yolobs-studio/libobs-d3d11/d3d11-subsystem.hpp

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/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include <util/AlignedNew.hpp>
#include <util/windows/win-version.h>
#include <vector>
#include <string>
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#include <memory>
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#include <windows.h>
#include <dxgi.h>
#include <dxgi1_2.h>
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
#include <util/base.h>
#include <graphics/matrix4.h>
#include <graphics/graphics.h>
#include <graphics/device-exports.h>
#include <util/windows/ComPtr.hpp>
#include <util/windows/HRError.hpp>
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// #define DISASSEMBLE_SHADERS
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struct shader_var;
struct shader_sampler;
struct gs_vertex_shader;
using namespace std;
/*
* Just to clarify, all structs, and all public. These are exporting only
* via encapsulated C bindings, not C++ bindings, so the whole concept of
* "public" and "private" does not matter at all for this subproject.
*/
static inline uint32_t GetWinVer()
{
struct win_version_info ver;
get_win_ver(&ver);
return (ver.major << 8) | ver.minor;
}
static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
{
switch (format) {
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case GS_UNKNOWN:
return DXGI_FORMAT_UNKNOWN;
case GS_A8:
return DXGI_FORMAT_A8_UNORM;
case GS_R8:
return DXGI_FORMAT_R8_UNORM;
case GS_RGBA:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GS_BGRX:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case GS_BGRA:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case GS_R10G10B10A2:
return DXGI_FORMAT_R10G10B10A2_UNORM;
case GS_RGBA16:
return DXGI_FORMAT_R16G16B16A16_UNORM;
case GS_R16:
return DXGI_FORMAT_R16_UNORM;
case GS_RGBA16F:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case GS_RGBA32F:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case GS_RG16F:
return DXGI_FORMAT_R16G16_FLOAT;
case GS_RG32F:
return DXGI_FORMAT_R32G32_FLOAT;
case GS_R16F:
return DXGI_FORMAT_R16_FLOAT;
case GS_R32F:
return DXGI_FORMAT_R32_FLOAT;
case GS_DXT1:
return DXGI_FORMAT_BC1_UNORM;
case GS_DXT3:
return DXGI_FORMAT_BC2_UNORM;
case GS_DXT5:
return DXGI_FORMAT_BC3_UNORM;
case GS_R8G8:
return DXGI_FORMAT_R8G8_UNORM;
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}
return DXGI_FORMAT_UNKNOWN;
}
static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
{
switch ((unsigned long)format) {
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case DXGI_FORMAT_A8_UNORM:
return GS_A8;
case DXGI_FORMAT_R8_UNORM:
return GS_R8;
case DXGI_FORMAT_R8G8_UNORM:
return GS_R8G8;
case DXGI_FORMAT_R8G8B8A8_UNORM:
return GS_RGBA;
case DXGI_FORMAT_B8G8R8X8_UNORM:
return GS_BGRX;
case DXGI_FORMAT_B8G8R8A8_UNORM:
return GS_BGRA;
case DXGI_FORMAT_R10G10B10A2_UNORM:
return GS_R10G10B10A2;
case DXGI_FORMAT_R16G16B16A16_UNORM:
return GS_RGBA16;
case DXGI_FORMAT_R16_UNORM:
return GS_R16;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
return GS_RGBA16F;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return GS_RGBA32F;
case DXGI_FORMAT_R16G16_FLOAT:
return GS_RG16F;
case DXGI_FORMAT_R32G32_FLOAT:
return GS_RG32F;
case DXGI_FORMAT_R16_FLOAT:
return GS_R16F;
case DXGI_FORMAT_R32_FLOAT:
return GS_R32F;
case DXGI_FORMAT_BC1_UNORM:
return GS_DXT1;
case DXGI_FORMAT_BC2_UNORM:
return GS_DXT3;
case DXGI_FORMAT_BC3_UNORM:
return GS_DXT5;
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}
return GS_UNKNOWN;
}
static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
{
switch (format) {
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case GS_ZS_NONE:
return DXGI_FORMAT_UNKNOWN;
case GS_Z16:
return DXGI_FORMAT_D16_UNORM;
case GS_Z24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case GS_Z32F:
return DXGI_FORMAT_D32_FLOAT;
case GS_Z32F_S8X24:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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}
return DXGI_FORMAT_UNKNOWN;
}
static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
{
switch (test) {
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case GS_NEVER:
return D3D11_COMPARISON_NEVER;
case GS_LESS:
return D3D11_COMPARISON_LESS;
case GS_LEQUAL:
return D3D11_COMPARISON_LESS_EQUAL;
case GS_EQUAL:
return D3D11_COMPARISON_EQUAL;
case GS_GEQUAL:
return D3D11_COMPARISON_GREATER_EQUAL;
case GS_GREATER:
return D3D11_COMPARISON_GREATER;
case GS_NOTEQUAL:
return D3D11_COMPARISON_NOT_EQUAL;
case GS_ALWAYS:
return D3D11_COMPARISON_ALWAYS;
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}
return D3D11_COMPARISON_NEVER;
}
static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
{
switch (op) {
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case GS_KEEP:
return D3D11_STENCIL_OP_KEEP;
case GS_ZERO:
return D3D11_STENCIL_OP_ZERO;
case GS_REPLACE:
return D3D11_STENCIL_OP_REPLACE;
case GS_INCR:
return D3D11_STENCIL_OP_INCR;
case GS_DECR:
return D3D11_STENCIL_OP_DECR;
case GS_INVERT:
return D3D11_STENCIL_OP_INVERT;
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}
return D3D11_STENCIL_OP_KEEP;
}
static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
{
switch (type) {
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case GS_BLEND_ZERO:
return D3D11_BLEND_ZERO;
case GS_BLEND_ONE:
return D3D11_BLEND_ONE;
case GS_BLEND_SRCCOLOR:
return D3D11_BLEND_SRC_COLOR;
case GS_BLEND_INVSRCCOLOR:
return D3D11_BLEND_INV_SRC_COLOR;
case GS_BLEND_SRCALPHA:
return D3D11_BLEND_SRC_ALPHA;
case GS_BLEND_INVSRCALPHA:
return D3D11_BLEND_INV_SRC_ALPHA;
case GS_BLEND_DSTCOLOR:
return D3D11_BLEND_DEST_COLOR;
case GS_BLEND_INVDSTCOLOR:
return D3D11_BLEND_INV_DEST_COLOR;
case GS_BLEND_DSTALPHA:
return D3D11_BLEND_DEST_ALPHA;
case GS_BLEND_INVDSTALPHA:
return D3D11_BLEND_INV_DEST_ALPHA;
case GS_BLEND_SRCALPHASAT:
return D3D11_BLEND_SRC_ALPHA_SAT;
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}
return D3D11_BLEND_ONE;
}
static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
{
switch (mode) {
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case GS_BACK:
return D3D11_CULL_BACK;
case GS_FRONT:
return D3D11_CULL_FRONT;
case GS_NEITHER:
return D3D11_CULL_NONE;
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}
return D3D11_CULL_BACK;
}
static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
{
switch (mode) {
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case GS_POINTS:
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
case GS_LINES:
return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
case GS_LINESTRIP:
return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case GS_TRIS:
return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case GS_TRISTRIP:
return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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}
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
}
/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
struct VBDataPtr {
gs_vb_data *data;
inline VBDataPtr(gs_vb_data *data) : data(data) {}
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inline ~VBDataPtr() { gs_vbdata_destroy(data); }
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};
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enum class gs_type {
gs_vertex_buffer,
gs_index_buffer,
gs_texture_2d,
gs_zstencil_buffer,
gs_stage_surface,
gs_sampler_state,
gs_vertex_shader,
gs_pixel_shader,
gs_duplicator,
gs_swap_chain,
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gs_timer,
gs_timer_range,
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};
struct gs_obj {
gs_device_t *device;
gs_type obj_type;
gs_obj *next;
gs_obj **prev_next;
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inline gs_obj() : device(nullptr), next(nullptr), prev_next(nullptr) {}
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gs_obj(gs_device_t *device, gs_type type);
virtual ~gs_obj();
};
struct gs_vertex_buffer : gs_obj {
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ComPtr<ID3D11Buffer> vertexBuffer;
ComPtr<ID3D11Buffer> normalBuffer;
ComPtr<ID3D11Buffer> colorBuffer;
ComPtr<ID3D11Buffer> tangentBuffer;
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vector<ComPtr<ID3D11Buffer>> uvBuffers;
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bool dynamic;
VBDataPtr vbd;
size_t numVerts;
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vector<size_t> uvSizes;
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void FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize);
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void MakeBufferList(gs_vertex_shader *shader,
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vector<ID3D11Buffer *> &buffers,
vector<uint32_t> &strides);
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void InitBuffer(const size_t elementSize, const size_t numVerts,
void *array, ID3D11Buffer **buffer);
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void BuildBuffers();
inline void Release()
{
vertexBuffer.Release();
normalBuffer.Release();
colorBuffer.Release();
tangentBuffer.Release();
uvBuffers.clear();
}
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void Rebuild();
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gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
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uint32_t flags);
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};
/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
struct DataPtr {
void *data;
inline DataPtr(void *data) : data(data) {}
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inline ~DataPtr() { bfree(data); }
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};
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struct gs_index_buffer : gs_obj {
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ComPtr<ID3D11Buffer> indexBuffer;
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bool dynamic;
gs_index_type type;
size_t indexSize;
size_t num;
DataPtr indices;
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D3D11_BUFFER_DESC bd = {};
D3D11_SUBRESOURCE_DATA srd = {};
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void InitBuffer();
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void Rebuild(ID3D11Device *dev);
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inline void Release() { indexBuffer.Release(); }
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gs_index_buffer(gs_device_t *device, enum gs_index_type type,
void *indices, size_t num, uint32_t flags);
};
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struct gs_timer : gs_obj {
ComPtr<ID3D11Query> query_begin;
ComPtr<ID3D11Query> query_end;
void Rebuild(ID3D11Device *dev);
inline void Release()
{
query_begin.Release();
query_end.Release();
}
gs_timer(gs_device_t *device);
};
struct gs_timer_range : gs_obj {
ComPtr<ID3D11Query> query_disjoint;
void Rebuild(ID3D11Device *dev);
inline void Release() { query_disjoint.Release(); }
gs_timer_range(gs_device_t *device);
};
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struct gs_texture : gs_obj {
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gs_texture_type type;
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uint32_t levels;
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gs_color_format format;
ComPtr<ID3D11ShaderResourceView> shaderRes;
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D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
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void Rebuild(ID3D11Device *dev);
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inline gs_texture(gs_texture_type type, uint32_t levels,
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gs_color_format format)
: type(type), levels(levels), format(format)
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{
}
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inline gs_texture(gs_device *device, gs_type obj_type,
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gs_texture_type type)
: gs_obj(device, obj_type), type(type)
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{
}
inline gs_texture(gs_device *device, gs_type obj_type,
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gs_texture_type type, uint32_t levels,
gs_color_format format)
: gs_obj(device, obj_type),
type(type),
levels(levels),
format(format)
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{
}
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};
struct gs_texture_2d : gs_texture {
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ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11RenderTargetView> renderTarget[6];
ComPtr<IDXGISurface1> gdiSurface;
uint32_t width = 0, height = 0;
uint32_t flags = 0;
DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
bool isRenderTarget = false;
bool isGDICompatible = false;
bool isDynamic = false;
bool isShared = false;
bool genMipmaps = false;
uint32_t sharedHandle = GS_INVALID_HANDLE;
gs_texture_2d *pairedNV12texture = nullptr;
bool nv12 = false;
bool chroma = false;
bool acquired = false;
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vector<vector<uint8_t>> data;
vector<D3D11_SUBRESOURCE_DATA> srd;
D3D11_TEXTURE2D_DESC td = {};
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
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void InitTexture(const uint8_t **data);
void InitResourceView();
void InitRenderTargets();
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void BackupTexture(const uint8_t **data);
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void GetSharedHandle(IDXGIResource *dxgi_res);
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void RebuildSharedTextureFallback();
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void Rebuild(ID3D11Device *dev);
void RebuildNV12_Y(ID3D11Device *dev);
void RebuildNV12_UV(ID3D11Device *dev);
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inline void Release()
{
texture.Release();
for (auto &rt : renderTarget)
rt.Release();
gdiSurface.Release();
shaderRes.Release();
}
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inline gs_texture_2d() : gs_texture(GS_TEXTURE_2D, 0, GS_UNKNOWN) {}
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gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
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gs_color_format colorFormat, uint32_t levels,
const uint8_t **data, uint32_t flags,
gs_texture_type type, bool gdiCompatible,
bool nv12 = false);
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gs_texture_2d(gs_device_t *device, ID3D11Texture2D *nv12,
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uint32_t flags);
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gs_texture_2d(gs_device_t *device, uint32_t handle);
};
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struct gs_zstencil_buffer : gs_obj {
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ComPtr<ID3D11Texture2D> texture;
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ComPtr<ID3D11DepthStencilView> view;
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uint32_t width, height;
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gs_zstencil_format format;
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DXGI_FORMAT dxgiFormat;
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D3D11_TEXTURE2D_DESC td = {};
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
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void InitBuffer();
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void Rebuild(ID3D11Device *dev);
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inline void Release()
{
texture.Release();
view.Release();
}
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inline gs_zstencil_buffer()
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: width(0), height(0), dxgiFormat(DXGI_FORMAT_UNKNOWN)
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{
}
gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
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gs_zstencil_format format);
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};
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struct gs_stage_surface : gs_obj {
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ComPtr<ID3D11Texture2D> texture;
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D3D11_TEXTURE2D_DESC td = {};
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uint32_t width, height;
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gs_color_format format;
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DXGI_FORMAT dxgiFormat;
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void Rebuild(ID3D11Device *dev);
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inline void Release() { texture.Release(); }
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gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
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gs_color_format colorFormat);
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gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height);
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};
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struct gs_sampler_state : gs_obj {
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ComPtr<ID3D11SamplerState> state;
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D3D11_SAMPLER_DESC sd = {};
gs_sampler_info info;
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void Rebuild(ID3D11Device *dev);
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inline void Release() { state.Release(); }
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gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
};
struct gs_shader_param {
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string name;
gs_shader_param_type type;
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uint32_t textureID;
struct gs_sampler_state *nextSampler = nullptr;
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int arrayCount;
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size_t pos;
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vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
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gs_shader_param(shader_var &var, uint32_t &texCounter);
};
struct ShaderError {
ComPtr<ID3D10Blob> errors;
HRESULT hr;
inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
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: errors(errors), hr(hr)
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{
}
};
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struct gs_shader : gs_obj {
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gs_shader_type type;
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vector<gs_shader_param> params;
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ComPtr<ID3D11Buffer> constants;
size_t constantSize;
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D3D11_BUFFER_DESC bd = {};
vector<uint8_t> data;
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inline void UpdateParam(vector<uint8_t> &constData,
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gs_shader_param &param, bool &upload);
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void UploadParams();
void BuildConstantBuffer();
void Compile(const char *shaderStr, const char *file,
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const char *target, ID3D10Blob **shader);
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inline gs_shader(gs_device_t *device, gs_type obj_type,
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gs_shader_type type)
: gs_obj(device, obj_type), type(type), constantSize(0)
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{
}
virtual ~gs_shader() {}
};
struct ShaderSampler {
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string name;
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gs_sampler_state sampler;
inline ShaderSampler(const char *name, gs_device_t *device,
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gs_sampler_info *info)
: name(name), sampler(device, info)
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{
}
};
struct gs_vertex_shader : gs_shader {
ComPtr<ID3D11VertexShader> shader;
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ComPtr<ID3D11InputLayout> layout;
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gs_shader_param *world, *viewProj;
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vector<D3D11_INPUT_ELEMENT_DESC> layoutData;
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bool hasNormals;
bool hasColors;
bool hasTangents;
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uint32_t nTexUnits;
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void Rebuild(ID3D11Device *dev);
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inline void Release()
{
shader.Release();
layout.Release();
constants.Release();
}
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inline uint32_t NumBuffersExpected() const
{
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uint32_t count = nTexUnits + 1;
if (hasNormals)
count++;
if (hasColors)
count++;
if (hasTangents)
count++;
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return count;
}
void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);
gs_vertex_shader(gs_device_t *device, const char *file,
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const char *shaderString);
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};
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struct gs_duplicator : gs_obj {
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ComPtr<IDXGIOutputDuplication> duplicator;
gs_texture_2d *texture;
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int idx;
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long refs;
bool updated;
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void Start();
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inline void Release() { duplicator.Release(); }
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gs_duplicator(gs_device_t *device, int monitor_idx);
~gs_duplicator();
};
struct gs_pixel_shader : gs_shader {
ComPtr<ID3D11PixelShader> shader;
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vector<unique_ptr<ShaderSampler>> samplers;
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void Rebuild(ID3D11Device *dev);
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inline void Release()
{
shader.Release();
constants.Release();
}
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inline void GetSamplerStates(ID3D11SamplerState **states)
{
size_t i;
for (i = 0; i < samplers.size(); i++)
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states[i] = samplers[i]->sampler.state;
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for (; i < GS_MAX_TEXTURES; i++)
states[i] = NULL;
}
gs_pixel_shader(gs_device_t *device, const char *file,
const char *shaderString);
};
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struct gs_swap_chain : gs_obj {
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uint32_t numBuffers;
HWND hwnd;
gs_init_data initData;
DXGI_SWAP_CHAIN_DESC swapDesc = {};
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gs_texture_2d target;
gs_zstencil_buffer zs;
ComPtr<IDXGISwapChain> swap;
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void InitTarget(uint32_t cx, uint32_t cy);
void InitZStencilBuffer(uint32_t cx, uint32_t cy);
void Resize(uint32_t cx, uint32_t cy);
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void Init();
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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target.Release();
zs.Release();
swap.Release();
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}
gs_swap_chain(gs_device *device, const gs_init_data *data);
};
struct BlendState {
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bool blendEnabled;
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gs_blend_type srcFactorC;
gs_blend_type destFactorC;
gs_blend_type srcFactorA;
gs_blend_type destFactorA;
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bool redEnabled;
bool greenEnabled;
bool blueEnabled;
bool alphaEnabled;
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inline BlendState()
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: blendEnabled(true),
srcFactorC(GS_BLEND_SRCALPHA),
destFactorC(GS_BLEND_INVSRCALPHA),
srcFactorA(GS_BLEND_ONE),
destFactorA(GS_BLEND_INVSRCALPHA),
redEnabled(true),
greenEnabled(true),
blueEnabled(true),
alphaEnabled(true)
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{
}
inline BlendState(const BlendState &state)
{
memcpy(this, &state, sizeof(BlendState));
}
};
struct SavedBlendState : BlendState {
ComPtr<ID3D11BlendState> state;
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D3D11_BLEND_DESC bd;
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void Rebuild(ID3D11Device *dev);
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inline void Release() { state.Release(); }
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inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
: BlendState(val), bd(desc)
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{
}
};
struct StencilSide {
gs_depth_test test;
gs_stencil_op_type fail;
gs_stencil_op_type zfail;
gs_stencil_op_type zpass;
inline StencilSide()
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: test(GS_ALWAYS), fail(GS_KEEP), zfail(GS_KEEP), zpass(GS_KEEP)
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{
}
};
struct ZStencilState {
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bool depthEnabled;
bool depthWriteEnabled;
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gs_depth_test depthFunc;
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bool stencilEnabled;
bool stencilWriteEnabled;
StencilSide stencilFront;
StencilSide stencilBack;
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inline ZStencilState()
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: depthEnabled(true),
depthWriteEnabled(true),
depthFunc(GS_LESS),
stencilEnabled(false),
stencilWriteEnabled(true)
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{
}
inline ZStencilState(const ZStencilState &state)
{
memcpy(this, &state, sizeof(ZStencilState));
}
};
struct SavedZStencilState : ZStencilState {
ComPtr<ID3D11DepthStencilState> state;
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D3D11_DEPTH_STENCIL_DESC dsd;
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void Rebuild(ID3D11Device *dev);
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inline void Release() { state.Release(); }
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inline SavedZStencilState(const ZStencilState &val,
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D3D11_DEPTH_STENCIL_DESC desc)
: ZStencilState(val), dsd(desc)
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{
}
};
struct RasterState {
gs_cull_mode cullMode;
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bool scissorEnabled;
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inline RasterState() : cullMode(GS_BACK), scissorEnabled(false) {}
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inline RasterState(const RasterState &state)
{
memcpy(this, &state, sizeof(RasterState));
}
};
struct SavedRasterState : RasterState {
ComPtr<ID3D11RasterizerState> state;
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D3D11_RASTERIZER_DESC rd;
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void Rebuild(ID3D11Device *dev);
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inline void Release() { state.Release(); }
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inline SavedRasterState(const RasterState &val,
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D3D11_RASTERIZER_DESC &desc)
: RasterState(val), rd(desc)
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{
}
};
struct mat4float {
float mat[16];
};
struct gs_device {
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ComPtr<IDXGIFactory1> factory;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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uint32_t adpIdx = 0;
bool nv12Supported = false;
gs_texture_2d *curRenderTarget = nullptr;
gs_zstencil_buffer *curZStencilBuffer = nullptr;
int curRenderSide = 0;
gs_texture *curTextures[GS_MAX_TEXTURES];
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
gs_vertex_buffer *curVertexBuffer = nullptr;
gs_index_buffer *curIndexBuffer = nullptr;
gs_vertex_shader *curVertexShader = nullptr;
gs_pixel_shader *curPixelShader = nullptr;
gs_swap_chain *curSwapChain = nullptr;
gs_vertex_buffer *lastVertexBuffer = nullptr;
gs_vertex_shader *lastVertexShader = nullptr;
bool zstencilStateChanged = true;
bool rasterStateChanged = true;
bool blendStateChanged = true;
ZStencilState zstencilState;
RasterState rasterState;
BlendState blendState;
vector<SavedZStencilState> zstencilStates;
vector<SavedRasterState> rasterStates;
vector<SavedBlendState> blendStates;
ID3D11DepthStencilState *curDepthStencilState = nullptr;
ID3D11RasterizerState *curRasterState = nullptr;
ID3D11BlendState *curBlendState = nullptr;
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
pD3DCompile d3dCompile = nullptr;
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#ifdef DISASSEMBLE_SHADERS
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pD3DDisassemble d3dDisassemble = nullptr;
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#endif
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gs_rect viewport;
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vector<mat4float> projStack;
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matrix4 curProjMatrix;
matrix4 curViewMatrix;
matrix4 curViewProjMatrix;
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gs_obj *first_obj = nullptr;
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void InitCompiler();
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void InitFactory(uint32_t adapterIdx);
void InitDevice(uint32_t adapterIdx);
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ID3D11DepthStencilState *AddZStencilState();
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ID3D11RasterizerState *AddRasterState();
ID3D11BlendState *AddBlendState();
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void UpdateZStencilState();
void UpdateRasterState();
void UpdateBlendState();
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void LoadVertexBufferData();
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inline void CopyTex(ID3D11Texture2D *dst, uint32_t dst_x,
uint32_t dst_y, gs_texture_t *src, uint32_t src_x,
uint32_t src_y, uint32_t src_w, uint32_t src_h);
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void UpdateViewProjMatrix();
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void RebuildDevice();
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bool HasBadNV12Output();
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gs_device(uint32_t adapterIdx);
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~gs_device();
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};
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extern "C" EXPORT int device_texture_acquire_sync(gs_texture_t *tex,
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uint64_t key, uint32_t ms);