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obs-studio/libobs-d3d11/d3d11-subsystem.hpp
jp9000 ea6efc9514 libobs-d3d11: Only load vertex buffer before drawing
Fixes a bug where loading vertex shaders could cause error messages
about mismatching vertex buffer data to appear because the vertex shader
would try to reload the previously used vertex buffer.
2017-05-15 23:57:53 -07:00

849 lines
21 KiB
C++

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <util/AlignedNew.hpp>
#include <util/windows/win-version.h>
#include <vector>
#include <string>
#include <memory>
#include <windows.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <util/base.h>
#include <graphics/matrix4.h>
#include <graphics/graphics.h>
#include <graphics/device-exports.h>
#include <util/windows/ComPtr.hpp>
#include <util/windows/HRError.hpp>
// #define DISASSEMBLE_SHADERS
struct shader_var;
struct shader_sampler;
struct gs_vertex_shader;
using namespace std;
/*
* Just to clarify, all structs, and all public. These are exporting only
* via encapsulated C bindings, not C++ bindings, so the whole concept of
* "public" and "private" does not matter at all for this subproject.
*/
static inline uint32_t GetWinVer()
{
struct win_version_info ver;
get_win_ver(&ver);
return (ver.major << 8) | ver.minor;
}
static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
{
switch (format) {
case GS_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
case GS_A8: return DXGI_FORMAT_A8_UNORM;
case GS_R8: return DXGI_FORMAT_R8_UNORM;
case GS_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM;
case GS_BGRX: return DXGI_FORMAT_B8G8R8X8_UNORM;
case GS_BGRA: return DXGI_FORMAT_B8G8R8A8_UNORM;
case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
case GS_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM;
case GS_R16: return DXGI_FORMAT_R16_UNORM;
case GS_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GS_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GS_RG16F: return DXGI_FORMAT_R16G16_FLOAT;
case GS_RG32F: return DXGI_FORMAT_R32G32_FLOAT;
case GS_R16F: return DXGI_FORMAT_R16_FLOAT;
case GS_R32F: return DXGI_FORMAT_R32_FLOAT;
case GS_DXT1: return DXGI_FORMAT_BC1_UNORM;
case GS_DXT3: return DXGI_FORMAT_BC2_UNORM;
case GS_DXT5: return DXGI_FORMAT_BC3_UNORM;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
{
switch ((unsigned long)format) {
case DXGI_FORMAT_A8_UNORM: return GS_A8;
case DXGI_FORMAT_R8_UNORM: return GS_R8;
case DXGI_FORMAT_R8G8B8A8_UNORM: return GS_RGBA;
case DXGI_FORMAT_B8G8R8X8_UNORM: return GS_BGRX;
case DXGI_FORMAT_B8G8R8A8_UNORM: return GS_BGRA;
case DXGI_FORMAT_R10G10B10A2_UNORM: return GS_R10G10B10A2;
case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
case DXGI_FORMAT_R16_UNORM: return GS_R16;
case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
case DXGI_FORMAT_R16G16_FLOAT: return GS_RG16F;
case DXGI_FORMAT_R32G32_FLOAT: return GS_RG32F;
case DXGI_FORMAT_R16_FLOAT: return GS_R16F;
case DXGI_FORMAT_R32_FLOAT: return GS_R32F;
case DXGI_FORMAT_BC1_UNORM: return GS_DXT1;
case DXGI_FORMAT_BC2_UNORM: return GS_DXT3;
case DXGI_FORMAT_BC3_UNORM: return GS_DXT5;
}
return GS_UNKNOWN;
}
static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
{
switch (format) {
case GS_ZS_NONE: return DXGI_FORMAT_UNKNOWN;
case GS_Z16: return DXGI_FORMAT_D16_UNORM;
case GS_Z24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
case GS_Z32F: return DXGI_FORMAT_D32_FLOAT;
case GS_Z32F_S8X24: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
{
switch (test) {
case GS_NEVER: return D3D11_COMPARISON_NEVER;
case GS_LESS: return D3D11_COMPARISON_LESS;
case GS_LEQUAL: return D3D11_COMPARISON_LESS_EQUAL;
case GS_EQUAL: return D3D11_COMPARISON_EQUAL;
case GS_GEQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
case GS_GREATER: return D3D11_COMPARISON_GREATER;
case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
case GS_ALWAYS: return D3D11_COMPARISON_ALWAYS;
}
return D3D11_COMPARISON_NEVER;
}
static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
{
switch (op) {
case GS_KEEP: return D3D11_STENCIL_OP_KEEP;
case GS_ZERO: return D3D11_STENCIL_OP_ZERO;
case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
case GS_INCR: return D3D11_STENCIL_OP_INCR;
case GS_DECR: return D3D11_STENCIL_OP_DECR;
case GS_INVERT: return D3D11_STENCIL_OP_INVERT;
}
return D3D11_STENCIL_OP_KEEP;
}
static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
{
switch (type) {
case GS_BLEND_ZERO: return D3D11_BLEND_ZERO;
case GS_BLEND_ONE: return D3D11_BLEND_ONE;
case GS_BLEND_SRCCOLOR: return D3D11_BLEND_SRC_COLOR;
case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
case GS_BLEND_SRCALPHA: return D3D11_BLEND_SRC_ALPHA;
case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
case GS_BLEND_DSTCOLOR: return D3D11_BLEND_DEST_COLOR;
case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
case GS_BLEND_DSTALPHA: return D3D11_BLEND_DEST_ALPHA;
case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
}
return D3D11_BLEND_ONE;
}
static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
{
switch (mode) {
case GS_BACK: return D3D11_CULL_BACK;
case GS_FRONT: return D3D11_CULL_FRONT;
case GS_NEITHER: return D3D11_CULL_NONE;
}
return D3D11_CULL_BACK;
}
static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
{
switch (mode) {
case GS_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
case GS_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case GS_TRIS: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case GS_TRISTRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
}
/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
struct VBDataPtr {
gs_vb_data *data;
inline VBDataPtr(gs_vb_data *data) : data(data) {}
inline ~VBDataPtr() {gs_vbdata_destroy(data);}
};
enum class gs_type {
gs_vertex_buffer,
gs_index_buffer,
gs_texture_2d,
gs_zstencil_buffer,
gs_stage_surface,
gs_sampler_state,
gs_vertex_shader,
gs_pixel_shader,
gs_duplicator,
gs_swap_chain,
};
struct gs_obj {
gs_device_t *device;
gs_type obj_type;
gs_obj *next;
gs_obj **prev_next;
inline gs_obj() :
device(nullptr),
next(nullptr),
prev_next(nullptr)
{}
gs_obj(gs_device_t *device, gs_type type);
virtual ~gs_obj();
};
struct gs_vertex_buffer : gs_obj {
ComPtr<ID3D11Buffer> vertexBuffer;
ComPtr<ID3D11Buffer> normalBuffer;
ComPtr<ID3D11Buffer> colorBuffer;
ComPtr<ID3D11Buffer> tangentBuffer;
vector<ComPtr<ID3D11Buffer>> uvBuffers;
bool dynamic;
VBDataPtr vbd;
size_t numVerts;
vector<size_t> uvSizes;
void FlushBuffer(ID3D11Buffer *buffer, void *array,
size_t elementSize);
void MakeBufferList(gs_vertex_shader *shader,
vector<ID3D11Buffer*> &buffers,
vector<uint32_t> &strides);
void InitBuffer(const size_t elementSize,
const size_t numVerts, void *array,
ID3D11Buffer **buffer);
void BuildBuffers();
inline void Release()
{
vertexBuffer.Release();
normalBuffer.Release();
colorBuffer.Release();
tangentBuffer.Release();
uvBuffers.clear();
}
inline void Rebuild();
gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
uint32_t flags);
};
/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
struct DataPtr {
void *data;
inline DataPtr(void *data) : data(data) {}
inline ~DataPtr() {bfree(data);}
};
struct gs_index_buffer : gs_obj {
ComPtr<ID3D11Buffer> indexBuffer;
bool dynamic;
gs_index_type type;
size_t indexSize;
size_t num;
DataPtr indices;
D3D11_BUFFER_DESC bd = {};
D3D11_SUBRESOURCE_DATA srd = {};
void InitBuffer();
inline void Rebuild(ID3D11Device *dev);
inline void Release() {indexBuffer.Release();}
gs_index_buffer(gs_device_t *device, enum gs_index_type type,
void *indices, size_t num, uint32_t flags);
};
struct gs_texture : gs_obj {
gs_texture_type type;
uint32_t levels;
gs_color_format format;
ComPtr<ID3D11ShaderResourceView> shaderRes;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
inline void Rebuild(ID3D11Device *dev);
inline gs_texture(gs_texture_type type, uint32_t levels,
gs_color_format format)
: type (type),
levels (levels),
format (format)
{
}
inline gs_texture(gs_device *device, gs_type obj_type,
gs_texture_type type)
: gs_obj (device, obj_type),
type (type)
{
}
inline gs_texture(gs_device *device, gs_type obj_type,
gs_texture_type type,
uint32_t levels, gs_color_format format)
: gs_obj (device, obj_type),
type (type),
levels (levels),
format (format)
{
}
};
struct gs_texture_2d : gs_texture {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11RenderTargetView> renderTarget[6];
ComPtr<IDXGISurface1> gdiSurface;
uint32_t width = 0, height = 0;
DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
bool isRenderTarget = false;
bool isGDICompatible = false;
bool isDynamic = false;
bool isShared = false;
bool genMipmaps = false;
uint32_t sharedHandle = 0;
vector<vector<uint8_t>> data;
vector<D3D11_SUBRESOURCE_DATA> srd;
D3D11_TEXTURE2D_DESC td = {};
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
void InitTexture(const uint8_t **data);
void InitResourceView();
void InitRenderTargets();
void BackupTexture(const uint8_t **data);
void RebuildSharedTextureFallback();
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
texture.Release();
for (auto &rt : renderTarget)
rt.Release();
gdiSurface.Release();
shaderRes.Release();
}
inline gs_texture_2d()
: gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
{
}
gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
gs_color_format colorFormat, uint32_t levels,
const uint8_t **data, uint32_t flags,
gs_texture_type type, bool gdiCompatible, bool shared);
gs_texture_2d(gs_device_t *device, uint32_t handle);
};
struct gs_zstencil_buffer : gs_obj {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11DepthStencilView> view;
uint32_t width, height;
gs_zstencil_format format;
DXGI_FORMAT dxgiFormat;
D3D11_TEXTURE2D_DESC td = {};
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
void InitBuffer();
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
texture.Release();
view.Release();
}
inline gs_zstencil_buffer()
: width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN)
{
}
gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
gs_zstencil_format format);
};
struct gs_stage_surface : gs_obj {
ComPtr<ID3D11Texture2D> texture;
D3D11_TEXTURE2D_DESC td = {};
uint32_t width, height;
gs_color_format format;
DXGI_FORMAT dxgiFormat;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
texture.Release();
}
gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
gs_color_format colorFormat);
};
struct gs_sampler_state : gs_obj {
ComPtr<ID3D11SamplerState> state;
D3D11_SAMPLER_DESC sd = {};
gs_sampler_info info;
inline void Rebuild(ID3D11Device *dev);
inline void Release() {state.Release();}
gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
};
struct gs_shader_param {
string name;
gs_shader_param_type type;
uint32_t textureID;
struct gs_sampler_state *nextSampler = nullptr;
int arrayCount;
size_t pos;
vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
gs_shader_param(shader_var &var, uint32_t &texCounter);
};
struct ShaderError {
ComPtr<ID3D10Blob> errors;
HRESULT hr;
inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
: errors (errors),
hr (hr)
{
}
};
struct gs_shader : gs_obj {
gs_shader_type type;
vector<gs_shader_param> params;
ComPtr<ID3D11Buffer> constants;
size_t constantSize;
D3D11_BUFFER_DESC bd = {};
vector<uint8_t> data;
inline void UpdateParam(vector<uint8_t> &constData,
gs_shader_param &param, bool &upload);
void UploadParams();
void BuildConstantBuffer();
void Compile(const char *shaderStr, const char *file,
const char *target, ID3D10Blob **shader);
inline gs_shader(gs_device_t *device, gs_type obj_type,
gs_shader_type type)
: gs_obj (device, obj_type),
type (type),
constantSize (0)
{
}
virtual ~gs_shader() {}
};
struct ShaderSampler {
string name;
gs_sampler_state sampler;
inline ShaderSampler(const char *name, gs_device_t *device,
gs_sampler_info *info)
: name (name),
sampler (device, info)
{
}
};
struct gs_vertex_shader : gs_shader {
ComPtr<ID3D11VertexShader> shader;
ComPtr<ID3D11InputLayout> layout;
gs_shader_param *world, *viewProj;
vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
bool hasNormals;
bool hasColors;
bool hasTangents;
uint32_t nTexUnits;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
shader.Release();
layout.Release();
constants.Release();
}
inline uint32_t NumBuffersExpected() const
{
uint32_t count = nTexUnits+1;
if (hasNormals) count++;
if (hasColors) count++;
if (hasTangents) count++;
return count;
}
void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
gs_vertex_shader(gs_device_t *device, const char *file,
const char *shaderString);
};
struct gs_duplicator : gs_obj {
ComPtr<IDXGIOutputDuplication> duplicator;
gs_texture_2d *texture;
int idx;
void Start();
inline void Release()
{
duplicator.Release();
}
gs_duplicator(gs_device_t *device, int monitor_idx);
~gs_duplicator();
};
struct gs_pixel_shader : gs_shader {
ComPtr<ID3D11PixelShader> shader;
vector<unique_ptr<ShaderSampler>> samplers;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
shader.Release();
constants.Release();
}
inline void GetSamplerStates(ID3D11SamplerState **states)
{
size_t i;
for (i = 0; i < samplers.size(); i++)
states[i] = samplers[i]->sampler.state;
for (; i < GS_MAX_TEXTURES; i++)
states[i] = NULL;
}
gs_pixel_shader(gs_device_t *device, const char *file,
const char *shaderString);
};
struct gs_swap_chain : gs_obj {
uint32_t numBuffers;
HWND hwnd;
gs_init_data initData;
DXGI_SWAP_CHAIN_DESC swapDesc = {};
gs_texture_2d target;
gs_zstencil_buffer zs;
ComPtr<IDXGISwapChain> swap;
void InitTarget(uint32_t cx, uint32_t cy);
void InitZStencilBuffer(uint32_t cx, uint32_t cy);
void Resize(uint32_t cx, uint32_t cy);
void Init();
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
target.Release();
zs.Release();
swap.Release();
}
gs_swap_chain(gs_device *device, const gs_init_data *data);
};
struct BlendState {
bool blendEnabled;
gs_blend_type srcFactorC;
gs_blend_type destFactorC;
gs_blend_type srcFactorA;
gs_blend_type destFactorA;
bool redEnabled;
bool greenEnabled;
bool blueEnabled;
bool alphaEnabled;
inline BlendState()
: blendEnabled (true),
srcFactorC (GS_BLEND_SRCALPHA),
destFactorC (GS_BLEND_INVSRCALPHA),
srcFactorA (GS_BLEND_ONE),
destFactorA (GS_BLEND_ONE),
redEnabled (true),
greenEnabled (true),
blueEnabled (true),
alphaEnabled (true)
{
}
inline BlendState(const BlendState &state)
{
memcpy(this, &state, sizeof(BlendState));
}
};
struct SavedBlendState : BlendState {
ComPtr<ID3D11BlendState> state;
D3D11_BLEND_DESC bd;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
state.Release();
}
inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
: BlendState(val), bd(desc)
{
}
};
struct StencilSide {
gs_depth_test test;
gs_stencil_op_type fail;
gs_stencil_op_type zfail;
gs_stencil_op_type zpass;
inline StencilSide()
: test (GS_ALWAYS),
fail (GS_KEEP),
zfail (GS_KEEP),
zpass (GS_KEEP)
{
}
};
struct ZStencilState {
bool depthEnabled;
bool depthWriteEnabled;
gs_depth_test depthFunc;
bool stencilEnabled;
bool stencilWriteEnabled;
StencilSide stencilFront;
StencilSide stencilBack;
inline ZStencilState()
: depthEnabled (true),
depthWriteEnabled (true),
depthFunc (GS_LESS),
stencilEnabled (false),
stencilWriteEnabled (true)
{
}
inline ZStencilState(const ZStencilState &state)
{
memcpy(this, &state, sizeof(ZStencilState));
}
};
struct SavedZStencilState : ZStencilState {
ComPtr<ID3D11DepthStencilState> state;
D3D11_DEPTH_STENCIL_DESC dsd;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
state.Release();
}
inline SavedZStencilState(const ZStencilState &val,
D3D11_DEPTH_STENCIL_DESC desc)
: ZStencilState (val),
dsd (desc)
{
}
};
struct RasterState {
gs_cull_mode cullMode;
bool scissorEnabled;
inline RasterState()
: cullMode (GS_BACK),
scissorEnabled (false)
{
}
inline RasterState(const RasterState &state)
{
memcpy(this, &state, sizeof(RasterState));
}
};
struct SavedRasterState : RasterState {
ComPtr<ID3D11RasterizerState> state;
D3D11_RASTERIZER_DESC rd;
inline void Rebuild(ID3D11Device *dev);
inline void Release()
{
state.Release();
}
inline SavedRasterState(const RasterState &val,
D3D11_RASTERIZER_DESC &desc)
: RasterState (val),
rd (desc)
{
}
};
struct mat4float {
float mat[16];
};
struct gs_device {
ComPtr<IDXGIFactory1> factory;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
uint32_t adpIdx = 0;
gs_texture_2d *curRenderTarget = nullptr;
gs_zstencil_buffer *curZStencilBuffer = nullptr;
int curRenderSide = 0;
gs_texture *curTextures[GS_MAX_TEXTURES];
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
gs_vertex_buffer *curVertexBuffer = nullptr;
gs_index_buffer *curIndexBuffer = nullptr;
gs_vertex_shader *curVertexShader = nullptr;
gs_pixel_shader *curPixelShader = nullptr;
gs_swap_chain *curSwapChain = nullptr;
gs_vertex_buffer *lastVertexBuffer = nullptr;
gs_vertex_shader *lastVertexShader = nullptr;
bool zstencilStateChanged = true;
bool rasterStateChanged = true;
bool blendStateChanged = true;
ZStencilState zstencilState;
RasterState rasterState;
BlendState blendState;
vector<SavedZStencilState> zstencilStates;
vector<SavedRasterState> rasterStates;
vector<SavedBlendState> blendStates;
ID3D11DepthStencilState *curDepthStencilState = nullptr;
ID3D11RasterizerState *curRasterState = nullptr;
ID3D11BlendState *curBlendState = nullptr;
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
pD3DCompile d3dCompile = nullptr;
#ifdef DISASSEMBLE_SHADERS
pD3DDisassemble d3dDisassemble = nullptr;
#endif
gs_rect viewport;
vector<mat4float> projStack;
matrix4 curProjMatrix;
matrix4 curViewMatrix;
matrix4 curViewProjMatrix;
gs_obj *first_obj = nullptr;
void InitCompiler();
void InitFactory(uint32_t adapterIdx);
void InitDevice(uint32_t adapterIdx);
ID3D11DepthStencilState *AddZStencilState();
ID3D11RasterizerState *AddRasterState();
ID3D11BlendState *AddBlendState();
void UpdateZStencilState();
void UpdateRasterState();
void UpdateBlendState();
void LoadVertexBufferData();
inline void CopyTex(ID3D11Texture2D *dst,
uint32_t dst_x, uint32_t dst_y,
gs_texture_t *src, uint32_t src_x, uint32_t src_y,
uint32_t src_w, uint32_t src_h);
void UpdateViewProjMatrix();
void RebuildDevice();
gs_device(uint32_t adapterIdx);
~gs_device();
};