RetroArch/gfx/common/d3d11_common.h
2018-04-21 03:27:41 +02:00

2658 lines
102 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <retro_inline.h>
#include "dxgi_common.h"
#ifdef CINTERFACE
#define D3D11_NO_HELPERS
#endif
#include <d3d11.h>
typedef const ID3D11ShaderResourceView* D3D11ShaderResourceViewRef;
typedef const ID3D11SamplerState* D3D11SamplerStateRef;
typedef const ID3D11BlendState* D3D11BlendStateRef;
typedef ID3D11InputLayout* D3D11InputLayout;
typedef ID3D11RasterizerState* D3D11RasterizerState;
typedef ID3D11DepthStencilState* D3D11DepthStencilState;
typedef ID3D11BlendState* D3D11BlendState;
typedef ID3D11PixelShader* D3D11PixelShader;
typedef ID3D11SamplerState* D3D11SamplerState;
typedef ID3D11VertexShader* D3D11VertexShader;
typedef ID3D11DomainShader* D3D11DomainShader;
typedef ID3D11HullShader* D3D11HullShader;
typedef ID3D11ComputeShader* D3D11ComputeShader;
typedef ID3D11GeometryShader* D3D11GeometryShader;
/* auto-generated */
typedef ID3D11Resource* D3D11Resource;
typedef ID3D11Buffer* D3D11Buffer;
typedef ID3D11Texture1D* D3D11Texture1D;
typedef ID3D11Texture2D* D3D11Texture2D;
typedef ID3D11Texture3D* D3D11Texture3D;
typedef ID3D11View* D3D11View;
typedef ID3D11ShaderResourceView* D3D11ShaderResourceView;
typedef ID3D11RenderTargetView* D3D11RenderTargetView;
typedef ID3D11DepthStencilView* D3D11DepthStencilView;
typedef ID3D11UnorderedAccessView* D3D11UnorderedAccessView;
typedef ID3D11Asynchronous* D3D11Asynchronous;
typedef ID3D11Query* D3D11Query;
typedef ID3D11Predicate* D3D11Predicate;
typedef ID3D11Counter* D3D11Counter;
typedef ID3D11ClassInstance* D3D11ClassInstance;
typedef ID3D11ClassLinkage* D3D11ClassLinkage;
typedef ID3D11CommandList* D3D11CommandList;
typedef ID3D11DeviceContext* D3D11DeviceContext;
typedef ID3D11VideoDecoder* D3D11VideoDecoder;
typedef ID3D11VideoProcessorEnumerator* D3D11VideoProcessorEnumerator;
typedef ID3D11VideoProcessor* D3D11VideoProcessor;
typedef ID3D11AuthenticatedChannel* D3D11AuthenticatedChannel;
typedef ID3D11CryptoSession* D3D11CryptoSession;
typedef ID3D11VideoDecoderOutputView* D3D11VideoDecoderOutputView;
typedef ID3D11VideoProcessorInputView* D3D11VideoProcessorInputView;
typedef ID3D11VideoProcessorOutputView* D3D11VideoProcessorOutputView;
typedef ID3D11VideoContext* D3D11VideoContext;
typedef ID3D11VideoDevice* D3D11VideoDevice;
typedef ID3D11Device* D3D11Device;
typedef ID3D11Debug* D3D11Debug;
typedef ID3D11SwitchToRef* D3D11SwitchToRef;
typedef ID3D11TracingDevice* D3D11TracingDevice;
typedef ID3D11InfoQueue* D3D11InfoQueue;
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void D3D11SetResourceEvictionPriority(D3D11Resource resource, UINT eviction_priority)
{
resource->lpVtbl->SetEvictionPriority(resource, eviction_priority);
}
static INLINE UINT D3D11GetResourceEvictionPriority(D3D11Resource resource)
{
return resource->lpVtbl->GetEvictionPriority(resource);
}
static INLINE void D3D11SetBufferEvictionPriority(D3D11Buffer buffer, UINT eviction_priority)
{
buffer->lpVtbl->SetEvictionPriority(buffer, eviction_priority);
}
static INLINE UINT D3D11GetBufferEvictionPriority(D3D11Buffer buffer)
{
return buffer->lpVtbl->GetEvictionPriority(buffer);
}
static INLINE void
D3D11SetTexture1DEvictionPriority(D3D11Texture1D texture1d, UINT eviction_priority)
{
texture1d->lpVtbl->SetEvictionPriority(texture1d, eviction_priority);
}
static INLINE UINT D3D11GetTexture1DEvictionPriority(D3D11Texture1D texture1d)
{
return texture1d->lpVtbl->GetEvictionPriority(texture1d);
}
static INLINE void
D3D11SetTexture2DEvictionPriority(D3D11Texture2D texture2d, UINT eviction_priority)
{
texture2d->lpVtbl->SetEvictionPriority(texture2d, eviction_priority);
}
static INLINE UINT D3D11GetTexture2DEvictionPriority(D3D11Texture2D texture2d)
{
return texture2d->lpVtbl->GetEvictionPriority(texture2d);
}
static INLINE void
D3D11SetTexture3DEvictionPriority(D3D11Texture3D texture3d, UINT eviction_priority)
{
texture3d->lpVtbl->SetEvictionPriority(texture3d, eviction_priority);
}
static INLINE UINT D3D11GetTexture3DEvictionPriority(D3D11Texture3D texture3d)
{
return texture3d->lpVtbl->GetEvictionPriority(texture3d);
}
static INLINE void D3D11GetViewResource(D3D11View view, D3D11Resource* resource)
{
view->lpVtbl->GetResource(view, resource);
}
static INLINE void D3D11GetShaderResourceViewResource(
D3D11ShaderResourceView shader_resource_view, D3D11Resource* resource)
{
shader_resource_view->lpVtbl->GetResource(shader_resource_view, resource);
}
static INLINE void
D3D11GetRenderTargetViewResource(D3D11RenderTargetView render_target_view, D3D11Resource* resource)
{
render_target_view->lpVtbl->GetResource(render_target_view, resource);
}
static INLINE void
D3D11GetDepthStencilViewResource(D3D11DepthStencilView depth_stencil_view, D3D11Resource* resource)
{
depth_stencil_view->lpVtbl->GetResource(depth_stencil_view, resource);
}
static INLINE void D3D11GetUnorderedAccessViewResource(
D3D11UnorderedAccessView unordered_access_view, D3D11Resource* resource)
{
unordered_access_view->lpVtbl->GetResource(unordered_access_view, resource);
}
static INLINE UINT D3D11GetAsynchronousDataSize(D3D11Asynchronous asynchronous)
{
return asynchronous->lpVtbl->GetDataSize(asynchronous);
}
static INLINE UINT D3D11GetQueryDataSize(D3D11Query query)
{
return query->lpVtbl->GetDataSize(query);
}
static INLINE UINT D3D11GetPredicateDataSize(D3D11Predicate predicate)
{
return predicate->lpVtbl->GetDataSize(predicate);
}
static INLINE UINT D3D11GetCounterDataSize(D3D11Counter counter)
{
return counter->lpVtbl->GetDataSize(counter);
}
static INLINE void
D3D11GetClassLinkage(D3D11ClassInstance class_instance, D3D11ClassLinkage* linkage)
{
class_instance->lpVtbl->GetClassLinkage(class_instance, linkage);
}
static INLINE void
D3D11GetInstanceName(D3D11ClassInstance class_instance, LPSTR instance_name, SIZE_T* buffer_length)
{
class_instance->lpVtbl->GetInstanceName(class_instance, instance_name, buffer_length);
}
static INLINE void
D3D11GetTypeName(D3D11ClassInstance class_instance, LPSTR type_name, SIZE_T* buffer_length)
{
class_instance->lpVtbl->GetTypeName(class_instance, type_name, buffer_length);
}
static INLINE HRESULT D3D11GetClassInstance(
D3D11ClassLinkage class_linkage,
LPCSTR class_instance_name,
UINT instance_index,
D3D11ClassInstance* instance)
{
return class_linkage->lpVtbl->GetClassInstance(
class_linkage, class_instance_name, instance_index, instance);
}
static INLINE HRESULT D3D11CreateClassInstance(
D3D11ClassLinkage class_linkage,
LPCSTR class_type_name,
UINT constant_buffer_offset,
UINT constant_vector_offset,
UINT texture_offset,
UINT sampler_offset,
D3D11ClassInstance* instance)
{
return class_linkage->lpVtbl->CreateClassInstance(
class_linkage, class_type_name, constant_buffer_offset, constant_vector_offset,
texture_offset, sampler_offset, instance);
}
static INLINE UINT D3D11GetCommandListContextFlags(D3D11CommandList command_list)
{
return command_list->lpVtbl->GetContextFlags(command_list);
}
static INLINE void D3D11SetVShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
const D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->VSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11SetPShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
ID3D11ShaderResourceView* const* shader_resource_views)
{
device_context->lpVtbl->PSSetShaderResources(
device_context, start_slot, num_views,
shader_resource_views);
}
static INLINE void D3D11SetPShader(
D3D11DeviceContext device_context,
D3D11PixelShader pixel_shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->PSSetShader(
device_context, pixel_shader, class_instances, num_class_instances);
}
static INLINE void D3D11SetPShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
ID3D11SamplerState* const* samplers)
{
device_context->lpVtbl->PSSetSamplers(
device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11SetVShader(
D3D11DeviceContext device_context,
D3D11VertexShader vertex_shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->VSSetShader(
device_context, vertex_shader, class_instances, num_class_instances);
}
static INLINE void D3D11DrawIndexed(
D3D11DeviceContext device_context,
UINT index_count,
UINT start_index_location,
INT base_vertex_location)
{
device_context->lpVtbl->DrawIndexed(
device_context, index_count, start_index_location, base_vertex_location);
}
static INLINE void
D3D11Draw(D3D11DeviceContext device_context, UINT vertex_count, UINT start_vertex_location)
{
device_context->lpVtbl->Draw(device_context, vertex_count, start_vertex_location);
}
static INLINE HRESULT D3D11Map(
D3D11DeviceContext device_context,
D3D11Resource resource,
UINT subresource,
D3D11_MAP map_type,
UINT map_flags,
D3D11_MAPPED_SUBRESOURCE* mapped_resource)
{
return device_context->lpVtbl->Map(
device_context, resource, subresource, map_type, map_flags, mapped_resource);
}
static INLINE void
D3D11Unmap(D3D11DeviceContext device_context, D3D11Resource resource, UINT subresource)
{
device_context->lpVtbl->Unmap(device_context, resource, subresource);
}
static INLINE void D3D11SetPShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
const D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->PSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void
D3D11SetInputLayout(D3D11DeviceContext device_context, D3D11InputLayout input_layout)
{
device_context->lpVtbl->IASetInputLayout(device_context, input_layout);
}
static INLINE void D3D11SetVertexBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
const D3D11Buffer* vertex_buffers,
UINT* strides,
UINT* offsets)
{
device_context->lpVtbl->IASetVertexBuffers(
device_context, start_slot, num_buffers, vertex_buffers, strides, offsets);
}
static INLINE void D3D11SetIndexBuffer(
D3D11DeviceContext device_context, D3D11Buffer index_buffer, DXGI_FORMAT format, UINT offset)
{
device_context->lpVtbl->IASetIndexBuffer(device_context, index_buffer, format, offset);
}
static INLINE void D3D11DrawIndexedInstanced(
D3D11DeviceContext device_context,
UINT index_count_per_instance,
UINT instance_count,
UINT start_index_location,
INT base_vertex_location,
UINT start_instance_location)
{
device_context->lpVtbl->DrawIndexedInstanced(
device_context, index_count_per_instance, instance_count, start_index_location,
base_vertex_location, start_instance_location);
}
static INLINE void D3D11DrawInstanced(
D3D11DeviceContext device_context,
UINT vertex_count_per_instance,
UINT instance_count,
UINT start_vertex_location,
UINT start_instance_location)
{
device_context->lpVtbl->DrawInstanced(
device_context, vertex_count_per_instance, instance_count, start_vertex_location,
start_instance_location);
}
static INLINE void D3D11SetGShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* const constant_buffers)
{
device_context->lpVtbl->GSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11SetGShader(
D3D11DeviceContext device_context,
D3D11GeometryShader shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->GSSetShader(
device_context, shader, class_instances, num_class_instances);
}
static INLINE void
D3D11SetPrimitiveTopology(D3D11DeviceContext device_context, D3D11_PRIMITIVE_TOPOLOGY topology)
{
device_context->lpVtbl->IASetPrimitiveTopology(device_context, topology);
}
static INLINE void D3D11SetVShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* const shader_resource_views)
{
device_context->lpVtbl->VSSetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11SetVShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* const samplers)
{
device_context->lpVtbl->VSSetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11Begin(D3D11DeviceContext device_context, D3D11Asynchronous async)
{
device_context->lpVtbl->Begin(device_context, async);
}
static INLINE void D3D11End(D3D11DeviceContext device_context, D3D11Asynchronous async)
{
device_context->lpVtbl->End(device_context, async);
}
static INLINE HRESULT D3D11GetData(
D3D11DeviceContext device_context,
D3D11Asynchronous async,
void* data,
UINT data_size,
UINT get_data_flags)
{
return device_context->lpVtbl->GetData(device_context, async, data, data_size, get_data_flags);
}
static INLINE void D3D11SetPredication(
D3D11DeviceContext device_context, D3D11Predicate predicate, BOOL predicate_value)
{
device_context->lpVtbl->SetPredication(device_context, predicate, predicate_value);
}
static INLINE void D3D11SetGShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* const shader_resource_views)
{
device_context->lpVtbl->GSSetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11SetGShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* const samplers)
{
device_context->lpVtbl->GSSetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11SetRenderTargets(
D3D11DeviceContext device_context,
UINT num_views,
D3D11RenderTargetView* const render_target_views,
D3D11DepthStencilView depth_stencil_view)
{
device_context->lpVtbl->OMSetRenderTargets(
device_context, num_views, render_target_views, depth_stencil_view);
}
static INLINE void D3D11SetRenderTargetsAndUnorderedAccessViews(
D3D11DeviceContext device_context,
UINT num_rtvs,
D3D11RenderTargetView* const render_target_views,
D3D11DepthStencilView depth_stencil_view,
UINT uavstart_slot,
UINT num_uavs,
D3D11UnorderedAccessView* const unordered_access_views,
UINT* uavinitial_counts)
{
device_context->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(
device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs,
unordered_access_views, uavinitial_counts);
}
static INLINE void D3D11SetBlendState(
D3D11DeviceContext device_context,
D3D11BlendState blend_state,
FLOAT blend_factor[4],
UINT sample_mask)
{
device_context->lpVtbl->OMSetBlendState(device_context, blend_state, blend_factor, sample_mask);
}
static INLINE void D3D11SetDepthStencilState(
D3D11DeviceContext device_context,
D3D11DepthStencilState depth_stencil_state,
UINT stencil_ref)
{
device_context->lpVtbl->OMSetDepthStencilState(device_context, depth_stencil_state, stencil_ref);
}
static INLINE void D3D11SOSetTargets(
D3D11DeviceContext device_context,
UINT num_buffers,
D3D11Buffer* const sotargets,
UINT* offsets)
{
device_context->lpVtbl->SOSetTargets(device_context, num_buffers, sotargets, offsets);
}
static INLINE void D3D11DrawAuto(D3D11DeviceContext device_context)
{
device_context->lpVtbl->DrawAuto(device_context);
}
static INLINE void D3D11DrawIndexedInstancedIndirect(
D3D11DeviceContext device_context,
D3D11Buffer buffer_for_args,
UINT aligned_byte_offset_for_args)
{
device_context->lpVtbl->DrawIndexedInstancedIndirect(
device_context, buffer_for_args, aligned_byte_offset_for_args);
}
static INLINE void D3D11DrawInstancedIndirect(
D3D11DeviceContext device_context,
D3D11Buffer buffer_for_args,
UINT aligned_byte_offset_for_args)
{
device_context->lpVtbl->DrawInstancedIndirect(
device_context, buffer_for_args, aligned_byte_offset_for_args);
}
static INLINE void D3D11Dispatch(
D3D11DeviceContext device_context,
UINT thread_group_count_x,
UINT thread_group_count_y,
UINT thread_group_count_z)
{
device_context->lpVtbl->Dispatch(
device_context, thread_group_count_x, thread_group_count_y, thread_group_count_z);
}
static INLINE void D3D11DispatchIndirect(
D3D11DeviceContext device_context,
D3D11Buffer buffer_for_args,
UINT aligned_byte_offset_for_args)
{
device_context->lpVtbl->DispatchIndirect(
device_context, buffer_for_args, aligned_byte_offset_for_args);
}
static INLINE void
D3D11SetState(D3D11DeviceContext device_context, D3D11RasterizerState rasterizer_state)
{
device_context->lpVtbl->RSSetState(device_context, rasterizer_state);
}
static INLINE void
D3D11SetViewports(D3D11DeviceContext device_context, UINT num_viewports, D3D11_VIEWPORT* viewports)
{
device_context->lpVtbl->RSSetViewports(device_context, num_viewports, viewports);
}
static INLINE void
D3D11SetScissorRects(D3D11DeviceContext device_context, UINT num_rects, D3D11_RECT* rects)
{
device_context->lpVtbl->RSSetScissorRects(device_context, num_rects, rects);
}
static INLINE void D3D11CopySubresourceRegion(
D3D11DeviceContext device_context,
D3D11Resource dst_resource,
UINT dst_subresource,
UINT dst_x,
UINT dst_y,
UINT dst_z,
D3D11Resource src_resource,
UINT src_subresource,
D3D11_BOX* src_box)
{
device_context->lpVtbl->CopySubresourceRegion(
device_context, dst_resource, dst_subresource, dst_x, dst_y, dst_z, src_resource,
src_subresource, src_box);
}
static INLINE void D3D11CopyResource(
D3D11DeviceContext device_context, D3D11Resource dst_resource, D3D11Resource src_resource)
{
device_context->lpVtbl->CopyResource(device_context, dst_resource, src_resource);
}
static INLINE void D3D11UpdateSubresource(
D3D11DeviceContext device_context,
D3D11Resource dst_resource,
UINT dst_subresource,
D3D11_BOX* dst_box,
void* src_data,
UINT src_row_pitch,
UINT src_depth_pitch)
{
device_context->lpVtbl->UpdateSubresource(
device_context, dst_resource, dst_subresource, dst_box, src_data, src_row_pitch,
src_depth_pitch);
}
static INLINE void D3D11CopyStructureCount(
D3D11DeviceContext device_context,
D3D11Buffer dst_buffer,
UINT dst_aligned_byte_offset,
D3D11UnorderedAccessView src_view)
{
device_context->lpVtbl->CopyStructureCount(
device_context, dst_buffer, dst_aligned_byte_offset, src_view);
}
static INLINE void D3D11ClearRenderTargetView(
D3D11DeviceContext device_context,
D3D11RenderTargetView render_target_view,
FLOAT color_rgba[4])
{
device_context->lpVtbl->ClearRenderTargetView(device_context, render_target_view, color_rgba);
}
static INLINE void D3D11ClearUnorderedAccessViewUint(
D3D11DeviceContext device_context,
D3D11UnorderedAccessView unordered_access_view,
UINT values[4])
{
device_context->lpVtbl->ClearUnorderedAccessViewUint(
device_context, unordered_access_view, values);
}
static INLINE void D3D11ClearUnorderedAccessViewFloat(
D3D11DeviceContext device_context,
D3D11UnorderedAccessView unordered_access_view,
FLOAT values[4])
{
device_context->lpVtbl->ClearUnorderedAccessViewFloat(
device_context, unordered_access_view, values);
}
static INLINE void D3D11ClearDepthStencilView(
D3D11DeviceContext device_context,
D3D11DepthStencilView depth_stencil_view,
UINT clear_flags,
FLOAT depth,
UINT8 stencil)
{
device_context->lpVtbl->ClearDepthStencilView(
device_context, depth_stencil_view, clear_flags, depth, stencil);
}
static INLINE void
D3D11GenerateMips(D3D11DeviceContext device_context, D3D11ShaderResourceView shader_resource_view)
{
device_context->lpVtbl->GenerateMips(device_context, shader_resource_view);
}
static INLINE void
D3D11SetResourceMinLOD(D3D11DeviceContext device_context, D3D11Resource resource, FLOAT min_lod)
{
device_context->lpVtbl->SetResourceMinLOD(device_context, resource, min_lod);
}
static INLINE FLOAT
D3D11GetResourceMinLOD(D3D11DeviceContext device_context, D3D11Resource resource)
{
return device_context->lpVtbl->GetResourceMinLOD(device_context, resource);
}
static INLINE void D3D11ResolveSubresource(
D3D11DeviceContext device_context,
D3D11Resource dst_resource,
UINT dst_subresource,
D3D11Resource src_resource,
UINT src_subresource,
DXGI_FORMAT format)
{
device_context->lpVtbl->ResolveSubresource(
device_context, dst_resource, dst_subresource, src_resource, src_subresource, format);
}
static INLINE void D3D11ExecuteCommandList(
D3D11DeviceContext device_context, D3D11CommandList command_list, BOOL restore_context_state)
{
device_context->lpVtbl->ExecuteCommandList(device_context, command_list, restore_context_state);
}
static INLINE void D3D11HSSetShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* const shader_resource_views)
{
device_context->lpVtbl->HSSetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11HSSetShader(
D3D11DeviceContext device_context,
D3D11HullShader hull_shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->HSSetShader(
device_context, hull_shader, class_instances, num_class_instances);
}
static INLINE void D3D11HSSetSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* const samplers)
{
device_context->lpVtbl->HSSetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11HSSetConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* const constant_buffers)
{
device_context->lpVtbl->HSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11SetDShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* const shader_resource_views)
{
device_context->lpVtbl->DSSetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11SetDShader(
D3D11DeviceContext device_context,
D3D11DomainShader domain_shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->DSSetShader(
device_context, domain_shader, class_instances, num_class_instances);
}
static INLINE void D3D11SetDShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* const samplers)
{
device_context->lpVtbl->DSSetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11SetDShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* const constant_buffers)
{
device_context->lpVtbl->DSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11SetCShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* const shader_resource_views)
{
device_context->lpVtbl->CSSetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11SetCShaderUnorderedAccessViews(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_uavs,
D3D11UnorderedAccessView* const unordered_access_views,
UINT* uavinitial_counts)
{
device_context->lpVtbl->CSSetUnorderedAccessViews(
device_context, start_slot, num_uavs, unordered_access_views, uavinitial_counts);
}
static INLINE void D3D11SetCShader(
D3D11DeviceContext device_context,
D3D11ComputeShader compute_shader,
D3D11ClassInstance* const class_instances,
UINT num_class_instances)
{
device_context->lpVtbl->CSSetShader(
device_context, compute_shader, class_instances, num_class_instances);
}
static INLINE void D3D11SetCShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* const samplers)
{
device_context->lpVtbl->CSSetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11SetCShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* const constant_buffers)
{
device_context->lpVtbl->CSSetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11GetVShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->VSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11GetPShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->PSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11GetPShader(
D3D11DeviceContext device_context,
D3D11PixelShader* pixel_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->PSGetShader(
device_context, pixel_shader, class_instances, num_class_instances);
}
static INLINE void D3D11GetPShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->PSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11GetVShader(
D3D11DeviceContext device_context,
D3D11VertexShader* vertex_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->VSGetShader(
device_context, vertex_shader, class_instances, num_class_instances);
}
static INLINE void D3D11GetPShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->PSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void
D3D11GetInputLayout(D3D11DeviceContext device_context, D3D11InputLayout* input_layout)
{
device_context->lpVtbl->IAGetInputLayout(device_context, input_layout);
}
static INLINE void D3D11GetVertexBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* vertex_buffers,
UINT* strides,
UINT* offsets)
{
device_context->lpVtbl->IAGetVertexBuffers(
device_context, start_slot, num_buffers, vertex_buffers, strides, offsets);
}
static INLINE void D3D11GetIndexBuffer(
D3D11DeviceContext device_context,
D3D11Buffer* index_buffer,
DXGI_FORMAT* format,
UINT* offset)
{
device_context->lpVtbl->IAGetIndexBuffer(device_context, index_buffer, format, offset);
}
static INLINE void D3D11GetGShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->GSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11GetGShader(
D3D11DeviceContext device_context,
D3D11GeometryShader* geometry_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->GSGetShader(
device_context, geometry_shader, class_instances, num_class_instances);
}
static INLINE void
D3D11GetPrimitiveTopology(D3D11DeviceContext device_context, D3D11_PRIMITIVE_TOPOLOGY* topology)
{
device_context->lpVtbl->IAGetPrimitiveTopology(device_context, topology);
}
static INLINE void D3D11GetVShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->VSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11GetVShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->VSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11GetPredication(
D3D11DeviceContext device_context, D3D11Predicate* predicate, BOOL* predicate_value)
{
device_context->lpVtbl->GetPredication(device_context, predicate, predicate_value);
}
static INLINE void D3D11GetGShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->GSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11GetGShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->GSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11GetRenderTargets(
D3D11DeviceContext device_context,
UINT num_views,
D3D11RenderTargetView* render_target_views,
D3D11DepthStencilView* depth_stencil_view)
{
device_context->lpVtbl->OMGetRenderTargets(
device_context, num_views, render_target_views, depth_stencil_view);
}
static INLINE void D3D11GetRenderTargetsAndUnorderedAccessViews(
D3D11DeviceContext device_context,
UINT num_rtvs,
D3D11RenderTargetView* render_target_views,
D3D11DepthStencilView* depth_stencil_view,
UINT uavstart_slot,
UINT num_uavs,
D3D11UnorderedAccessView* unordered_access_views)
{
device_context->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(
device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs,
unordered_access_views);
}
static INLINE void D3D11GetBlendState(
D3D11DeviceContext device_context,
D3D11BlendState* blend_state,
FLOAT blend_factor[4],
UINT* sample_mask)
{
device_context->lpVtbl->OMGetBlendState(device_context, blend_state, blend_factor, sample_mask);
}
static INLINE void D3D11GetDepthStencilState(
D3D11DeviceContext device_context,
D3D11DepthStencilState* depth_stencil_state,
UINT* stencil_ref)
{
device_context->lpVtbl->OMGetDepthStencilState(device_context, depth_stencil_state, stencil_ref);
}
static INLINE void
D3D11SOGetTargets(D3D11DeviceContext device_context, UINT num_buffers, D3D11Buffer* sotargets)
{
device_context->lpVtbl->SOGetTargets(device_context, num_buffers, sotargets);
}
static INLINE void
D3D11GetState(D3D11DeviceContext device_context, D3D11RasterizerState* rasterizer_state)
{
device_context->lpVtbl->RSGetState(device_context, rasterizer_state);
}
static INLINE void
D3D11GetViewports(D3D11DeviceContext device_context, UINT* num_viewports, D3D11_VIEWPORT* viewports)
{
device_context->lpVtbl->RSGetViewports(device_context, num_viewports, viewports);
}
static INLINE void
D3D11GetScissorRects(D3D11DeviceContext device_context, UINT* num_rects, D3D11_RECT* rects)
{
device_context->lpVtbl->RSGetScissorRects(device_context, num_rects, rects);
}
static INLINE void D3D11HSGetShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->HSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11HSGetShader(
D3D11DeviceContext device_context,
D3D11HullShader* hull_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->HSGetShader(
device_context, hull_shader, class_instances, num_class_instances);
}
static INLINE void D3D11HSGetSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->HSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11HSGetConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->HSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11GetDShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->DSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11GetDShader(
D3D11DeviceContext device_context,
D3D11DomainShader* domain_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->DSGetShader(
device_context, domain_shader, class_instances, num_class_instances);
}
static INLINE void D3D11GetDShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->DSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11GetDShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->DSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11GetCShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
D3D11ShaderResourceView* shader_resource_views)
{
device_context->lpVtbl->CSGetShaderResources(
device_context, start_slot, num_views, shader_resource_views);
}
static INLINE void D3D11GetCShaderUnorderedAccessViews(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_uavs,
D3D11UnorderedAccessView* unordered_access_views)
{
device_context->lpVtbl->CSGetUnorderedAccessViews(
device_context, start_slot, num_uavs, unordered_access_views);
}
static INLINE void D3D11GetCShader(
D3D11DeviceContext device_context,
D3D11ComputeShader* compute_shader,
D3D11ClassInstance* class_instances,
UINT* num_class_instances)
{
device_context->lpVtbl->CSGetShader(
device_context, compute_shader, class_instances, num_class_instances);
}
static INLINE void D3D11GetCShaderSamplers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_samplers,
D3D11SamplerState* samplers)
{
device_context->lpVtbl->CSGetSamplers(device_context, start_slot, num_samplers, samplers);
}
static INLINE void D3D11GetCShaderConstantBuffers(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_buffers,
D3D11Buffer* constant_buffers)
{
device_context->lpVtbl->CSGetConstantBuffers(
device_context, start_slot, num_buffers, constant_buffers);
}
static INLINE void D3D11ClearState(D3D11DeviceContext device_context)
{
device_context->lpVtbl->ClearState(device_context);
}
static INLINE void D3D11Flush(D3D11DeviceContext device_context)
{
device_context->lpVtbl->Flush(device_context);
}
static INLINE UINT D3D11GetDeviceContextContextFlags(D3D11DeviceContext device_context)
{
return device_context->lpVtbl->GetContextFlags(device_context);
}
static INLINE HRESULT D3D11FinishCommandList(
D3D11DeviceContext device_context,
BOOL restore_deferred_context_state,
D3D11CommandList* command_list)
{
return device_context->lpVtbl->FinishCommandList(
device_context, restore_deferred_context_state, command_list);
}
static INLINE HRESULT D3D11GetCreationParameters(
D3D11VideoDecoder video_decoder,
D3D11_VIDEO_DECODER_DESC* video_desc,
D3D11_VIDEO_DECODER_CONFIG* config)
{
return video_decoder->lpVtbl->GetCreationParameters(video_decoder, video_desc, config);
}
static INLINE HRESULT D3D11GetDriverHandle(D3D11VideoDecoder video_decoder, HANDLE* driver_handle)
{
return video_decoder->lpVtbl->GetDriverHandle(video_decoder, driver_handle);
}
static INLINE HRESULT D3D11GetVideoProcessorContentDesc(
D3D11VideoProcessorEnumerator video_processor_enumerator,
D3D11_VIDEO_PROCESSOR_CONTENT_DESC* content_desc)
{
return video_processor_enumerator->lpVtbl->GetVideoProcessorContentDesc(
video_processor_enumerator, content_desc);
}
static INLINE HRESULT D3D11CheckVideoProcessorFormat(
D3D11VideoProcessorEnumerator video_processor_enumerator, DXGI_FORMAT format, UINT* flags)
{
return video_processor_enumerator->lpVtbl->CheckVideoProcessorFormat(
video_processor_enumerator, format, flags);
}
static INLINE HRESULT D3D11GetVideoProcessorCaps(
D3D11VideoProcessorEnumerator video_processor_enumerator, D3D11_VIDEO_PROCESSOR_CAPS* caps)
{
return video_processor_enumerator->lpVtbl->GetVideoProcessorCaps(
video_processor_enumerator, caps);
}
static INLINE HRESULT D3D11GetVideoProcessorRateConversionCaps(
D3D11VideoProcessorEnumerator video_processor_enumerator,
UINT type_index,
D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* caps)
{
return video_processor_enumerator->lpVtbl->GetVideoProcessorRateConversionCaps(
video_processor_enumerator, type_index, caps);
}
static INLINE HRESULT D3D11GetVideoProcessorCustomRate(
D3D11VideoProcessorEnumerator video_processor_enumerator,
UINT type_index,
UINT custom_rate_index,
D3D11_VIDEO_PROCESSOR_CUSTOM_RATE* rate)
{
return video_processor_enumerator->lpVtbl->GetVideoProcessorCustomRate(
video_processor_enumerator, type_index, custom_rate_index, rate);
}
static INLINE HRESULT D3D11GetVideoProcessorFilterRange(
D3D11VideoProcessorEnumerator video_processor_enumerator,
D3D11_VIDEO_PROCESSOR_FILTER filter,
D3D11_VIDEO_PROCESSOR_FILTER_RANGE* range)
{
return video_processor_enumerator->lpVtbl->GetVideoProcessorFilterRange(
video_processor_enumerator, filter, range);
}
static INLINE void
D3D11GetContentDesc(D3D11VideoProcessor video_processor, D3D11_VIDEO_PROCESSOR_CONTENT_DESC* desc)
{
video_processor->lpVtbl->GetContentDesc(video_processor, desc);
}
static INLINE void D3D11GetRateConversionCaps(
D3D11VideoProcessor video_processor, D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* caps)
{
video_processor->lpVtbl->GetRateConversionCaps(video_processor, caps);
}
static INLINE HRESULT D3D11GetAuthenticatedChannelCertificateSize(
D3D11AuthenticatedChannel authenticated_channel, UINT* certificate_size)
{
return authenticated_channel->lpVtbl->GetCertificateSize(
authenticated_channel, certificate_size);
}
static INLINE HRESULT D3D11GetAuthenticatedChannelCertificate(
D3D11AuthenticatedChannel authenticated_channel, UINT certificate_size, BYTE* certificate)
{
return authenticated_channel->lpVtbl->GetCertificate(
authenticated_channel, certificate_size, certificate);
}
static INLINE void
D3D11GetChannelHandle(D3D11AuthenticatedChannel authenticated_channel, HANDLE* channel_handle)
{
authenticated_channel->lpVtbl->GetChannelHandle(authenticated_channel, channel_handle);
}
static INLINE void D3D11GetCryptoType(D3D11CryptoSession crypto_session, GUID* crypto_type)
{
crypto_session->lpVtbl->GetCryptoType(crypto_session, crypto_type);
}
static INLINE void D3D11GetDecoderProfile(D3D11CryptoSession crypto_session, GUID* decoder_profile)
{
crypto_session->lpVtbl->GetDecoderProfile(crypto_session, decoder_profile);
}
static INLINE HRESULT
D3D11GetCryptoSessionCertificateSize(D3D11CryptoSession crypto_session, UINT* certificate_size)
{
return crypto_session->lpVtbl->GetCertificateSize(crypto_session, certificate_size);
}
static INLINE HRESULT D3D11GetCryptoSessionCertificate(
D3D11CryptoSession crypto_session, UINT certificate_size, BYTE* certificate)
{
return crypto_session->lpVtbl->GetCertificate(crypto_session, certificate_size, certificate);
}
static INLINE void
D3D11GetCryptoSessionHandle(D3D11CryptoSession crypto_session, HANDLE* crypto_session_handle)
{
crypto_session->lpVtbl->GetCryptoSessionHandle(crypto_session, crypto_session_handle);
}
static INLINE void D3D11GetVideoDecoderOutputViewResource(
D3D11VideoDecoderOutputView video_decoder_output_view, D3D11Resource* resource)
{
video_decoder_output_view->lpVtbl->GetResource(video_decoder_output_view, resource);
}
static INLINE void D3D11GetVideoProcessorInputViewResource(
D3D11VideoProcessorInputView video_processor_input_view, D3D11Resource* resource)
{
video_processor_input_view->lpVtbl->GetResource(video_processor_input_view, resource);
}
static INLINE void D3D11GetVideoProcessorOutputViewResource(
D3D11VideoProcessorOutputView video_processor_output_view, D3D11Resource* resource)
{
video_processor_output_view->lpVtbl->GetResource(video_processor_output_view, resource);
}
static INLINE HRESULT D3D11GetDecoderBuffer(
D3D11VideoContext video_context,
D3D11VideoDecoder decoder,
D3D11_VIDEO_DECODER_BUFFER_TYPE type,
UINT* buffer_size,
void** buffer)
{
return video_context->lpVtbl->GetDecoderBuffer(
video_context, decoder, type, buffer_size, buffer);
}
static INLINE HRESULT D3D11ReleaseDecoderBuffer(
D3D11VideoContext video_context,
D3D11VideoDecoder decoder,
D3D11_VIDEO_DECODER_BUFFER_TYPE type)
{
return video_context->lpVtbl->ReleaseDecoderBuffer(video_context, decoder, type);
}
static INLINE HRESULT D3D11DecoderBeginFrame(
D3D11VideoContext video_context,
D3D11VideoDecoder decoder,
D3D11VideoDecoderOutputView view,
UINT content_key_size,
void* content_key)
{
return video_context->lpVtbl->DecoderBeginFrame(
video_context, decoder, view, content_key_size, content_key);
}
static INLINE HRESULT
D3D11DecoderEndFrame(D3D11VideoContext video_context, D3D11VideoDecoder decoder)
{
return video_context->lpVtbl->DecoderEndFrame(video_context, decoder);
}
static INLINE HRESULT D3D11SubmitDecoderBuffers(
D3D11VideoContext video_context,
D3D11VideoDecoder decoder,
UINT num_buffers,
D3D11_VIDEO_DECODER_BUFFER_DESC* buffer_desc)
{
return video_context->lpVtbl->SubmitDecoderBuffers(
video_context, decoder, num_buffers, buffer_desc);
}
static INLINE APP_DEPRECATED_HRESULT D3D11DecoderExtension(
D3D11VideoContext video_context,
D3D11VideoDecoder decoder,
D3D11_VIDEO_DECODER_EXTENSION* extension_data)
{
return video_context->lpVtbl->DecoderExtension(video_context, decoder, extension_data);
}
static INLINE void D3D11VideoProcessorSetOutputTargetRect(
D3D11VideoContext video_context, D3D11VideoProcessor video_processor, BOOL enable, RECT* rect)
{
video_context->lpVtbl->VideoProcessorSetOutputTargetRect(
video_context, video_processor, enable, rect);
}
static INLINE void D3D11VideoProcessorSetOutputBackgroundColor(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
BOOL ycb_cr,
D3D11_VIDEO_COLOR* color)
{
video_context->lpVtbl->VideoProcessorSetOutputBackgroundColor(
video_context, video_processor, ycb_cr, color);
}
static INLINE void D3D11VideoProcessorSetOutputColorSpace(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE* color_space)
{
video_context->lpVtbl->VideoProcessorSetOutputColorSpace(
video_context, video_processor, color_space);
}
static INLINE void D3D11VideoProcessorSetOutputAlphaFillMode(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE alpha_fill_mode,
UINT stream_index)
{
video_context->lpVtbl->VideoProcessorSetOutputAlphaFillMode(
video_context, video_processor, alpha_fill_mode, stream_index);
}
static INLINE void D3D11VideoProcessorSetOutputConstriction(
D3D11VideoContext video_context, D3D11VideoProcessor video_processor, BOOL enable, SIZE size)
{
video_context->lpVtbl->VideoProcessorSetOutputConstriction(
video_context, video_processor, enable, size);
}
static INLINE void D3D11VideoProcessorSetOutputStereoMode(
D3D11VideoContext video_context, D3D11VideoProcessor video_processor, BOOL enable)
{
video_context->lpVtbl->VideoProcessorSetOutputStereoMode(video_context, video_processor, enable);
}
static INLINE APP_DEPRECATED_HRESULT D3D11VideoProcessorSetOutputExtension(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
GUID* extension_guid,
UINT data_size,
void* data)
{
return video_context->lpVtbl->VideoProcessorSetOutputExtension(
video_context, video_processor, extension_guid, data_size, data);
}
static INLINE void D3D11VideoProcessorGetOutputTargetRect(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
BOOL* enabled,
RECT* rect)
{
video_context->lpVtbl->VideoProcessorGetOutputTargetRect(
video_context, video_processor, enabled, rect);
}
static INLINE void D3D11VideoProcessorGetOutputBackgroundColor(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
BOOL* ycb_cr,
D3D11_VIDEO_COLOR* color)
{
video_context->lpVtbl->VideoProcessorGetOutputBackgroundColor(
video_context, video_processor, ycb_cr, color);
}
static INLINE void D3D11VideoProcessorGetOutputColorSpace(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE* color_space)
{
video_context->lpVtbl->VideoProcessorGetOutputColorSpace(
video_context, video_processor, color_space);
}
static INLINE void D3D11VideoProcessorGetOutputAlphaFillMode(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE* alpha_fill_mode,
UINT* stream_index)
{
video_context->lpVtbl->VideoProcessorGetOutputAlphaFillMode(
video_context, video_processor, alpha_fill_mode, stream_index);
}
static INLINE void D3D11VideoProcessorGetOutputConstriction(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
BOOL* enabled,
SIZE* size)
{
video_context->lpVtbl->VideoProcessorGetOutputConstriction(
video_context, video_processor, enabled, size);
}
static INLINE void D3D11VideoProcessorGetOutputStereoMode(
D3D11VideoContext video_context, D3D11VideoProcessor video_processor, BOOL* enabled)
{
video_context->lpVtbl->VideoProcessorGetOutputStereoMode(
video_context, video_processor, enabled);
}
static INLINE APP_DEPRECATED_HRESULT D3D11VideoProcessorGetOutputExtension(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
GUID* extension_guid,
UINT data_size,
void* data)
{
return video_context->lpVtbl->VideoProcessorGetOutputExtension(
video_context, video_processor, extension_guid, data_size, data);
}
static INLINE void D3D11VideoProcessorSetStreamFrameFormat(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_FRAME_FORMAT frame_format)
{
video_context->lpVtbl->VideoProcessorSetStreamFrameFormat(
video_context, video_processor, stream_index, frame_format);
}
static INLINE void D3D11VideoProcessorSetStreamColorSpace(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE* color_space)
{
video_context->lpVtbl->VideoProcessorSetStreamColorSpace(
video_context, video_processor, stream_index, color_space);
}
static INLINE void D3D11VideoProcessorSetStreamOutputRate(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_OUTPUT_RATE output_rate,
BOOL repeat_frame,
DXGI_RATIONAL* custom_rate)
{
video_context->lpVtbl->VideoProcessorSetStreamOutputRate(
video_context, video_processor, stream_index, output_rate, repeat_frame, custom_rate);
}
static INLINE void D3D11VideoProcessorSetStreamSourceRect(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
RECT* rect)
{
video_context->lpVtbl->VideoProcessorSetStreamSourceRect(
video_context, video_processor, stream_index, enable, rect);
}
static INLINE void D3D11VideoProcessorSetStreamDestRect(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
RECT* rect)
{
video_context->lpVtbl->VideoProcessorSetStreamDestRect(
video_context, video_processor, stream_index, enable, rect);
}
static INLINE void D3D11VideoProcessorSetStreamAlpha(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
FLOAT alpha)
{
video_context->lpVtbl->VideoProcessorSetStreamAlpha(
video_context, video_processor, stream_index, enable, alpha);
}
static INLINE void D3D11VideoProcessorSetStreamPalette(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
UINT count,
UINT* entries)
{
video_context->lpVtbl->VideoProcessorSetStreamPalette(
video_context, video_processor, stream_index, count, entries);
}
static INLINE void D3D11VideoProcessorSetStreamPixelAspectRatio(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
DXGI_RATIONAL* source_aspect_ratio,
DXGI_RATIONAL* destination_aspect_ratio)
{
video_context->lpVtbl->VideoProcessorSetStreamPixelAspectRatio(
video_context, video_processor, stream_index, enable, source_aspect_ratio,
destination_aspect_ratio);
}
static INLINE void D3D11VideoProcessorSetStreamLumaKey(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
FLOAT lower,
FLOAT upper)
{
video_context->lpVtbl->VideoProcessorSetStreamLumaKey(
video_context, video_processor, stream_index, enable, lower, upper);
}
static INLINE void D3D11VideoProcessorSetStreamStereoFormat(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
D3D11_VIDEO_PROCESSOR_STEREO_FORMAT format,
BOOL left_view_frame0,
BOOL base_view_frame0,
D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE flip_mode,
int mono_offset)
{
video_context->lpVtbl->VideoProcessorSetStreamStereoFormat(
video_context, video_processor, stream_index, enable, format, left_view_frame0,
base_view_frame0, flip_mode, mono_offset);
}
static INLINE void D3D11VideoProcessorSetStreamAutoProcessingMode(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable)
{
video_context->lpVtbl->VideoProcessorSetStreamAutoProcessingMode(
video_context, video_processor, stream_index, enable);
}
static INLINE void D3D11VideoProcessorSetStreamFilter(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_FILTER filter,
BOOL enable,
int level)
{
video_context->lpVtbl->VideoProcessorSetStreamFilter(
video_context, video_processor, stream_index, filter, enable, level);
}
static INLINE APP_DEPRECATED_HRESULT D3D11VideoProcessorSetStreamExtension(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
GUID* extension_guid,
UINT data_size,
void* data)
{
return video_context->lpVtbl->VideoProcessorSetStreamExtension(
video_context, video_processor, stream_index, extension_guid, data_size, data);
}
static INLINE void D3D11VideoProcessorGetStreamFrameFormat(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_FRAME_FORMAT* frame_format)
{
video_context->lpVtbl->VideoProcessorGetStreamFrameFormat(
video_context, video_processor, stream_index, frame_format);
}
static INLINE void D3D11VideoProcessorGetStreamColorSpace(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE* color_space)
{
video_context->lpVtbl->VideoProcessorGetStreamColorSpace(
video_context, video_processor, stream_index, color_space);
}
static INLINE void D3D11VideoProcessorGetStreamOutputRate(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_OUTPUT_RATE* output_rate,
BOOL* repeat_frame,
DXGI_RATIONAL* custom_rate)
{
video_context->lpVtbl->VideoProcessorGetStreamOutputRate(
video_context, video_processor, stream_index, output_rate, repeat_frame, custom_rate);
}
static INLINE void D3D11VideoProcessorGetStreamSourceRect(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled,
RECT* rect)
{
video_context->lpVtbl->VideoProcessorGetStreamSourceRect(
video_context, video_processor, stream_index, enabled, rect);
}
static INLINE void D3D11VideoProcessorGetStreamDestRect(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled,
RECT* rect)
{
video_context->lpVtbl->VideoProcessorGetStreamDestRect(
video_context, video_processor, stream_index, enabled, rect);
}
static INLINE void D3D11VideoProcessorGetStreamAlpha(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled,
FLOAT* alpha)
{
video_context->lpVtbl->VideoProcessorGetStreamAlpha(
video_context, video_processor, stream_index, enabled, alpha);
}
static INLINE void D3D11VideoProcessorGetStreamPalette(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
UINT count,
UINT* entries)
{
video_context->lpVtbl->VideoProcessorGetStreamPalette(
video_context, video_processor, stream_index, count, entries);
}
static INLINE void D3D11VideoProcessorGetStreamPixelAspectRatio(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled,
DXGI_RATIONAL* source_aspect_ratio,
DXGI_RATIONAL* destination_aspect_ratio)
{
video_context->lpVtbl->VideoProcessorGetStreamPixelAspectRatio(
video_context, video_processor, stream_index, enabled, source_aspect_ratio,
destination_aspect_ratio);
}
static INLINE void D3D11VideoProcessorGetStreamLumaKey(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled,
FLOAT* lower,
FLOAT* upper)
{
video_context->lpVtbl->VideoProcessorGetStreamLumaKey(
video_context, video_processor, stream_index, enabled, lower, upper);
}
static INLINE void D3D11VideoProcessorGetStreamStereoFormat(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enable,
D3D11_VIDEO_PROCESSOR_STEREO_FORMAT* format,
BOOL* left_view_frame0,
BOOL* base_view_frame0,
D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE* flip_mode,
int* mono_offset)
{
video_context->lpVtbl->VideoProcessorGetStreamStereoFormat(
video_context, video_processor, stream_index, enable, format, left_view_frame0,
base_view_frame0, flip_mode, mono_offset);
}
static INLINE void D3D11VideoProcessorGetStreamAutoProcessingMode(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enabled)
{
video_context->lpVtbl->VideoProcessorGetStreamAutoProcessingMode(
video_context, video_processor, stream_index, enabled);
}
static INLINE void D3D11VideoProcessorGetStreamFilter(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
D3D11_VIDEO_PROCESSOR_FILTER filter,
BOOL* enabled,
int* level)
{
video_context->lpVtbl->VideoProcessorGetStreamFilter(
video_context, video_processor, stream_index, filter, enabled, level);
}
static INLINE APP_DEPRECATED_HRESULT D3D11VideoProcessorGetStreamExtension(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
GUID* extension_guid,
UINT data_size,
void* data)
{
return video_context->lpVtbl->VideoProcessorGetStreamExtension(
video_context, video_processor, stream_index, extension_guid, data_size, data);
}
static INLINE HRESULT D3D11VideoProcessorBlt(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
D3D11VideoProcessorOutputView view,
UINT output_frame,
UINT stream_count,
D3D11_VIDEO_PROCESSOR_STREAM* streams)
{
return video_context->lpVtbl->VideoProcessorBlt(
video_context, video_processor, view, output_frame, stream_count, streams);
}
static INLINE HRESULT D3D11NegotiateCryptoSessionKeyExchange(
D3D11VideoContext video_context,
D3D11CryptoSession crypto_session,
UINT data_size,
void* data)
{
return video_context->lpVtbl->NegotiateCryptoSessionKeyExchange(
video_context, crypto_session, data_size, data);
}
static INLINE void D3D11EncryptionBlt(
D3D11VideoContext video_context,
D3D11CryptoSession crypto_session,
D3D11Texture2D src_surface,
D3D11Texture2D dst_surface,
UINT ivsize,
void* iv)
{
video_context->lpVtbl->EncryptionBlt(
video_context, crypto_session, src_surface, dst_surface, ivsize, iv);
}
static INLINE void D3D11DecryptionBlt(
D3D11VideoContext video_context,
D3D11CryptoSession crypto_session,
D3D11Texture2D src_surface,
D3D11Texture2D dst_surface,
D3D11_ENCRYPTED_BLOCK_INFO* encrypted_block_info,
UINT content_key_size,
void* content_key,
UINT ivsize,
void* iv)
{
video_context->lpVtbl->DecryptionBlt(
video_context, crypto_session, src_surface, dst_surface, encrypted_block_info,
content_key_size, content_key, ivsize, iv);
}
static INLINE void D3D11StartSessionKeyRefresh(
D3D11VideoContext video_context,
D3D11CryptoSession crypto_session,
UINT random_number_size,
void* random_number)
{
video_context->lpVtbl->StartSessionKeyRefresh(
video_context, crypto_session, random_number_size, random_number);
}
static INLINE void
D3D11FinishSessionKeyRefresh(D3D11VideoContext video_context, D3D11CryptoSession crypto_session)
{
video_context->lpVtbl->FinishSessionKeyRefresh(video_context, crypto_session);
}
static INLINE HRESULT D3D11GetEncryptionBltKey(
D3D11VideoContext video_context,
D3D11CryptoSession crypto_session,
UINT key_size,
void* readback_key)
{
return video_context->lpVtbl->GetEncryptionBltKey(
video_context, crypto_session, key_size, readback_key);
}
static INLINE HRESULT D3D11NegotiateAuthenticatedChannelKeyExchange(
D3D11VideoContext video_context,
D3D11AuthenticatedChannel channel,
UINT data_size,
void* data)
{
return video_context->lpVtbl->NegotiateAuthenticatedChannelKeyExchange(
video_context, channel, data_size, data);
}
static INLINE HRESULT D3D11QueryAuthenticatedChannel(
D3D11VideoContext video_context,
D3D11AuthenticatedChannel channel,
UINT input_size,
void* input,
UINT output_size,
void* output)
{
return video_context->lpVtbl->QueryAuthenticatedChannel(
video_context, channel, input_size, input, output_size, output);
}
static INLINE HRESULT D3D11ConfigureAuthenticatedChannel(
D3D11VideoContext video_context,
D3D11AuthenticatedChannel channel,
UINT input_size,
void* input,
D3D11_AUTHENTICATED_CONFIGURE_OUTPUT* output)
{
return video_context->lpVtbl->ConfigureAuthenticatedChannel(
video_context, channel, input_size, input, output);
}
static INLINE void D3D11VideoProcessorSetStreamRotation(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL enable,
D3D11_VIDEO_PROCESSOR_ROTATION rotation)
{
video_context->lpVtbl->VideoProcessorSetStreamRotation(
video_context, video_processor, stream_index, enable, rotation);
}
static INLINE void D3D11VideoProcessorGetStreamRotation(
D3D11VideoContext video_context,
D3D11VideoProcessor video_processor,
UINT stream_index,
BOOL* enable,
D3D11_VIDEO_PROCESSOR_ROTATION* rotation)
{
video_context->lpVtbl->VideoProcessorGetStreamRotation(
video_context, video_processor, stream_index, enable, rotation);
}
static INLINE HRESULT D3D11CreateVideoDecoder(
D3D11VideoDevice video_device,
D3D11_VIDEO_DECODER_DESC* video_desc,
D3D11_VIDEO_DECODER_CONFIG* config,
D3D11VideoDecoder* decoder)
{
return video_device->lpVtbl->CreateVideoDecoder(video_device, video_desc, config, decoder);
}
static INLINE HRESULT D3D11CreateVideoProcessor(
D3D11VideoDevice video_device,
D3D11VideoProcessorEnumerator enumerator,
UINT rate_conversion_index,
D3D11VideoProcessor* video_processor)
{
return video_device->lpVtbl->CreateVideoProcessor(
video_device, enumerator, rate_conversion_index, video_processor);
}
static INLINE HRESULT D3D11CreateAuthenticatedChannel(
D3D11VideoDevice video_device,
D3D11_AUTHENTICATED_CHANNEL_TYPE channel_type,
D3D11AuthenticatedChannel* authenticated_channel)
{
return video_device->lpVtbl->CreateAuthenticatedChannel(
video_device, channel_type, authenticated_channel);
}
static INLINE HRESULT D3D11CreateCryptoSession(
D3D11VideoDevice video_device,
GUID* crypto_type,
GUID* decoder_profile,
GUID* key_exchange_type,
D3D11CryptoSession* crypto_session)
{
return video_device->lpVtbl->CreateCryptoSession(
video_device, crypto_type, decoder_profile, key_exchange_type, crypto_session);
}
static INLINE HRESULT D3D11CreateVideoDecoderOutputView(
D3D11VideoDevice video_device,
D3D11Resource resource,
D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* desc,
D3D11VideoDecoderOutputView* vdovview)
{
return video_device->lpVtbl->CreateVideoDecoderOutputView(
video_device, resource, desc, vdovview);
}
static INLINE HRESULT D3D11CreateVideoProcessorInputView(
D3D11VideoDevice video_device,
D3D11Resource resource,
D3D11VideoProcessorEnumerator enumerator,
D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* desc,
D3D11VideoProcessorInputView* vpiview)
{
return video_device->lpVtbl->CreateVideoProcessorInputView(
video_device, resource, enumerator, desc, vpiview);
}
static INLINE HRESULT D3D11CreateVideoProcessorOutputView(
D3D11VideoDevice video_device,
D3D11Resource resource,
D3D11VideoProcessorEnumerator enumerator,
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* desc,
D3D11VideoProcessorOutputView* vpoview)
{
return video_device->lpVtbl->CreateVideoProcessorOutputView(
video_device, resource, enumerator, desc, vpoview);
}
static INLINE HRESULT D3D11CreateVideoProcessorEnumerator(
D3D11VideoDevice video_device,
D3D11_VIDEO_PROCESSOR_CONTENT_DESC* desc,
D3D11VideoProcessorEnumerator* enumerator)
{
return video_device->lpVtbl->CreateVideoProcessorEnumerator(video_device, desc, enumerator);
}
static INLINE UINT D3D11GetVideoDecoderProfileCount(D3D11VideoDevice video_device)
{
return video_device->lpVtbl->GetVideoDecoderProfileCount(video_device);
}
static INLINE HRESULT
D3D11GetVideoDecoderProfile(D3D11VideoDevice video_device, UINT index, GUID* decoder_profile)
{
return video_device->lpVtbl->GetVideoDecoderProfile(video_device, index, decoder_profile);
}
static INLINE HRESULT D3D11CheckVideoDecoderFormat(
D3D11VideoDevice video_device, GUID* decoder_profile, DXGI_FORMAT format, BOOL* supported)
{
return video_device->lpVtbl->CheckVideoDecoderFormat(
video_device, decoder_profile, format, supported);
}
static INLINE HRESULT D3D11GetVideoDecoderConfigCount(
D3D11VideoDevice video_device, D3D11_VIDEO_DECODER_DESC* desc, UINT* count)
{
return video_device->lpVtbl->GetVideoDecoderConfigCount(video_device, desc, count);
}
static INLINE HRESULT D3D11GetVideoDecoderConfig(
D3D11VideoDevice video_device,
D3D11_VIDEO_DECODER_DESC* desc,
UINT index,
D3D11_VIDEO_DECODER_CONFIG* config)
{
return video_device->lpVtbl->GetVideoDecoderConfig(video_device, desc, index, config);
}
static INLINE HRESULT D3D11GetContentProtectionCaps(
D3D11VideoDevice video_device,
GUID* crypto_type,
GUID* decoder_profile,
D3D11_VIDEO_CONTENT_PROTECTION_CAPS* caps)
{
return video_device->lpVtbl->GetContentProtectionCaps(
video_device, crypto_type, decoder_profile, caps);
}
static INLINE HRESULT D3D11CheckCryptoKeyExchange(
D3D11VideoDevice video_device,
GUID* crypto_type,
GUID* decoder_profile,
UINT index,
GUID* key_exchange_type)
{
return video_device->lpVtbl->CheckCryptoKeyExchange(
video_device, crypto_type, decoder_profile, index, key_exchange_type);
}
static INLINE HRESULT D3D11CreateBuffer(
D3D11Device device,
D3D11_BUFFER_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Buffer* buffer)
{
return device->lpVtbl->CreateBuffer(device, desc, initial_data, buffer);
}
static INLINE HRESULT D3D11CreateTexture1D(
D3D11Device device,
D3D11_TEXTURE1D_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Texture1D* texture1d)
{
return device->lpVtbl->CreateTexture1D(device, desc, initial_data, texture1d);
}
static INLINE HRESULT D3D11CreateTexture2D(
D3D11Device device,
D3D11_TEXTURE2D_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Texture2D* texture2d)
{
return device->lpVtbl->CreateTexture2D(device, desc, initial_data, texture2d);
}
static INLINE HRESULT D3D11CreateTexture3D(
D3D11Device device,
D3D11_TEXTURE3D_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Texture3D* texture3d)
{
return device->lpVtbl->CreateTexture3D(device, desc, initial_data, texture3d);
}
static INLINE HRESULT D3D11CreateShaderResourceView(
D3D11Device device,
D3D11Resource resource,
D3D11_SHADER_RESOURCE_VIEW_DESC* desc,
D3D11ShaderResourceView* srview)
{
return device->lpVtbl->CreateShaderResourceView(device, resource, desc, srview);
}
static INLINE HRESULT D3D11CreateUnorderedAccessView(
D3D11Device device,
D3D11Resource resource,
D3D11_UNORDERED_ACCESS_VIEW_DESC* desc,
D3D11UnorderedAccessView* uaview)
{
return device->lpVtbl->CreateUnorderedAccessView(device, resource, desc, uaview);
}
static INLINE HRESULT D3D11CreateRenderTargetView(
D3D11Device device,
D3D11Resource resource,
D3D11_RENDER_TARGET_VIEW_DESC* desc,
D3D11RenderTargetView* rtview)
{
return device->lpVtbl->CreateRenderTargetView(device, resource, desc, rtview);
}
static INLINE HRESULT D3D11CreateDepthStencilView(
D3D11Device device,
D3D11Resource resource,
D3D11_DEPTH_STENCIL_VIEW_DESC* desc,
D3D11DepthStencilView* depth_stencil_view)
{
return device->lpVtbl->CreateDepthStencilView(device, resource, desc, depth_stencil_view);
}
static INLINE HRESULT D3D11CreateInputLayout(
D3D11Device device,
const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
void* shader_bytecode_with_input_signature,
SIZE_T bytecode_length,
D3D11InputLayout* input_layout)
{
return device->lpVtbl->CreateInputLayout(
device, input_element_descs, num_elements, shader_bytecode_with_input_signature,
bytecode_length, input_layout);
}
static INLINE HRESULT D3D11CreateVertexShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11VertexShader* vertex_shader)
{
return device->lpVtbl->CreateVertexShader(
device, shader_bytecode, bytecode_length, class_linkage, vertex_shader);
}
static INLINE HRESULT D3D11CreateGeometryShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11GeometryShader* geometry_shader)
{
return device->lpVtbl->CreateGeometryShader(
device, shader_bytecode, bytecode_length, class_linkage, geometry_shader);
}
static INLINE HRESULT D3D11CreateGeometryShaderWithStreamOutput(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11_SO_DECLARATION_ENTRY* sodeclaration,
UINT num_entries,
UINT* buffer_strides,
UINT num_strides,
UINT rasterized_stream,
D3D11ClassLinkage class_linkage,
D3D11GeometryShader* geometry_shader)
{
return device->lpVtbl->CreateGeometryShaderWithStreamOutput(
device, shader_bytecode, bytecode_length, sodeclaration, num_entries, buffer_strides,
num_strides, rasterized_stream, class_linkage, geometry_shader);
}
static INLINE HRESULT D3D11CreatePixelShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11PixelShader* pixel_shader)
{
return device->lpVtbl->CreatePixelShader(
device, shader_bytecode, bytecode_length, class_linkage, pixel_shader);
}
static INLINE HRESULT D3D11CreateHullShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11HullShader* hull_shader)
{
return device->lpVtbl->CreateHullShader(
device, shader_bytecode, bytecode_length, class_linkage, hull_shader);
}
static INLINE HRESULT D3D11CreateDomainShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11DomainShader* domain_shader)
{
return device->lpVtbl->CreateDomainShader(
device, shader_bytecode, bytecode_length, class_linkage, domain_shader);
}
static INLINE HRESULT D3D11CreateComputeShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11ComputeShader* compute_shader)
{
return device->lpVtbl->CreateComputeShader(
device, shader_bytecode, bytecode_length, class_linkage, compute_shader);
}
static INLINE HRESULT D3D11CreateClassLinkage(D3D11Device device, D3D11ClassLinkage* linkage)
{
return device->lpVtbl->CreateClassLinkage(device, linkage);
}
static INLINE HRESULT D3D11CreateBlendState(
D3D11Device device, D3D11_BLEND_DESC* blend_state_desc, D3D11BlendState* blend_state)
{
return device->lpVtbl->CreateBlendState(device, blend_state_desc, blend_state);
}
static INLINE HRESULT D3D11CreateDepthStencilState(
D3D11Device device,
D3D11_DEPTH_STENCIL_DESC* depth_stencil_desc,
D3D11DepthStencilState* depth_stencil_state)
{
return device->lpVtbl->CreateDepthStencilState(device, depth_stencil_desc, depth_stencil_state);
}
static INLINE HRESULT D3D11CreateRasterizerState(
D3D11Device device,
D3D11_RASTERIZER_DESC* rasterizer_desc,
D3D11RasterizerState* rasterizer_state)
{
return device->lpVtbl->CreateRasterizerState(device, rasterizer_desc, rasterizer_state);
}
static INLINE HRESULT D3D11CreateSamplerState(
D3D11Device device, D3D11_SAMPLER_DESC* sampler_desc, D3D11SamplerState* sampler_state)
{
return device->lpVtbl->CreateSamplerState(device, sampler_desc, sampler_state);
}
static INLINE HRESULT
D3D11CreateQuery(D3D11Device device, D3D11_QUERY_DESC* query_desc, D3D11Query* query)
{
return device->lpVtbl->CreateQuery(device, query_desc, query);
}
static INLINE HRESULT D3D11CreatePredicate(
D3D11Device device, D3D11_QUERY_DESC* predicate_desc, D3D11Predicate* predicate)
{
return device->lpVtbl->CreatePredicate(device, predicate_desc, predicate);
}
static INLINE HRESULT
D3D11CreateCounter(D3D11Device device, D3D11_COUNTER_DESC* counter_desc, D3D11Counter* counter)
{
return device->lpVtbl->CreateCounter(device, counter_desc, counter);
}
static INLINE HRESULT D3D11CreateDeferredContext(
D3D11Device device, UINT context_flags, D3D11DeviceContext* deferred_context)
{
return device->lpVtbl->CreateDeferredContext(device, context_flags, deferred_context);
}
static INLINE HRESULT
D3D11OpenSharedResource(D3D11Device device, HANDLE h_resource, ID3D11Resource** out)
{
return device->lpVtbl->OpenSharedResource(
device, h_resource, uuidof(ID3D11Resource), (void**)out);
}
static INLINE HRESULT
D3D11CheckFormatSupport(D3D11Device device, DXGI_FORMAT format, UINT* format_support)
{
return device->lpVtbl->CheckFormatSupport(device, format, format_support);
}
static INLINE HRESULT D3D11CheckMultisampleQualityLevels(
D3D11Device device, DXGI_FORMAT format, UINT sample_count, UINT* num_quality_levels)
{
return device->lpVtbl->CheckMultisampleQualityLevels(
device, format, sample_count, num_quality_levels);
}
static INLINE void D3D11CheckCounterInfo(D3D11Device device, D3D11_COUNTER_INFO* counter_info)
{
device->lpVtbl->CheckCounterInfo(device, counter_info);
}
static INLINE HRESULT D3D11CheckCounter(
D3D11Device device,
D3D11_COUNTER_DESC* desc,
D3D11_COUNTER_TYPE* type,
UINT* active_counters,
LPSTR sz_name,
UINT* name_length,
LPSTR sz_units,
UINT* units_length,
LPSTR sz_description,
UINT* description_length)
{
return device->lpVtbl->CheckCounter(
device, desc, type, active_counters, sz_name, name_length, sz_units, units_length,
sz_description, description_length);
}
static INLINE HRESULT D3D11CheckFeatureSupport(
D3D11Device device,
D3D11_FEATURE feature,
void* feature_support_data,
UINT feature_support_data_size)
{
return device->lpVtbl->CheckFeatureSupport(
device, feature, feature_support_data, feature_support_data_size);
}
static INLINE D3D_FEATURE_LEVEL D3D11GetFeatureLevel(D3D11Device device)
{
return device->lpVtbl->GetFeatureLevel(device);
}
static INLINE UINT D3D11GetCreationFlags(D3D11Device device)
{
return device->lpVtbl->GetCreationFlags(device);
}
static INLINE HRESULT D3D11GetDeviceRemovedReason(D3D11Device device)
{
return device->lpVtbl->GetDeviceRemovedReason(device);
}
static INLINE void
D3D11GetImmediateContext(D3D11Device device, D3D11DeviceContext* immediate_context)
{
device->lpVtbl->GetImmediateContext(device, immediate_context);
}
static INLINE HRESULT D3D11SetExceptionMode(D3D11Device device, UINT raise_flags)
{
return device->lpVtbl->SetExceptionMode(device, raise_flags);
}
static INLINE UINT D3D11GetExceptionMode(D3D11Device device)
{
return device->lpVtbl->GetExceptionMode(device);
}
static INLINE HRESULT D3D11SetDebugFeatureMask(D3D11Debug debug, UINT mask)
{
return debug->lpVtbl->SetFeatureMask(debug, mask);
}
static INLINE UINT D3D11GetDebugFeatureMask(D3D11Debug debug)
{
return debug->lpVtbl->GetFeatureMask(debug);
}
static INLINE HRESULT D3D11SetPresentPerRenderOpDelay(D3D11Debug debug, UINT milliseconds)
{
return debug->lpVtbl->SetPresentPerRenderOpDelay(debug, milliseconds);
}
static INLINE UINT D3D11GetPresentPerRenderOpDelay(D3D11Debug debug)
{
return debug->lpVtbl->GetPresentPerRenderOpDelay(debug);
}
static INLINE HRESULT D3D11SetSwapChain(D3D11Debug debug, IDXGISwapChain* swap_chain)
{
return debug->lpVtbl->SetSwapChain(debug, (IDXGISwapChain*)swap_chain);
}
static INLINE HRESULT D3D11GetSwapChain(D3D11Debug debug, IDXGISwapChain** swap_chain)
{
return debug->lpVtbl->GetSwapChain(debug, (IDXGISwapChain**)swap_chain);
}
static INLINE HRESULT D3D11ValidateContext(D3D11Debug debug, D3D11DeviceContext context)
{
return debug->lpVtbl->ValidateContext(debug, context);
}
static INLINE HRESULT D3D11ReportLiveDeviceObjects(D3D11Debug debug, D3D11_RLDO_FLAGS flags)
{
return debug->lpVtbl->ReportLiveDeviceObjects(debug, flags);
}
static INLINE HRESULT D3D11ValidateContextForDispatch(D3D11Debug debug, D3D11DeviceContext context)
{
return debug->lpVtbl->ValidateContextForDispatch(debug, context);
}
static INLINE BOOL D3D11SetUseRef(D3D11SwitchToRef switch_to_ref, BOOL use_ref)
{
return switch_to_ref->lpVtbl->SetUseRef(switch_to_ref, use_ref);
}
static INLINE BOOL D3D11GetUseRef(D3D11SwitchToRef switch_to_ref)
{
return switch_to_ref->lpVtbl->GetUseRef(switch_to_ref);
}
static INLINE HRESULT D3D11SetShaderTrackingOptionsByType(
D3D11TracingDevice tracing_device, UINT resource_type_flags, UINT options)
{
return tracing_device->lpVtbl->SetShaderTrackingOptionsByType(
tracing_device, resource_type_flags, options);
}
static INLINE HRESULT
D3D11SetShaderTrackingOptions(D3D11TracingDevice tracing_device, void* shader, UINT options)
{
return tracing_device->lpVtbl->SetShaderTrackingOptions(
tracing_device, (IUnknown*)shader, options);
}
static INLINE HRESULT
D3D11SetMessageCountLimit(D3D11InfoQueue info_queue, UINT64 message_count_limit)
{
return info_queue->lpVtbl->SetMessageCountLimit(info_queue, message_count_limit);
}
static INLINE void D3D11ClearStoredMessages(D3D11InfoQueue info_queue)
{
info_queue->lpVtbl->ClearStoredMessages(info_queue);
}
static INLINE HRESULT D3D11GetMessageA(
D3D11InfoQueue info_queue,
UINT64 message_index,
D3D11_MESSAGE* message,
SIZE_T* message_byte_length)
{
return info_queue->lpVtbl->GetMessageA(info_queue, message_index, message, message_byte_length);
}
static INLINE UINT64 D3D11GetNumMessagesAllowedByStorageFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetNumMessagesAllowedByStorageFilter(info_queue);
}
static INLINE UINT64 D3D11GetNumMessagesDeniedByStorageFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetNumMessagesDeniedByStorageFilter(info_queue);
}
static INLINE UINT64 D3D11GetNumStoredMessages(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetNumStoredMessages(info_queue);
}
static INLINE UINT64 D3D11GetNumStoredMessagesAllowedByRetrievalFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetNumStoredMessagesAllowedByRetrievalFilter(info_queue);
}
static INLINE UINT64 D3D11GetNumMessagesDiscardedByMessageCountLimit(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetNumMessagesDiscardedByMessageCountLimit(info_queue);
}
static INLINE UINT64 D3D11GetMessageCountLimit(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetMessageCountLimit(info_queue);
}
static INLINE HRESULT
D3D11AddStorageFilterEntries(D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter)
{
return info_queue->lpVtbl->AddStorageFilterEntries(info_queue, filter);
}
static INLINE HRESULT D3D11GetStorageFilter(
D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter, SIZE_T* filter_byte_length)
{
return info_queue->lpVtbl->GetStorageFilter(info_queue, filter, filter_byte_length);
}
static INLINE void D3D11ClearStorageFilter(D3D11InfoQueue info_queue)
{
info_queue->lpVtbl->ClearStorageFilter(info_queue);
}
static INLINE HRESULT D3D11PushEmptyStorageFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->PushEmptyStorageFilter(info_queue);
}
static INLINE HRESULT D3D11PushCopyOfStorageFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->PushCopyOfStorageFilter(info_queue);
}
static INLINE HRESULT
D3D11PushStorageFilter(D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter)
{
return info_queue->lpVtbl->PushStorageFilter(info_queue, filter);
}
static INLINE void D3D11PopStorageFilter(D3D11InfoQueue info_queue)
{
info_queue->lpVtbl->PopStorageFilter(info_queue);
}
static INLINE UINT D3D11GetStorageFilterStackSize(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetStorageFilterStackSize(info_queue);
}
static INLINE HRESULT
D3D11AddRetrievalFilterEntries(D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter)
{
return info_queue->lpVtbl->AddRetrievalFilterEntries(info_queue, filter);
}
static INLINE HRESULT D3D11GetRetrievalFilter(
D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter, SIZE_T* filter_byte_length)
{
return info_queue->lpVtbl->GetRetrievalFilter(info_queue, filter, filter_byte_length);
}
static INLINE void D3D11ClearRetrievalFilter(D3D11InfoQueue info_queue)
{
info_queue->lpVtbl->ClearRetrievalFilter(info_queue);
}
static INLINE HRESULT D3D11PushEmptyRetrievalFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->PushEmptyRetrievalFilter(info_queue);
}
static INLINE HRESULT D3D11PushCopyOfRetrievalFilter(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->PushCopyOfRetrievalFilter(info_queue);
}
static INLINE HRESULT
D3D11PushRetrievalFilter(D3D11InfoQueue info_queue, D3D11_INFO_QUEUE_FILTER* filter)
{
return info_queue->lpVtbl->PushRetrievalFilter(info_queue, filter);
}
static INLINE void D3D11PopRetrievalFilter(D3D11InfoQueue info_queue)
{
info_queue->lpVtbl->PopRetrievalFilter(info_queue);
}
static INLINE UINT D3D11GetRetrievalFilterStackSize(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetRetrievalFilterStackSize(info_queue);
}
static INLINE HRESULT D3D11AddMessage(
D3D11InfoQueue info_queue,
D3D11_MESSAGE_CATEGORY category,
D3D11_MESSAGE_SEVERITY severity,
D3D11_MESSAGE_ID id,
LPCSTR description)
{
return info_queue->lpVtbl->AddMessage(info_queue, category, severity, id, description);
}
static INLINE HRESULT D3D11AddApplicationMessage(
D3D11InfoQueue info_queue, D3D11_MESSAGE_SEVERITY severity, LPCSTR description)
{
return info_queue->lpVtbl->AddApplicationMessage(info_queue, severity, description);
}
static INLINE HRESULT
D3D11SetBreakOnCategory(D3D11InfoQueue info_queue, D3D11_MESSAGE_CATEGORY category, BOOL enable)
{
return info_queue->lpVtbl->SetBreakOnCategory(info_queue, category, enable);
}
static INLINE HRESULT
D3D11SetBreakOnSeverity(D3D11InfoQueue info_queue, D3D11_MESSAGE_SEVERITY severity, BOOL enable)
{
return info_queue->lpVtbl->SetBreakOnSeverity(info_queue, severity, enable);
}
static INLINE HRESULT D3D11SetBreakOnID(D3D11InfoQueue info_queue, D3D11_MESSAGE_ID id, BOOL enable)
{
return info_queue->lpVtbl->SetBreakOnID(info_queue, id, enable);
}
static INLINE BOOL
D3D11GetBreakOnCategory(D3D11InfoQueue info_queue, D3D11_MESSAGE_CATEGORY category)
{
return info_queue->lpVtbl->GetBreakOnCategory(info_queue, category);
}
static INLINE BOOL
D3D11GetBreakOnSeverity(D3D11InfoQueue info_queue, D3D11_MESSAGE_SEVERITY severity)
{
return info_queue->lpVtbl->GetBreakOnSeverity(info_queue, severity);
}
static INLINE BOOL D3D11GetBreakOnID(D3D11InfoQueue info_queue, D3D11_MESSAGE_ID id)
{
return info_queue->lpVtbl->GetBreakOnID(info_queue, id);
}
static INLINE void D3D11SetMuteDebugOutput(D3D11InfoQueue info_queue, BOOL mute)
{
info_queue->lpVtbl->SetMuteDebugOutput(info_queue, mute);
}
static INLINE BOOL D3D11GetMuteDebugOutput(D3D11InfoQueue info_queue)
{
return info_queue->lpVtbl->GetMuteDebugOutput(info_queue);
}
/* end of auto-generated */
static INLINE HRESULT
DXGIGetSwapChainBufferD3D11(DXGISwapChain swap_chain, UINT buffer, D3D11Texture2D* out)
{
return swap_chain->lpVtbl->GetBuffer(swap_chain, buffer, uuidof(ID3D11Texture2D), (void**)out);
}
static INLINE HRESULT D3D11MapTexture2D(
D3D11DeviceContext device_context,
D3D11Texture2D texture,
UINT subresource,
D3D11_MAP map_type,
UINT map_flags,
D3D11_MAPPED_SUBRESOURCE* mapped_resource)
{
return device_context->lpVtbl->Map(
device_context, (D3D11Resource)texture, subresource, map_type, map_flags, mapped_resource);
}
static INLINE void
D3D11UnmapTexture2D(D3D11DeviceContext device_context, D3D11Texture2D texture, UINT subresource)
{
device_context->lpVtbl->Unmap(device_context, (D3D11Resource)texture, subresource);
}
static INLINE void D3D11CopyTexture2DSubresourceRegion(
D3D11DeviceContext device_context,
D3D11Texture2D dst_texture,
UINT dst_subresource,
UINT dst_x,
UINT dst_y,
UINT dst_z,
D3D11Texture2D src_texture,
UINT src_subresource,
D3D11_BOX* src_box)
{
device_context->lpVtbl->CopySubresourceRegion(
device_context, (D3D11Resource)dst_texture, dst_subresource, dst_x, dst_y, dst_z,
(D3D11Resource)src_texture, src_subresource, src_box);
}
static INLINE HRESULT D3D11CreateTexture2DRenderTargetView(
D3D11Device device,
D3D11Texture2D texture,
D3D11_RENDER_TARGET_VIEW_DESC* desc,
D3D11RenderTargetView* rtview)
{
return device->lpVtbl->CreateRenderTargetView(device, (D3D11Resource)texture, desc, rtview);
}
static INLINE HRESULT D3D11CreateTexture2DShaderResourceView(
D3D11Device device,
D3D11Texture2D texture,
D3D11_SHADER_RESOURCE_VIEW_DESC* desc,
D3D11ShaderResourceView* srview)
{
return device->lpVtbl->CreateShaderResourceView(device, (D3D11Resource)texture, desc, srview);
}
static INLINE HRESULT D3D11MapBuffer(
D3D11DeviceContext device_context,
D3D11Buffer buffer,
UINT subresource,
D3D11_MAP map_type,
UINT map_flags,
D3D11_MAPPED_SUBRESOURCE* mapped_resource)
{
return device_context->lpVtbl->Map(
device_context, (D3D11Resource)buffer, subresource, map_type, map_flags, mapped_resource);
}
static INLINE void
D3D11UnmapBuffer(D3D11DeviceContext device_context, D3D11Buffer buffer, UINT subresource)
{
device_context->lpVtbl->Unmap(device_context, (D3D11Resource)buffer, subresource);
}
#endif
/* internal */
#include <assert.h>
#include <boolean.h>
#include <retro_math.h>
#include <gfx/math/matrix_4x4.h>
#include <libretro_d3d.h>
#include "../video_driver.h"
#include "../drivers_shader/slang_process.h"
typedef struct d3d11_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d11_vertex_t;
typedef struct
{
D3D11Texture2D handle;
D3D11Texture2D staging;
D3D11_TEXTURE2D_DESC desc;
D3D11RenderTargetView rt_view;
D3D11ShaderResourceView view;
D3D11SamplerStateRef sampler;
float4_t size_data;
} d3d11_texture_t;
typedef struct
{
struct
{
float x, y, w, h;
} pos;
struct
{
float u, v, w, h;
} coords;
UINT32 colors[4];
struct
{
float scaling;
float rotation;
} params;
} d3d11_sprite_t;
#ifndef ALIGN
#ifdef _MSC_VER
#define ALIGN(x) __declspec(align(x))
#else
#define ALIGN(x) __attribute__((aligned(x)))
#endif
#endif
typedef struct ALIGN(16)
{
math_matrix_4x4 mvp;
struct
{
float width;
float height;
} OutputSize;
float time;
} d3d11_uniform_t;
static_assert(
(!(sizeof(d3d11_uniform_t) & 0xF)), "sizeof(d3d11_uniform_t) must be a multiple of 16");
typedef struct d3d11_shader_t
{
D3D11VertexShader vs;
D3D11PixelShader ps;
D3D11GeometryShader gs;
D3D11InputLayout layout;
} d3d11_shader_t;
typedef struct
{
unsigned cur_mon_id;
DXGISwapChain swapChain;
D3D11Device device;
D3D_FEATURE_LEVEL supportedFeatureLevel;
D3D11DeviceContext context;
D3D11RasterizerState state;
D3D11RenderTargetView renderTargetView;
D3D11Buffer ubo;
d3d11_uniform_t ubo_values;
D3D11SamplerState samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
D3D11BlendState blend_enable;
D3D11BlendState blend_disable;
D3D11BlendState blend_pipeline;
D3D11Buffer menu_pipeline_vbo;
math_matrix_4x4 mvp, mvp_no_rot;
struct video_viewport vp;
D3D11_VIEWPORT viewport;
DXGI_FORMAT format;
float clearcolor[4];
bool vsync;
bool resize_chain;
bool keep_aspect;
bool resize_viewport;
bool resize_render_targets;
bool init_history;
d3d11_shader_t shaders[GFX_MAX_SHADERS];
struct
{
bool enable;
struct retro_hw_render_interface_d3d11 iface;
} hw;
struct
{
d3d11_shader_t shader;
d3d11_shader_t shader_font;
D3D11Buffer vbo;
int offset;
int capacity;
bool enabled;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D11Buffer vbo;
d3d11_texture_t* textures;
bool enabled;
bool fullscreen;
int count;
} overlays;
#endif
struct
{
d3d11_texture_t texture;
D3D11Buffer vbo;
bool enabled;
bool fullscreen;
} menu;
struct
{
d3d11_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D11Buffer vbo;
D3D11Buffer ubo;
D3D11_VIEWPORT viewport;
float4_t output_size;
int rotation;
} frame;
struct
{
d3d11_shader_t shader;
D3D11Buffer buffers[SLANG_CBUFFER_MAX];
d3d11_texture_t rt;
d3d11_texture_t feedback;
D3D11_VIEWPORT viewport;
pass_semantics_t semantics;
uint32_t frame_count;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
d3d11_texture_t luts[GFX_MAX_TEXTURES];
} d3d11_video_t;
void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture);
static INLINE void d3d11_release_texture(d3d11_texture_t* texture)
{
Release(texture->handle);
Release(texture->staging);
Release(texture->view);
Release(texture->rt_view);
}
void d3d11_update_texture(
D3D11DeviceContext ctx,
unsigned width,
unsigned height,
unsigned pitch,
DXGI_FORMAT format,
const void* data,
d3d11_texture_t* texture);
DXGI_FORMAT d3d11_get_closest_match(
D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support);
bool d3d11_init_shader(
D3D11Device device,
const char* src,
size_t size,
const void* src_name,
LPCSTR vs_entry,
LPCSTR ps_entry,
LPCSTR gs_entry,
const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
d3d11_shader_t* out);
static INLINE void d3d11_release_shader(d3d11_shader_t* shader)
{
Release(shader->layout);
Release(shader->vs);
Release(shader->ps);
Release(shader->gs);
}
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void
d3d11_set_texture_and_sampler(D3D11DeviceContext ctx, UINT slot, d3d11_texture_t* texture)
{
D3D11SetPShaderResources(ctx, slot, 1, &texture->view);
D3D11SetPShaderSamplers(ctx, slot, 1, (D3D11SamplerState*)&texture->sampler);
}
static INLINE void d3d11_set_shader(D3D11DeviceContext ctx, d3d11_shader_t* shader)
{
D3D11SetInputLayout(ctx, shader->layout);
D3D11SetVShader(ctx, shader->vs, NULL, 0);
D3D11SetPShader(ctx, shader->ps, NULL, 0);
D3D11SetGShader(ctx, shader->gs, NULL, 0);
}
static INLINE void D3D11SetVertexBuffer(
D3D11DeviceContext device_context,
UINT slot,
D3D11Buffer const vertex_buffer,
UINT stride,
UINT offset)
{
D3D11SetVertexBuffers(device_context, slot, 1, &vertex_buffer, &stride, &offset);
}
static INLINE void D3D11SetVShaderConstantBuffer(
D3D11DeviceContext device_context, UINT slot, D3D11Buffer const constant_buffer)
{
D3D11SetVShaderConstantBuffers(device_context, slot, 1, &constant_buffer);
}
static INLINE void D3D11SetPShaderConstantBuffer(
D3D11DeviceContext device_context, UINT slot, D3D11Buffer const constant_buffer)
{
D3D11SetPShaderConstantBuffers(device_context, slot, 1, &constant_buffer);
}
#endif