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Merge pull request #1082 from mumble-voip/olay-11

Overlay: Add Direct3D 11 support
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Kissaki committed Jan 10, 2014
2 parents da6c244 + 9544bec commit 405d6e43a809f11e68af9bd1839538ba628a84f2
@@ -13,3 +13,6 @@
[submodule "sbcelt-src"]
path = sbcelt-src
url = git://github.com/mumble-voip/sbcelt.git
[submodule "3rdparty/fx11-src"]
path = 3rdparty/fx11-src
url = git://github.com/mumble-voip/fx11.git
@@ -0,0 +1,54 @@
include(../../compiler.pri)

BUILDDIR=$$basename(PWD)
SOURCEDIR=$$replace(BUILDDIR,-build,-src)

!exists(../$$SOURCEDIR/Effect.h) {
message("The $$SOURCEDIR/ directory was not found. You need to do one of the following:")
message("")
message("git submodule init")
message("git submodule update")
message("")
error("Aborting configuration")
}

TEMPLATE = lib
CONFIG *= debug_and_release warn_on
CONFIG *= staticlib
VPATH = ../$$SOURCEDIR
TARGET = effects11
SOURCES = EffectAPI.cpp \
EffectLoad.cpp \
EffectNonRuntime.cpp \
EffectReflection.cpp \
EffectRuntime.cpp \
d3dxGlobal.cpp
HEADERS = pchfx.h \
Inc/d3dx11effect.h \
Inc/d3dxglobal.h \
Binary/EffectBinaryFormat.h \
Binary/EffectStateBase11.h \
Binary/EffectStates11.h \
Binary/SOParser.h \
Effect.h \
EffectLoad.h \
IUnknownImp.h

DEFINES += WIN32 PROFILE _WINDOWS _LIB D3DXFX_LARGEADDRESS_HANDLE

QMAKE_CXXFLAGS_RELEASE -= -MD
QMAKE_CXXFLAGS_DEBUG -= -MDd

QMAKE_CXXFLAGS_RELEASE *= -MT
QMAKE_CXXFLAGS_DEBUG *= -MTd

INCLUDEPATH *= ../$$SOURCEDIR/Inc ../$$SOURCEDIR/Binary
INCLUDEPATH *= $(DXSDK_DIR)Include

CONFIG(release, debug|release) {
DEFINES *= NDEBUG
}

CONFIG(debug, debug|release) {
DEFINES *= DEBUG _DEBUG
}
Submodule fx11-src added at 7606b7
@@ -39,6 +39,7 @@ CONFIG *= ordered debug_and_release
}

win32 {
SUBDIRS *= 3rdparty/fx11-build
SUBDIRS *= overlay
!CONFIG(no-g15) {
SUBDIRS *= g15helper
@@ -0,0 +1,131 @@
/* Copyright (C) 2011-2013, Nye Liu <nyet@nyet.org>
Copyright (C) 2011-2013, Kissaki <kissaki@gmx.de>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
- Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
- Neither the name of the Mumble Developers nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#include "D11StateBlock.h"

void D11CreateStateBlock(ID3D11DeviceContext *pDeviceContext, D11StateBlock **ppStateBlock)
{
*ppStateBlock = new D11StateBlock(pDeviceContext);
}

D11StateBlock::D11StateBlock(ID3D11DeviceContext *pDC)
: pRasterizerState(0), uiSampleMask(0)
, Format(DXGI_FORMAT_UNKNOWN), Topology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
, pBlendState(0), pIndexBuffer(0), pInputLayout(0), uiOffset(0)
, pDepthStencilView(0) {
uiNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ZeroMemory(pViewports, sizeof(pViewports));
ZeroMemory(pRenderTargetViews, sizeof (pRenderTargetViews));
ZeroMemory(fBlendFactor, sizeof (fBlendFactor));
ZeroMemory(pVertexBuffers, sizeof (pVertexBuffers));
ZeroMemory(uiStrides, sizeof (uiStrides));
ZeroMemory(uiOffsets, sizeof (uiOffsets));

pDeviceContext = pDC;
pDeviceContext->AddRef();
}

D11StateBlock::~D11StateBlock() {
ReleaseObjects();
pDeviceContext->Release();
}

void D11StateBlock::Capture()
{
// Release potential references to make sure we have no leaks.
ReleaseObjects();

pDeviceContext->RSGetState(&pRasterizerState);
uiNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
pDeviceContext->RSGetViewports(&uiNumViewports, pViewports);
pDeviceContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, pRenderTargetViews, &pDepthStencilView);
pDeviceContext->OMGetBlendState(&pBlendState, fBlendFactor, &uiSampleMask);
pDeviceContext->IAGetInputLayout(&pInputLayout);
pDeviceContext->IAGetIndexBuffer(&pIndexBuffer, &Format, &uiOffset);
pDeviceContext->IAGetPrimitiveTopology(&Topology);
pDeviceContext->IAGetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, pVertexBuffers, uiStrides, uiOffsets);
}

void D11StateBlock::Apply()
{
pDeviceContext->RSSetState(pRasterizerState);
pDeviceContext->RSSetViewports(uiNumViewports, pViewports);
pDeviceContext->OMSetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, pRenderTargetViews, pDepthStencilView);
pDeviceContext->OMSetBlendState(pBlendState, fBlendFactor, uiSampleMask);
pDeviceContext->IASetInputLayout(pInputLayout);
pDeviceContext->IASetIndexBuffer(pIndexBuffer, Format, uiOffset);
pDeviceContext->IASetPrimitiveTopology(Topology);
pDeviceContext->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, pVertexBuffers, uiStrides, uiOffsets);
ReleaseObjects();
}

/// Release state information
void D11StateBlock::ReleaseObjects()
{
if (pRasterizerState) {
pRasterizerState->Release();
pRasterizerState = NULL;
}

for (int i=0; i<D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
if (pRenderTargetViews[i]) {
pRenderTargetViews[i]->Release();
pRenderTargetViews[i] = NULL;
}


if (pDepthStencilView) {
pDepthStencilView->Release();
pDepthStencilView = NULL;
}

if (pBlendState) {
pBlendState->Release();
pBlendState = NULL;
}

if (pInputLayout) {
pInputLayout->Release();
pInputLayout = NULL;
}

if (pIndexBuffer) {
pIndexBuffer->Release();
pIndexBuffer = NULL;
}

for (int i=0; i<D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
if (pVertexBuffers[i]) {
pVertexBuffers[i]->Release();
pVertexBuffers[i] = NULL;
}

}
@@ -0,0 +1,82 @@
/* Copyright (C) 2011-2013, Nye Liu <nyet@nyet.org>
Copyright (C) 2011-2013, Kissaki <kissaki@gmx.de>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
- Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
- Neither the name of the Mumble Developers nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef MUMBLE_D11STATEBLOCK_H_
#define MUMBLE_D11STATEBLOCK_H_

// File contains the D11StateBlock class and a function D11CreateStateBlock.

#include <d3d11.h>
#include <d3dx10math.h>
#include <d3dx11.h>

class D11StateBlock;

void D11CreateStateBlock(ID3D11DeviceContext *, D11StateBlock **);

class D11StateBlock {
public:
D11StateBlock(ID3D11DeviceContext *);
~D11StateBlock();

void Capture();
void Apply();
void ReleaseObjects();
void ReleaseAllDeviceObjects();

private:
ID3D11DeviceContext *pDeviceContext;

ID3D11RasterizerState *pRasterizerState;
UINT uiNumViewports;
D3D11_VIEWPORT pViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];

ID3D11RenderTargetView *pRenderTargetViews[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
ID3D11DepthStencilView *pDepthStencilView;

ID3D11BlendState *pBlendState;
float fBlendFactor[4];
UINT32 uiSampleMask;

ID3D11InputLayout *pInputLayout;

ID3D11Buffer *pIndexBuffer;
DXGI_FORMAT Format;
UINT uiOffset;

D3D11_PRIMITIVE_TOPOLOGY Topology;

ID3D11Buffer *pVertexBuffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
UINT uiStrides[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
UINT uiOffsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
};

#endif /* !D11STATEBLOCK_H_ */

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