURE_LEVEL{
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_D3D_FEATURE_LEVEL_11_0,
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_D3D_FEATURE_LEVEL_10_1,
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_D3D_FEATURE_LEVEL_10_0,
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}
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// Apparently, adapter must be nil if the driver type is not unknown. This is not documented explicitly.
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// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-d3d11createdevice
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d, fl, ctx, err := _D3D11CreateDevice(nil, driverType, 0, uint32(flags), featureLevels, true, true)
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if err != nil {
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return nil, err
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}
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g.device = (*_ID3D11Device)(d)
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g.featureLevel = fl
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g.deviceContext = (*_ID3D11DeviceContext)(ctx)
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// Get IDXGIFactory from the current device and use it, instead of CreateDXGIFactory.
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// Or, MakeWindowAssociation doesn't work well (#2661).
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dd, err := g.device.QueryInterface(&_IID_IDXGIDevice)
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if err != nil {
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return nil, err
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}
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dxgiDevice := (*_IDXGIDevice)(dd)
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defer dxgiDevice.Release()
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dxgiAdapter, err := dxgiDevice.GetAdapter()
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if err != nil {
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return nil, err
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}
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defer dxgiAdapter.Release()
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df, err := dxgiAdapter.GetParent(&_IID_IDXGIFactory)
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if err != nil {
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return nil, err
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}
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dxgiFactory := (*_IDXGIFactory)(df)
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gi, err := newGraphicsInfra(dxgiFactory)
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if err != nil {
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return nil, err
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}
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g.graphicsInfra = gi
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defer func() {
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if ferr != nil {
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g.graphicsInfra.release()
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g.graphicsInfra = nil
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}
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}()
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g.deviceContext.IASetPrimitiveTopology(_D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
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// Set the rasterizer state.
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if g.rasterizerState == nil {
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rs, err := g.device.CreateRasterizerState(&_D3D11_RASTERIZER_DESC{
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FillMode: _D3D11_FILL_SOLID,
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CullMode: _D3D11_CULL_NONE,
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FrontCounterClockwise: 0,
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DepthBias: 0,
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DepthBiasClamp: 0,
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SlopeScaledDepthBias: 0,
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DepthClipEnable: 0,
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ScissorEnable: 1,
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MultisampleEnable: 0,
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AntialiasedLineEnable: 0,
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})
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if err != nil {
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return nil, err
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}
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g.rasterizerState = rs
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}
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g.deviceContext.RSSetState(g.rasterizerState)
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// Set the sampler state.
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if g.samplerState == nil {
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s, err := g.device.CreateSamplerState(&_D3D11_SAMPLER_DESC{
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Filter: _D3D11_FILTER_MIN_MAG_MIP_POINT,
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AddressU: _D3D11_TEXTURE_ADDRESS_WRAP,
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AddressV: _D3D11_TEXTURE_ADDRESS_WRAP,
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AddressW: _D3D11_TEXTURE_ADDRESS_WRAP,
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ComparisonFunc: _D3D11_COMPARISON_NEVER,
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MinLOD: -math.MaxFloat32,
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MaxLOD: math.MaxFloat32,
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})
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if err != nil {
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return nil, err
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}
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g.samplerState = s
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}
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g.deviceContext.PSSetSamplers(0, []*_ID3D11SamplerState{g.samplerState})
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return g, nil
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}
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func (g *graphics11) Initialize() error {
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return nil
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}
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func (g *graphics11) Begin() error {
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return nil
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}
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func (g *graphics11) End(present bool) error {
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if !present {
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return nil
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}
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if err := g.graphicsInfra.present(g.vsyncEnabled); err != nil {
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return err
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}
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if g.newScreenWidth != 0 && g.newScreenHeight != 0 {
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if g.screenImage != nil {
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// ResizeBuffer requires all the related resources released,
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// so release the swapchain's buffer.
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// Do not dispose the screen image itself since the image's ID is still used.
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g.screenImage.disposeBuffers()
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}
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if err := g.graphicsInfra.resizeSwapChain(g.newScreenWidth, g.newScreenHeight); err != nil {
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return err
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}
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t, err := g.graphicsInfra.getBuffer(0, &_IID_ID3D11Texture2D)
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if err != nil {
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return err
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}
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g.screenImage.width = g.newScreenWidth
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g.screenImage.height = g.newScreenHeight
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g.screenImage.texture = (*_ID3D11Texture2D)(t)
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g.newScreenWidth = 0
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g.newScreenHeight = 0
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}
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return nil
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}
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func (g *graphics11) SetWindow(window uintptr) {
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g.window = windows.HWND(window)
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// TODO: need to update the swap chain?
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}
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func (g *graphics11) SetTransparent(transparent bool) {
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// TODO: Implement this?
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}
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func (g *graphics11) SetVertices(vertices []float32, indices []uint16) error {
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if size := pow2(uint32(len(vertices)) * uint32(unsafe.Sizeof(vertices[0]))); g.vertexBufferSizeInBytes < size {
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if g.vertexBuffer != nil {
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g.vertexBuffer.Release()
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g.vertexBuffer = nil
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}
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b, err := g.device.CreateBuffer(&_D3D11_BUFFER_DESC{
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ByteWidth: size,
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Usage: _D3D11_USAGE_DYNAMIC,
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BindFlags: uint32(_D3D11_BIND_VERTEX_BUFFER),
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CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_WRITE),
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}, nil)
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if err != nil {
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return err
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}
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g.vertexBuffer = b
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g.vertexBufferSizeInBytes = size
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g.deviceContext.IASetVertexBuffers(0, []*_ID3D11Buffer{g.vertexBuffer},
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[]uint32{graphics.VertexFloatCount * uint32(unsafe.Sizeof(vertices[0]))}, []uint32{0})
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}
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if size := pow2(uint32(len(indices)) * uint32(unsafe.Sizeof(indices[0]))); g.indexBufferSizeInBytes < size {
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if g.indexBuffer != nil {
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g.indexBuffer.Release()
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g.indexBuffer = nil
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}
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b, err := g.device.CreateBuffer(&_D3D11_BUFFER_DESC{
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ByteWidth: size,
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Usage: _D3D11_USAGE_DYNAMIC,
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BindFlags: uint32(_D3D11_BIND_INDEX_BUFFER),
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CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_WRITE),
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}, nil)
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if err != nil {
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return err
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}
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g.indexBuffer = b
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g.indexBufferSizeInBytes = size
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g.deviceContext.IASetIndexBuffer(g.indexBuffer, _DXGI_FORMAT_R16_UINT, 0)
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}
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// Copy the vertices data.
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{
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var mapped _D3D11_MAPPED_SUBRESOURCE
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if err := g.deviceContext.Map(unsafe.Pointer(g.vertexBuffer), 0, _D3D11_MAP_WRITE_DISCARD, 0, &mapped); err != nil {
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return err
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}
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copy(unsafe.Slice((*float32)(mapped.pData), len(vertices)), vertices)
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g.deviceContext.Unmap(unsafe.Pointer(g.vertexBuffer), 0)
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}
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// Copy the indices data.
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{
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var mapped _D3D11_MAPPED_SUBRESOURCE
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if err := g.deviceContext.Map(unsafe.Pointer(g.indexBuffer), 0, _D3D11_MAP_WRITE_DISCARD, 0, &mapped); err != nil {
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return err
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}
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copy(unsafe.Slice((*uint16)(mapped.pData), len(indices)), indices)
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g.deviceContext.Unmap(unsafe.Pointer(g.indexBuffer), 0)
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}
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return nil
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}
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func (g *graphics11) NewImage(width, height int) (graphicsdriver.Image, error) {
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t, err := g.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
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Width: uint32(graphics.InternalImageSize(width)),
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Height: uint32(graphics.InternalImageSize(height)),
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MipLevels: 1, // 0 doesn't work when shrinking the image.
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ArraySize: 1,
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Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
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SampleDesc: _DXGI_SAMPLE_DESC{
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Count: 1,
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Quality: 0,
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},
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Usage: _D3D11_USAGE_DEFAULT,
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BindFlags: uint32(_D3D11_BIND_SHADER_RESOURCE | _D3D11_BIND_RENDER_TARGET),
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CPUAccessFlags: 0,
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MiscFlags: 0,
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}, nil)
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if err != nil {
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return nil, err
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}
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i := &image11{
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graphics: g,
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id: g.genNextImageID(),
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width: width,
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height: height,
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texture: t,
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}
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g.addImage(i)
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return i, nil
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}
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func (g *graphics11) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
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imageWidth := width
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imageHeight := height
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if g.screenImage != nil {
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imageWidth = g.screenImage.width
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imageHeight = g.screenImage.height
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g.screenImage.Dispose()
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g.screenImage = nil
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}
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if g.graphicsInfra.isSwapChainInited() {
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g.newScreenWidth, g.newScreenHeight = width, height
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} else {
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if err := g.graphicsInfra.initSwapChain(width, height, unsafe.Pointer(g.device), g.window); err != nil {
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return nil, err
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}
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}
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t, err := g.graphicsInfra.getBuffer(0, &_IID_ID3D11Texture2D)
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if err != nil {
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return nil, err
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}
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i := &image11{
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graphics: g,
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id: g.genNextImageID(),
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width: imageWidth,
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height: imageHeight,
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screen: true,
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texture: (*_ID3D11Texture2D)(t),
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}
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g.addImage(i)
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g.screenImage = i
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return i, nil
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}
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func (g *graphics11) addImage(img *image11) {
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if g.images == nil {
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g.images = map[graphicsdriver.ImageID]*image11{}
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}
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if _, ok := g.images[img.id]; ok {
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panic(fmt.Sprintf("directx: image ID %d was already registered", img.id))
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}
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g.images[img.id] = img
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}
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func (g *graphics11) removeImage(image *image11) {
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delete(g.images, image.id)
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}
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func (g *graphics11) SetVsyncEnabled(enabled bool) {
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g.vsyncEnabled = enabled
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}
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func (g *graphics11) NeedsRestoring() bool {
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return false
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}
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func (g *graphics11) NeedsClearingScreen() bool {
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// TODO: Confirm this is really true.
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return true
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}
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func (g *graphics11) IsGL() bool {
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return false
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}
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func (g *graphics11) IsDirectX() bool {
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return true
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}
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func (g *graphics11) MaxImageSize() int {
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switch g.featureLevel {
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case _D3D_FEATURE_LEVEL_10_0:
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return 8192
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case _D3D_FEATURE_LEVEL_10_1:
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return 8192
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case _D3D_FEATURE_LEVEL_11_0:
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return 16384
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default:
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panic(fmt.Sprintf("directx: invalid feature level: 0x%x", g.featureLevel))
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}
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}
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func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
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vs, ps, offsets := hlsl.Compile(program)
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vsh, psh, err := compileShader(vs, ps)
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if err != nil {
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return nil, err
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}
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s := &shader11{
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graphics: g,
|
|
id: g.genNextShaderID(),
|
|
uniformTypes: program.Uniforms,
|
|
uniformOffsets: offsets,
|
|
vertexShaderBlob: vsh,
|
|
pixelShaderBlob: psh,
|
|
}
|
|
g.addShader(s)
|
|
return s, nil
|
|
}
|
|
|
|
func (g *graphics11) addShader(s *shader11) {
|
|
if g.shaders == nil {
|
|
g.shaders = map[graphicsdriver.ShaderID]*shader11{}
|
|
}
|
|
if _, ok := g.shaders[s.id]; ok {
|
|
panic(fmt.Sprintf("directx: shader ID %d was already registered", s.id))
|
|
}
|
|
g.shaders[s.id] = s
|
|
}
|
|
|
|
func (g *graphics11) removeShader(s *shader11) {
|
|
s.disposeImpl()
|
|
delete(g.shaders, s.id)
|
|
}
|
|
|
|
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) error {
|
|
// Remove bound textures first. This is needed to avoid warnings on the debugger.
|
|
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
|
|
srvs := [graphics.ShaderImageCount]*_ID3D11ShaderResourceView{}
|
|
g.deviceContext.PSSetShaderResources(0, srvs[:])
|
|
|
|
dst := g.images[dstID]
|
|
var srcs [graphics.ShaderImageCount]*image11
|
|
for i, id := range srcIDs {
|
|
img := g.images[id]
|
|
if img == nil {
|
|
continue
|
|
}
|
|
srcs[i] = img
|
|
}
|
|
|
|
w, h := dst.internalSize()
|
|
g.deviceContext.RSSetViewports([]_D3D11_VIEWPORT{
|
|
{
|
|
TopLeftX: 0,
|
|
TopLeftY: 0,
|
|
Width: float32(w),
|
|
Height: float32(h),
|
|
MinDepth: 0,
|
|
MaxDepth: 1,
|
|
},
|
|
})
|
|
|
|
if err := dst.setAsRenderTarget(evenOdd); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Set the shader parameters.
|
|
shader := g.shaders[shaderID]
|
|
if err := shader.use(uniforms, srcs); err != nil {
|
|
return err
|
|
}
|
|
|
|
if !evenOdd {
|
|
bs, err := g.blendState(blend, noStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff)
|
|
|
|
dss, err := g.depthStencilState(noStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetDepthStencilState(dss, 0)
|
|
}
|
|
|
|
for _, dstRegion := range dstRegions {
|
|
g.deviceContext.RSSetScissorRects([]_D3D11_RECT{
|
|
{
|
|
left: int32(dstRegion.Region.X),
|
|
top: int32(dstRegion.Region.Y),
|
|
right: int32(dstRegion.Region.X + dstRegion.Region.Width),
|
|
bottom: int32(dstRegion.Region.Y + dstRegion.Region.Height),
|
|
},
|
|
})
|
|
|
|
if evenOdd {
|
|
bs, err := g.blendState(blend, prepareStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff)
|
|
dss, err := g.depthStencilState(prepareStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetDepthStencilState(dss, 0)
|
|
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
|
|
|
|
bs, err = g.blendState(blend, drawWithStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff)
|
|
dss, err = g.depthStencilState(drawWithStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.deviceContext.OMSetDepthStencilState(dss, 0)
|
|
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
|
|
} else {
|
|
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
|
|
}
|
|
|
|
indexOffset += dstRegion.IndexCount
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *graphics11) genNextImageID() graphicsdriver.ImageID {
|
|
g.nextImageID++
|
|
return g.nextImageID
|
|
}
|
|
|
|
func (g *graphics11) genNextShaderID() graphicsdriver.ShaderID {
|
|
g.nextShaderID++
|
|
return g.nextShaderID
|
|
}
|
|
|
|
func (g *graphics11) blendState(blend graphicsdriver.Blend, stencilMode stencilMode) (*_ID3D11BlendState, error) {
|
|
writeMask := uint8(_D3D11_COLOR_WRITE_ENABLE_ALL)
|
|
if stencilMode == prepareStencil {
|
|
writeMask = 0
|
|
}
|
|
|
|
key := blendStateKey{
|
|
blend: blend,
|
|
writeMask: writeMask,
|
|
}
|
|
if bs, ok := g.blendStates[key]; ok {
|
|
return bs, nil
|
|
}
|
|
|
|
bs, err := g.device.CreateBlendState(&_D3D11_BLEND_DESC{
|
|
AlphaToCoverageEnable: 0,
|
|
IndependentBlendEnable: 0,
|
|
RenderTarget: [8]_D3D11_RENDER_TARGET_BLEND_DESC{
|
|
{
|
|
BlendEnable: 1,
|
|
SrcBlend: blendFactorToBlend11(blend.BlendFactorSourceRGB, false),
|
|
DestBlend: blendFactorToBlend11(blend.BlendFactorDestinationRGB, false),
|
|
BlendOp: blendOperationToBlendOp11(blend.BlendOperationRGB),
|
|
SrcBlendAlpha: blendFactorToBlend11(blend.BlendFactorSourceAlpha, true),
|
|
DestBlendAlpha: blendFactorToBlend11(blend.BlendFactorDestinationAlpha, true),
|
|
BlendOpAlpha: blendOperationToBlendOp11(blend.BlendOperationAlpha),
|
|
RenderTargetWriteMask: writeMask,
|
|
},
|
|
},
|
|
})
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
if g.blendStates == nil {
|
|
g.blendStates = map[blendStateKey]*_ID3D11BlendState{}
|
|
}
|
|
g.blendStates[key] = bs
|
|
return bs, nil
|
|
}
|
|
|
|
func (g *graphics11) depthStencilState(mode stencilMode) (*_ID3D11DepthStencilState, error) {
|
|
if s, ok := g.depthStencilStates[mode]; ok {
|
|
return s, nil
|
|
}
|
|
|
|
desc := &_D3D11_DEPTH_STENCIL_DESC{
|
|
DepthEnable: 0,
|
|
DepthWriteMask: _D3D11_DEPTH_WRITE_MASK_ALL,
|
|
DepthFunc: _D3D11_COMPARISON_LESS,
|
|
StencilEnable: 0,
|
|
StencilReadMask: _D3D11_DEFAULT_STENCIL_READ_MASK,
|
|
StencilWriteMask: _D3D11_DEFAULT_STENCIL_WRITE_MASK,
|
|
FrontFace: _D3D11_DEPTH_STENCILOP_DESC{
|
|
StencilFailOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilDepthFailOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilPassOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilFunc: _D3D11_COMPARISON_ALWAYS,
|
|
},
|
|
BackFace: _D3D11_DEPTH_STENCILOP_DESC{
|
|
StencilFailOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilDepthFailOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilPassOp: _D3D11_STENCIL_OP_KEEP,
|
|
StencilFunc: _D3D11_COMPARISON_ALWAYS,
|
|
},
|
|
}
|
|
switch mode {
|
|
case prepareStencil:
|
|
desc.StencilEnable = 1
|
|
desc.FrontFace.StencilPassOp = _D3D11_STENCIL_OP_INVERT
|
|
desc.BackFace.StencilPassOp = _D3D11_STENCIL_OP_INVERT
|
|
case drawWithStencil:
|
|
desc.StencilEnable = 1
|
|
desc.FrontFace.StencilFunc = _D3D11_COMPARISON_NOT_EQUAL
|
|
desc.BackFace.StencilFunc = _D3D11_COMPARISON_NOT_EQUAL
|
|
}
|
|
|
|
s, err := g.device.CreateDepthStencilState(desc)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
if g.depthStencilStates == nil {
|
|
g.depthStencilStates = map[stencilMode]*_ID3D11DepthStencilState{}
|
|
}
|
|
g.depthStencilStates[mode] = s
|
|
return s, nil
|
|
}
|