RetroArch/gfx/drivers/d3d12.c

4394 lines
151 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
* Copyright (C) 2016-2019 - Brad Parker
*
* 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/>.
*/
/* Direct3D 12 driver.
*
* Minimum version : Direct3D 12.0 (2015)
* Minimum OS : Windows 7, Windows 8
* Recommended OS : Windows 10
*/
#define CINTERFACE
#include <string.h>
#include <malloc.h>
#include <math.h>
#include <boolean.h>
#include <string/stdstring.h>
#include <file/file_path.h>
#include <encodings/utf.h>
#include <formats/image.h>
#include <dxgi.h>
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#include "../../verbosity.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#include "../font_driver.h"
#include "../common/win32_common.h"
#include "../../performance_counters.h"
#include "../../menu/menu_driver.h"
#include "../video_shader_parse.h"
#include "../drivers_shader/slang_process.h"
#ifdef HAVE_REWIND
#include "../../state_manager.h"
#endif
#include "../common/d3d_common.h"
#include "../common/dxgi_common.h"
#include "../common/d3d12_defines.h"
#include "../common/d3dcompiler_common.h"
#ifdef HAVE_SLANG
#include "../drivers_shader/slang_process.h"
#endif
#ifdef __WINRT__
#include "../../uwp/uwp_func.h"
#endif
#define D3D12_GFX_SYNC() \
{ \
D3D12Fence fence = d3d12->queue.fence; \
d3d12->queue.handle->lpVtbl->Signal(d3d12->queue.handle, fence, ++d3d12->queue.fenceValue); \
if (fence->lpVtbl->GetCompletedValue(fence) < d3d12->queue.fenceValue) \
{ \
fence->lpVtbl->SetEventOnCompletion(fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent); \
WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE); \
} \
}
typedef struct
{
d3d12_texture_t texture;
const font_renderer_driver_t* font_driver;
void* font_data;
struct font_atlas* atlas;
} d3d12_font_t;
static D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_enable_desc = {
TRUE,
FALSE,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_OP_ADD,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
static D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_disable_desc = {
FALSE,
FALSE,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_OP_ADD,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
/* Temporary workaround for d3d12 not being able to poll flags during init */
static gfx_ctx_driver_t d3d12_fake_context;
/*
* D3D12 COMMON
*/
static INLINE HRESULT
D3D12Map(void* resource, UINT subresource, D3D12_RANGE* read_range, void** data)
{
return ((ID3D12Resource*)resource)
->lpVtbl->Map((ID3D12Resource*)resource, subresource, read_range, data);
}
static INLINE void D3D12Unmap(void* resource, UINT subresource, D3D12_RANGE* written_range)
{
((ID3D12Resource*)resource)
->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
}
static INLINE D3D12_GPU_VIRTUAL_ADDRESS D3D12GetGPUVirtualAddress(void* resource)
{
return ((ID3D12Resource*)resource)->lpVtbl->GetGPUVirtualAddress((ID3D12Resource*)resource);
}
static D3D12_GPU_VIRTUAL_ADDRESS
d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer)
{
D3D12_RESOURCE_DESC resource_desc;
D3D12_HEAP_PROPERTIES heap_props;
heap_props.Type = D3D12_HEAP_TYPE_UPLOAD;
heap_props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_props.CreationNodeMask = 1;
heap_props.VisibleNodeMask = 1;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
resource_desc.Width = size_in_bytes;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
device->lpVtbl->CreateCommittedResource(
device, (D3D12_HEAP_PROPERTIES*)&heap_props, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, uuidof(ID3D12Resource), (void**)buffer);
return D3D12GetGPUVirtualAddress(*buffer);
}
static INLINE D3D12_CPU_DESCRIPTOR_HANDLE
D3D12GetCPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
{
D3D12_CPU_DESCRIPTOR_HANDLE out;
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_CPU_DESCRIPTOR_HANDLE*))
descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
return out;
}
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
D3D12GetGPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
{
D3D12_GPU_DESCRIPTOR_HANDLE out;
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_GPU_DESCRIPTOR_HANDLE*))
descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
return out;
}
static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap)
{
int i;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
handle.ptr = 0;
for (i = heap->start; i < (int)heap->desc.NumDescriptors; i++)
{
if (!heap->map[i])
{
heap->map[i] = true;
handle.ptr = heap->cpu.ptr + i * heap->stride;
heap->start = i + 1;
break;
}
}
return handle;
}
static void d3d12_release_texture(d3d12_texture_t* texture)
{
if (!texture->handle)
return;
if (texture->srv_heap && texture->desc.MipLevels <= countof(texture->cpu_descriptor))
{
int i;
d3d12_descriptor_heap_t *heap = texture->srv_heap;
for (i = 0; i < texture->desc.MipLevels; i++)
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = texture->cpu_descriptor[i];
if (handle.ptr)
{
unsigned _i = (handle.ptr - heap->cpu.ptr) / heap->stride;
heap->map[_i] = false;
if (heap->start > (int)_i)
heap->start = _i;
}
texture->cpu_descriptor[i].ptr = 0;
}
}
Release(texture->handle);
Release(texture->upload_buffer);
}
static DXGI_FORMAT d3d12_get_closest_match(D3D12Device device, D3D12_FEATURE_DATA_FORMAT_SUPPORT* desired)
{
DXGI_FORMAT default_list[] = { desired->Format, DXGI_FORMAT_UNKNOWN };
DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired->Format);
if (!format)
format = default_list;
while (*format != DXGI_FORMAT_UNKNOWN)
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support = { *format };
if (SUCCEEDED(device->lpVtbl->CheckFeatureSupport(
device, D3D12_FEATURE_FORMAT_SUPPORT, &format_support, sizeof(format_support)))
&& ((format_support.Support1 & desired->Support1) == desired->Support1)
&& ((format_support.Support2 & desired->Support2) == desired->Support2))
break;
format++;
}
return *format;
}
static void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
{
int i;
if (!texture->desc.MipLevels)
texture->desc.MipLevels = 1;
if ( !(texture->desc.Width >> (texture->desc.MipLevels - 1))
&& !(texture->desc.Height >> (texture->desc.MipLevels - 1)))
{
unsigned width = texture->desc.Width >> 5;
unsigned height = texture->desc.Height >> 5;
texture->desc.MipLevels = 1;
while (width && height)
{
width >>= 1;
height >>= 1;
texture->desc.MipLevels++;
}
}
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support;
D3D12_HEAP_PROPERTIES heap_props;
format_support.Format = texture->desc.Format;
format_support.Support1 = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
format_support.Support2 = D3D12_FORMAT_SUPPORT2_NONE;
heap_props.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_props.MemoryPoolPreference= D3D12_MEMORY_POOL_UNKNOWN;
heap_props.CreationNodeMask = 1;
heap_props.VisibleNodeMask = 1;
if (texture->desc.MipLevels > 1)
{
texture->desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
format_support.Support1 |= D3D12_FORMAT_SUPPORT1_MIP;
format_support.Support2 |= D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE;
}
if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
format_support.Support1 |= D3D12_FORMAT_SUPPORT1_RENDER_TARGET;
texture->desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texture->desc.DepthOrArraySize = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.Format = d3d12_get_closest_match(device, &format_support);
device->lpVtbl->CreateCommittedResource(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &texture->desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, uuidof(ID3D12Resource), (void**)&texture->handle);
}
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = { texture->desc.Format };
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = texture->desc.MipLevels;
texture->cpu_descriptor[0] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
device->lpVtbl->CreateShaderResourceView(device, texture->handle, &desc, texture->cpu_descriptor[0]);
texture->gpu_descriptor[0].ptr = texture->cpu_descriptor[0].ptr - texture->srv_heap->cpu.ptr +
texture->srv_heap->gpu.ptr;
}
for (i = 1; i < texture->desc.MipLevels; i++)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = { texture->desc.Format };
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = i;
texture->cpu_descriptor[i] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
device->lpVtbl->CreateUnorderedAccessView(
device, (ID3D12Resource*)texture->handle, NULL, &desc, texture->cpu_descriptor[i]);
texture->gpu_descriptor[i].ptr = texture->cpu_descriptor[i].ptr - texture->srv_heap->cpu.ptr +
texture->srv_heap->gpu.ptr;
}
if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
device->lpVtbl->CreateRenderTargetView(device, (ID3D12Resource*)texture->handle, NULL, texture->rt_view);
else
{
D3D12_HEAP_PROPERTIES heap_props;
D3D12_RESOURCE_DESC buffer_desc;
heap_props.Type = D3D12_HEAP_TYPE_UPLOAD;
heap_props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_props.CreationNodeMask = 1;
heap_props.VisibleNodeMask = 1;
device->lpVtbl->GetCopyableFootprints(
device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows,
&texture->row_size_in_bytes, &texture->total_bytes);
buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buffer_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
buffer_desc.Width = texture->total_bytes;
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
buffer_desc.MipLevels = 1;
buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.SampleDesc.Quality = 0;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
buffer_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
device->lpVtbl->CreateCommittedResource(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, uuidof(ID3D12Resource), (void**)&texture->upload_buffer);
}
texture->size_data.x = texture->desc.Width;
texture->size_data.y = texture->desc.Height;
texture->size_data.z = 1.0f / texture->desc.Width;
texture->size_data.w = 1.0f / texture->desc.Height;
}
static void d3d12_upload_texture(D3D12GraphicsCommandList cmd,
d3d12_texture_t* texture, void *userdata)
{
D3D12_TEXTURE_COPY_LOCATION src, dst;
src.pResource = texture->upload_buffer;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = texture->layout;
dst.pResource = texture->handle;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = 0;
D3D12_RESOURCE_TRANSITION(
cmd,
texture->handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COPY_DEST);
cmd->lpVtbl->CopyTextureRegion(cmd, &dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_TRANSITION(
cmd,
texture->handle,
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
if (texture->desc.MipLevels > 1)
{
unsigned i;
d3d12_video_t* d3d12 = (d3d12_video_t*)userdata;
cmd->lpVtbl->SetComputeRootSignature(cmd, d3d12->desc.cs_rootSignature);
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->mipmapgen_pipe);
cmd->lpVtbl->SetComputeRootDescriptorTable(cmd, CS_ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
for (i = 1; i < texture->desc.MipLevels; i++)
{
unsigned width = texture->desc.Width >> i;
unsigned height = texture->desc.Height >> i;
struct
{
uint32_t src_level;
float texel_size[2];
} cbuffer = { i - 1, { 1.0f / width, 1.0f / height } };
{
D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION };
barrier.Transition.pResource = texture->handle;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.Subresource = i;
cmd->lpVtbl->ResourceBarrier(cmd, 1, &barrier);
}
{
UINT thread_group_count_x = (width + 0x7) >> 3;
UINT thread_group_count_y = (height + 0x7) >> 3;
cmd->lpVtbl->SetComputeRootDescriptorTable(cmd, CS_ROOT_ID_UAV_T, texture->gpu_descriptor[i]);
cmd->lpVtbl->SetComputeRoot32BitConstants(
cmd, CS_ROOT_ID_CONSTANTS, sizeof(cbuffer) / sizeof(uint32_t), &cbuffer, 0);
cmd->lpVtbl->Dispatch(cmd, thread_group_count_x, thread_group_count_y, 1);
}
{
D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
barrier.UAV.pResource = texture->handle;
cmd->lpVtbl->ResourceBarrier(cmd, 1, &barrier);
}
{
D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION };
barrier.Transition.pResource = texture->handle;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.Subresource = i;
cmd->lpVtbl->ResourceBarrier(cmd, 1, &barrier);
}
}
}
texture->dirty = false;
}
static void d3d12_update_texture(
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d12_texture_t* texture)
{
uint8_t *dst;
D3D12_RANGE read_range;
ID3D12Resource *resource = (ID3D12Resource*)texture->upload_buffer;
read_range.Begin = 0;
read_range.End = 0;
resource->lpVtbl->Map(resource, 0, &read_range, (void**)&dst);
dxgi_copy(width, height, format, pitch, data, texture->desc.Format,
texture->layout.Footprint.RowPitch, dst + texture->layout.Offset);
resource->lpVtbl->Unmap(resource, 0, NULL);
texture->dirty = true;
}
/*
* DISPLAY DRIVER
*/
static void gfx_display_d3d12_blend_begin(void *data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
d3d12->sprites.pipe = d3d12->sprites.pipe_blend;
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
}
static void gfx_display_d3d12_blend_end(void *data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
d3d12->sprites.pipe = d3d12->sprites.pipe_noblend;
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
}
static void gfx_display_d3d12_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
D3D12GraphicsCommandList cmd;
int vertex_count = 1;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !draw || !draw->texture)
return;
cmd = d3d12->queue.cmd;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->pipes[draw->pipeline_id]);
cmd->lpVtbl->DrawInstanced(cmd, draw->coords->vertices, 1, 0, 0);
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
cmd->lpVtbl->IASetPrimitiveTopology(cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->sprites.vbo_view);
return;
}
if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
vertex_count = draw->coords->vertices;
if ( (!(d3d12->flags & D3D12_ST_FLAG_SPRITES_ENABLE))
|| (vertex_count > d3d12->sprites.capacity))
return;
if (d3d12->sprites.offset + vertex_count > d3d12->sprites.capacity)
d3d12->sprites.offset = 0;
{
d3d12_sprite_t* sprite;
D3D12_RANGE range;
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->sprites.vbo, 0, &range, (void**)&sprite);
sprite += d3d12->sprites.offset;
if (vertex_count == 1)
{
sprite->pos.x = draw->x / (float)d3d12->chain.viewport.Width;
sprite->pos.y =
(d3d12->chain.viewport.Height - draw->y - draw->height) /
(float)d3d12->chain.viewport.Height;
sprite->pos.w = draw->width / (float)d3d12->chain.viewport.Width;
sprite->pos.h = draw->height / (float)d3d12->chain.viewport.Height;
sprite->coords.u = 0.0f;
sprite->coords.v = 0.0f;
sprite->coords.w = 1.0f;
sprite->coords.h = 1.0f;
if (draw->scale_factor)
sprite->params.scaling = draw->scale_factor;
else
sprite->params.scaling = 1.0f;
sprite->params.rotation = draw->rotation;
sprite->colors[3] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
sprite->colors[2] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5],
0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]);
sprite->colors[1] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9],
0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]);
sprite->colors[0] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13],
0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]);
}
else
{
int i;
const float* vertex = draw->coords->vertex;
const float* tex_coord = draw->coords->tex_coord;
const float* color = draw->coords->color;
for (i = 0; i < vertex_count; i++)
{
d3d12_vertex_t* v = (d3d12_vertex_t*)sprite;
v->position[0] = *vertex++;
v->position[1] = *vertex++;
v->texcoord[0] = *tex_coord++;
v->texcoord[1] = *tex_coord++;
v->color[0] = *color++;
v->color[1] = *color++;
v->color[2] = *color++;
v->color[3] = *color++;
sprite++;
}
cmd->lpVtbl->SetPipelineState(cmd,
(D3D12PipelineState)d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
cmd->lpVtbl->IASetPrimitiveTopology(cmd,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
range.Begin = d3d12->sprites.offset * sizeof(*sprite);
range.End = (d3d12->sprites.offset + vertex_count) * sizeof(*sprite);
D3D12Unmap(d3d12->sprites.vbo, 0, &range);
}
{
d3d12_texture_t* texture = (d3d12_texture_t*)draw->texture;
if (texture->dirty)
{
d3d12_upload_texture(cmd, texture, d3d12);
if (vertex_count > 1)
cmd->lpVtbl->SetPipelineState(cmd,
(D3D12PipelineState)d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
else
cmd->lpVtbl->SetPipelineState(cmd,
(D3D12PipelineState)d3d12->sprites.pipe);
}
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, texture->sampler);
}
cmd->lpVtbl->DrawInstanced(cmd, vertex_count, 1, d3d12->sprites.offset, 0);
d3d12->sprites.offset += vertex_count;
if (vertex_count > 1)
{
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
cmd->lpVtbl->IASetPrimitiveTopology(cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
}
}
static void gfx_display_d3d12_draw_pipeline(gfx_display_ctx_draw_t *draw,
gfx_display_t *p_disp,
void *data, unsigned video_width, unsigned video_height)
{
D3D12GraphicsCommandList cmd;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !draw)
return;
cmd = d3d12->queue.cmd;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
{
video_coord_array_t* ca = &p_disp->dispca;
if (!d3d12->menu_pipeline_vbo)
{
D3D12_RANGE read_range;
void* vertex_data_begin;
d3d12->menu_pipeline_vbo_view.StrideInBytes = 2 * sizeof(float);
d3d12->menu_pipeline_vbo_view.SizeInBytes =
ca->coords.vertices * d3d12->menu_pipeline_vbo_view.StrideInBytes;
d3d12->menu_pipeline_vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->menu_pipeline_vbo_view.SizeInBytes,
&d3d12->menu_pipeline_vbo);
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->menu_pipeline_vbo, 0,
&read_range, &vertex_data_begin);
memcpy(vertex_data_begin, ca->coords.vertex,
d3d12->menu_pipeline_vbo_view.SizeInBytes);
D3D12Unmap(d3d12->menu_pipeline_vbo, 0, NULL);
}
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1,
&d3d12->menu_pipeline_vbo_view);
draw->coords->vertices = ca->coords.vertices;
break;
}
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->frame.vbo_view);
draw->coords->vertices = 4;
break;
default:
return;
}
cmd->lpVtbl->IASetPrimitiveTopology(cmd,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3d12->ubo_values.time += 0.01f;
{
D3D12_RANGE read_range;
d3d12_uniform_t* mapped_ubo;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->ubo_values;
D3D12Unmap(d3d12->ubo, 0, NULL);
}
cmd->lpVtbl->SetGraphicsRootConstantBufferView(cmd, ROOT_ID_UBO,
d3d12->ubo_view.BufferLocation);
}
static void gfx_display_d3d12_scissor_begin(void *data,
unsigned video_width, unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
D3D12_RECT rect;
D3D12GraphicsCommandList cmd;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
cmd = d3d12->queue.cmd;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &rect);
}
static void gfx_display_d3d12_scissor_end(void *data,
unsigned video_width,
unsigned video_height)
{
D3D12_RECT rect;
D3D12GraphicsCommandList cmd;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
cmd = d3d12->queue.cmd;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d12 = {
gfx_display_d3d12_draw,
gfx_display_d3d12_draw_pipeline,
gfx_display_d3d12_blend_begin,
gfx_display_d3d12_blend_end,
NULL, /* get_default_mvp */
NULL, /* get_default_vertices */
NULL, /* get_default_tex_coords */
FONT_DRIVER_RENDER_D3D12_API,
GFX_VIDEO_DRIVER_DIRECT3D12,
"d3d12",
true,
gfx_display_d3d12_scissor_begin,
gfx_display_d3d12_scissor_end
};
/*
* FONT DRIVER
*/
static void * d3d12_font_init(void* data, const char* font_path,
float font_size, bool is_threaded)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12_font_t* font = (d3d12_font_t*)calloc(1, sizeof(*font));
if (!font)
return NULL;
if (!font_renderer_create_default(
&font->font_driver,
&font->font_data, font_path, font_size))
{
free(font);
return NULL;
}
font->atlas = font->font_driver->get_atlas(font->font_data);
font->texture.sampler = d3d12->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_BORDER];
font->texture.desc.Width = font->atlas->width;
font->texture.desc.Height = font->atlas->height;
font->texture.desc.Format = DXGI_FORMAT_A8_UNORM;
font->texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&font->texture);
d3d12_init_texture(d3d12->device, &font->texture);
if (font->texture.upload_buffer)
d3d12_update_texture(
font->atlas->width, font->atlas->height,
font->atlas->width, DXGI_FORMAT_A8_UNORM,
font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
return font;
}
static void d3d12_font_free(void* data, bool is_threaded)
{
d3d12_font_t* font = (d3d12_font_t*)data;
if (!font)
return;
if (font->font_driver && font->font_data)
font->font_driver->free(font->font_data);
d3d12_release_texture(&font->texture);
free(font);
}
static int d3d12_font_get_message_width(void* data,
const char* msg, size_t msg_len, float scale)
{
size_t i;
int delta_x = 0;
const struct font_glyph* glyph_q = NULL;
d3d12_font_t* font = (d3d12_font_t*)data;
if (!font)
return 0;
glyph_q = font->font_driver->get_glyph(font->font_data, '?');
for (i = 0; i < msg_len; i++)
{
const struct font_glyph* glyph;
const char *msg_tmp = &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
delta_x += glyph->advance_x;
}
return delta_x * scale;
}
static void d3d12_font_render_line(
d3d12_video_t *d3d12,
D3D12GraphicsCommandList cmd,
d3d12_font_t* font,
const struct font_glyph* glyph_q,
const char* msg,
size_t msg_len,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
int pre_x,
unsigned width,
unsigned height,
unsigned text_align)
{
size_t i;
D3D12_RANGE range;
unsigned count;
void* mapped_vbo = NULL;
d3d12_sprite_t* v = NULL;
d3d12_sprite_t* vbo_start = NULL;
int x = pre_x;
int y = roundf((1.0 - pos_y) * height);
if (d3d12->sprites.offset + msg_len > (unsigned)d3d12->sprites.capacity)
d3d12->sprites.offset = 0;
switch (text_align)
{
case TEXT_ALIGN_RIGHT:
x -= d3d12_font_get_message_width(font, msg, msg_len, scale);
break;
case TEXT_ALIGN_CENTER:
x -= d3d12_font_get_message_width(font, msg, msg_len, scale) / 2;
break;
}
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->sprites.vbo, 0, &range, (void**)&vbo_start);
v = vbo_start + d3d12->sprites.offset;
range.Begin = (uintptr_t)v - (uintptr_t)vbo_start;
for (i = 0; i < msg_len; i++)
{
const struct font_glyph* glyph;
const char *msg_tmp= &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
v->pos.x = (x + (glyph->draw_offset_x * scale)) / (float)d3d12->chain.viewport.Width;
v->pos.y = (y + (glyph->draw_offset_y * scale)) / (float)d3d12->chain.viewport.Height;
v->pos.w = glyph->width * scale / (float)d3d12->chain.viewport.Width;
v->pos.h = glyph->height * scale / (float)d3d12->chain.viewport.Height;
v->coords.u = glyph->atlas_offset_x / (float)font->texture.desc.Width;
v->coords.v = glyph->atlas_offset_y / (float)font->texture.desc.Height;
v->coords.w = glyph->width / (float)font->texture.desc.Width;
v->coords.h = glyph->height / (float)font->texture.desc.Height;
v->params.scaling = 1;
v->params.rotation = 0;
v->colors[0] = color;
v->colors[1] = color;
v->colors[2] = color;
v->colors[3] = color;
v++;
x += glyph->advance_x * scale;
y += glyph->advance_y * scale;
}
range.End = (uintptr_t)v - (uintptr_t)vbo_start;
D3D12Unmap(d3d12->sprites.vbo, 0, &range);
count = v - vbo_start - d3d12->sprites.offset;
if (!count)
return;
if (font->atlas->dirty)
{
if (font->texture.upload_buffer)
d3d12_update_texture(
font->atlas->width, font->atlas->height,
font->atlas->width, DXGI_FORMAT_A8_UNORM,
font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
}
if (font->texture.dirty)
d3d12_upload_texture(cmd, &font->texture, d3d12);
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe_font);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T,
font->texture.gpu_descriptor[0]);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T,
font->texture.sampler);
cmd->lpVtbl->DrawInstanced(cmd, count, 1, d3d12->sprites.offset, 0);
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
d3d12->sprites.offset += count;
}
static void d3d12_font_render_message(
d3d12_video_t *d3d12,
d3d12_font_t* font,
const char* msg,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
unsigned width,
unsigned height,
unsigned text_align)
{
float line_height;
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
struct font_line_metrics *line_metrics = NULL;
int lines = 0;
int x = roundf(pos_x * width);
const struct font_glyph* glyph_q = font->font_driver->get_glyph(font->font_data, '?');
font->font_driver->get_line_metrics(font->font_data, &line_metrics);
line_height = line_metrics->height * scale / height;
for (;;)
{
const char* delim = strchr(msg, '\n');
size_t msg_len = delim ? (size_t)(delim - msg) : strlen(msg);
/* Draw the line */
if (msg_len <= (size_t)d3d12->sprites.capacity)
d3d12_font_render_line(d3d12, cmd,
font, glyph_q, msg, msg_len, scale, color, pos_x,
pos_y - (float)lines * line_height,
x,
width, height, text_align);
if (!delim)
break;
msg += msg_len + 1;
lines++;
}
}
static void d3d12_font_render_msg(
void *userdata,
void* data,
const char* msg,
const struct font_params *params)
{
float x, y, scale, drop_mod, drop_alpha;
int drop_x, drop_y;
enum text_alignment text_align;
unsigned color, r, g, b, alpha;
d3d12_video_t *d3d12 = (d3d12_video_t*)userdata;
d3d12_font_t* font = (d3d12_font_t*)data;
unsigned width = d3d12->vp.full_width;
unsigned height = d3d12->vp.full_height;
if (!font || !msg || !*msg)
return;
if (!d3d12 || (!(d3d12->flags & D3D12_ST_FLAG_SPRITES_ENABLE)))
return;
if (params)
{
x = params->x;
y = params->y;
scale = params->scale;
text_align = params->text_align;
drop_x = params->drop_x;
drop_y = params->drop_y;
drop_mod = params->drop_mod;
drop_alpha = params->drop_alpha;
r = FONT_COLOR_GET_RED(params->color);
g = FONT_COLOR_GET_GREEN(params->color);
b = FONT_COLOR_GET_BLUE(params->color);
alpha = FONT_COLOR_GET_ALPHA(params->color);
color = DXGI_COLOR_RGBA(r, g, b, alpha);
}
else
{
settings_t *settings = config_get_ptr();
float video_msg_pos_x = settings->floats.video_msg_pos_x;
float video_msg_pos_y = settings->floats.video_msg_pos_y;
float video_msg_color_r = settings->floats.video_msg_color_r;
float video_msg_color_g = settings->floats.video_msg_color_g;
float video_msg_color_b = settings->floats.video_msg_color_b;
x = video_msg_pos_x;
y = video_msg_pos_y;
scale = 1.0f;
text_align = TEXT_ALIGN_LEFT;
r = (video_msg_color_r * 255);
g = (video_msg_color_g * 255);
b = (video_msg_color_b * 255);
alpha = 255;
color = DXGI_COLOR_RGBA(r, g, b, alpha);
drop_x = -2;
drop_y = -2;
drop_mod = 0.3f;
drop_alpha = 1.0f;
}
if (drop_x || drop_y)
{
unsigned r_dark = r * drop_mod;
unsigned g_dark = g * drop_mod;
unsigned b_dark = b * drop_mod;
unsigned alpha_dark = alpha * drop_alpha;
unsigned color_dark = DXGI_COLOR_RGBA(r_dark, g_dark, b_dark, alpha_dark);
d3d12_font_render_message(d3d12,
font, msg, scale, color_dark,
x + scale * drop_x / width,
y + scale * drop_y / height,
width, height, text_align);
}
d3d12_font_render_message(d3d12, font,
msg, scale, color, x, y,
width, height, text_align);
}
static const struct font_glyph* d3d12_font_get_glyph(
void* data, uint32_t code)
{
d3d12_font_t* font = (d3d12_font_t*)data;
if (font && font->font_driver)
return font->font_driver->get_glyph((void*)font->font_driver, code);
return NULL;
}
static bool d3d12_font_get_line_metrics(void* data, struct font_line_metrics **metrics)
{
d3d12_font_t* font = (d3d12_font_t*)data;
if (font && font->font_driver && font->font_data)
{
font->font_driver->get_line_metrics(font->font_data, metrics);
return true;
}
return false;
}
font_renderer_t d3d12_font = {
d3d12_font_init,
d3d12_font_free,
d3d12_font_render_msg,
"d3d12",
d3d12_font_get_glyph,
NULL, /* bind_block */
NULL, /* flush */
d3d12_font_get_message_width,
d3d12_font_get_line_metrics
};
/*
* VIDEO DRIVER
*/
static uint32_t d3d12_get_flags(void *data)
{
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_CUSTOMIZABLE_FRAME_LATENCY);
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
BIT32_SET(flags, GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED);
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG);
BIT32_SET(flags, GFX_CTX_FLAGS_SUBFRAME_SHADERS);
#endif
return flags;
}
#ifdef HAVE_OVERLAY
static void d3d12_free_overlays(d3d12_video_t* d3d12)
{
size_t i;
for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
d3d12_release_texture(&d3d12->overlays.textures[i]);
Release(d3d12->overlays.vbo);
}
static void
d3d12_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, float h)
{
D3D12_RANGE range;
d3d12_sprite_t* sprites = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].pos.x = x;
sprites[index].pos.y = y;
sprites[index].pos.w = w;
sprites[index].pos.h = h;
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static void d3d12_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h)
{
D3D12_RANGE range;
d3d12_sprite_t* sprites = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].coords.u = u;
sprites[index].coords.v = v;
sprites[index].coords.w = w;
sprites[index].coords.h = h;
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod)
{
D3D12_RANGE range;
d3d12_sprite_t* sprites = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].colors[0] = DXGI_COLOR_RGBA(0xFF, 0xFF, 0xFF, mod * 0xFF);
sprites[index].colors[1] = sprites[index].colors[0];
sprites[index].colors[2] = sprites[index].colors[0];
sprites[index].colors[3] = sprites[index].colors[0];
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images)
{
size_t i;
D3D12_RANGE range;
d3d12_sprite_t* sprites = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
const struct texture_image* images = (const struct texture_image*)image_data;
if (!d3d12)
return false;
D3D12_GFX_SYNC();
d3d12_free_overlays(d3d12);
d3d12->overlays.count = num_images;
d3d12->overlays.textures = (d3d12_texture_t*)calloc(num_images, sizeof(d3d12_texture_t));
d3d12->overlays.count = num_images;
d3d12->overlays.vbo_view.SizeInBytes = sizeof(d3d12_sprite_t) * d3d12->overlays.count;
d3d12->overlays.vbo_view.StrideInBytes = sizeof(d3d12_sprite_t);
d3d12->overlays.vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->overlays.vbo_view.SizeInBytes, &d3d12->overlays.vbo);
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
for (i = 0; i < num_images; i++)
{
d3d12->overlays.textures[i].desc.Width = images[i].width;
d3d12->overlays.textures[i].desc.Height = images[i].height;
d3d12->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
d3d12->overlays.textures[i].srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->overlays.textures[i]);
d3d12_init_texture(d3d12->device, &d3d12->overlays.textures[i]);
if (d3d12->overlays.textures[i].upload_buffer)
d3d12_update_texture(
images[i].width, images[i].height,
0, DXGI_FORMAT_B8G8R8A8_UNORM, images[i].pixels,
&d3d12->overlays.textures[i]);
sprites[i].pos.x = 0.0f;
sprites[i].pos.y = 0.0f;
sprites[i].pos.w = 1.0f;
sprites[i].pos.h = 1.0f;
sprites[i].coords.u = 0.0f;
sprites[i].coords.v = 0.0f;
sprites[i].coords.w = 1.0f;
sprites[i].coords.h = 1.0f;
sprites[i].params.scaling = 1;
sprites[i].params.rotation = 0;
sprites[i].colors[0] = 0xFFFFFFFF;
sprites[i].colors[1] = sprites[i].colors[0];
sprites[i].colors[2] = sprites[i].colors[0];
sprites[i].colors[3] = sprites[i].colors[0];
}
D3D12Unmap(d3d12->overlays.vbo, 0, NULL);
return true;
}
static void d3d12_overlay_enable(void* data, bool state)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
if (state)
d3d12->flags |= D3D12_ST_FLAG_OVERLAYS_ENABLE;
else
d3d12->flags &= ~D3D12_ST_FLAG_OVERLAYS_ENABLE;
win32_show_cursor(d3d12, state);
}
static void d3d12_overlay_full_screen(void* data, bool enable)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12)
{
if (enable)
d3d12->flags |= D3D12_ST_FLAG_OVERLAYS_FULLSCREEN;
else
d3d12->flags &= ~D3D12_ST_FLAG_OVERLAYS_FULLSCREEN;
}
}
static void d3d12_get_overlay_interface(void* data, const video_overlay_interface_t** iface)
{
static const video_overlay_interface_t overlay_interface = {
d3d12_overlay_enable, d3d12_overlay_load, d3d12_overlay_tex_geom,
d3d12_overlay_vertex_geom, d3d12_overlay_full_screen, d3d12_overlay_set_alpha,
};
*iface = &overlay_interface;
}
static void d3d12_render_overlay(d3d12_video_t *d3d12)
{
size_t i;
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
if (d3d12->flags & D3D12_ST_FLAG_OVERLAYS_FULLSCREEN)
{
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
}
else
{
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->frame.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->frame.scissorRect);
}
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->overlays.vbo_view);
cmd->lpVtbl->SetPipelineState(cmd, d3d12->sprites.pipe_blend);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(
cmd, ROOT_ID_SAMPLER_T,
d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
{
if (d3d12->overlays.textures[i].dirty)
d3d12_upload_texture(cmd,
&d3d12->overlays.textures[i],
d3d12);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(
cmd, ROOT_ID_TEXTURE_T,
d3d12->overlays.textures[i].gpu_descriptor[0]);
cmd->lpVtbl->DrawInstanced(cmd, 1, 1, i, 0);
}
}
#endif
#ifdef HAVE_DXGI_HDR
static void d3d12_set_hdr_max_nits(void* data, float max_nits)
{
D3D12_RANGE read_range;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
d3d12->hdr.max_output_nits = max_nits;
d3d12->hdr.ubo_values.max_nits = max_nits;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
dxgi_set_hdr_metadata(
d3d12->chain.handle,
(d3d12->flags & D3D12_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d12->chain.bit_depth,
d3d12->chain.color_space,
d3d12->hdr.max_output_nits,
d3d12->hdr.min_output_nits,
d3d12->hdr.max_cll,
d3d12->hdr.max_fall);
}
static void d3d12_set_hdr_paper_white_nits(void* data, float paper_white_nits)
{
D3D12_RANGE read_range;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
d3d12->hdr.ubo_values.paper_white_nits = paper_white_nits;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
static void d3d12_set_hdr_contrast(void* data, float contrast)
{
D3D12_RANGE read_range;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12->hdr.ubo_values.contrast = contrast;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
static void d3d12_set_hdr_expand_gamut(void* data, bool expand_gamut)
{
D3D12_RANGE read_range;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
d3d12->hdr.ubo_values.expand_gamut = expand_gamut ? 1.0f : 0.0f;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
static void d3d12_set_hdr_inverse_tonemap(d3d12_video_t* d3d12, bool inverse_tonemap)
{
D3D12_RANGE read_range;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12->hdr.ubo_values.inverse_tonemap = inverse_tonemap ? 1.0f : 0.0f;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
static void d3d12_set_hdr10(d3d12_video_t* d3d12, bool hdr10)
{
D3D12_RANGE read_range;
dxgi_hdr_uniform_t *mapped_ubo = NULL;
d3d12->hdr.ubo_values.hdr10 = hdr10 ? 1.0f : 0.0f;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
#endif
static void d3d12_set_filtering(void* data, unsigned index, bool smooth, bool ctx_scaling)
{
int i;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
if (smooth)
d3d12->samplers[RARCH_FILTER_UNSPEC][i] = d3d12->samplers[RARCH_FILTER_LINEAR][i];
else
d3d12->samplers[RARCH_FILTER_UNSPEC][i] = d3d12->samplers[RARCH_FILTER_NEAREST][i];
}
}
static void d3d12_gfx_set_rotation(void* data, unsigned rotation)
{
math_matrix_4x4* mvp;
float radians, cosine, sine;
static math_matrix_4x4 rot = {
{ 0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 1.0f }
};
D3D12_RANGE read_range;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
D3D12_GFX_SYNC();
d3d12->frame.rotation = rotation;
radians = d3d12->frame.rotation * (M_PI / 2.0f);
cosine = cosf(radians);
sine = sinf(radians);
MAT_ELEM_4X4(rot, 0, 0) = cosine;
MAT_ELEM_4X4(rot, 0, 1) = -sine;
MAT_ELEM_4X4(rot, 1, 0) = sine;
MAT_ELEM_4X4(rot, 1, 1) = cosine;
matrix_4x4_multiply(d3d12->mvp, rot, d3d12->mvp_no_rot);
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->frame.ubo, 0, &read_range, (void**)&mvp);
*mvp = d3d12->mvp;
D3D12Unmap(d3d12->frame.ubo, 0, NULL);
}
static void d3d12_update_viewport(d3d12_video_t *d3d12, bool force_full)
{
video_driver_update_viewport(&d3d12->vp, force_full,
(d3d12->flags & D3D12_ST_FLAG_KEEP_ASPECT) ? true : false);
d3d12->frame.viewport.TopLeftX = d3d12->vp.x;
d3d12->frame.viewport.TopLeftY = d3d12->vp.y;
d3d12->frame.viewport.Width = d3d12->vp.width;
d3d12->frame.viewport.Height = d3d12->vp.height;
d3d12->frame.viewport.MaxDepth = 0.0f;
d3d12->frame.viewport.MaxDepth = 1.0f;
/* Needed for UWP to be happy */
d3d12->frame.scissorRect.top = d3d12->vp.y;
d3d12->frame.scissorRect.left = d3d12->vp.x;
d3d12->frame.scissorRect.right = d3d12->vp.x + d3d12->vp.width;
d3d12->frame.scissorRect.bottom = d3d12->vp.y + d3d12->vp.height;
if (d3d12->shader_preset
&& ( d3d12->frame.output_size.x != d3d12->vp.width
|| d3d12->frame.output_size.y != d3d12->vp.height))
d3d12->flags |= D3D12_ST_FLAG_RESIZE_RTS;
d3d12->frame.output_size.x = d3d12->vp.width;
d3d12->frame.output_size.y = d3d12->vp.height;
d3d12->frame.output_size.z = 1.0f / d3d12->vp.width;
d3d12->frame.output_size.w = 1.0f / d3d12->vp.height;
d3d12->flags &= ~D3D12_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d12_free_shader_preset(d3d12_video_t* d3d12)
{
size_t i;
if (!d3d12->shader_preset)
return;
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
int j;
free(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
free(d3d12->pass[i].semantics.textures);
d3d12->shader_preset->pass[i].source.string.vertex = NULL;
d3d12->shader_preset->pass[i].source.string.fragment = NULL;
d3d12->pass[i].semantics.textures = NULL;
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12_release_texture(&d3d12->pass[i].feedback);
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
free(d3d12->pass[i].semantics.cbuffers[j].uniforms);
d3d12->pass[i].semantics.cbuffers[j].uniforms = NULL;
Release(d3d12->pass[i].buffers[j]);
}
Release(d3d12->pass[i].pipe);
}
memset(d3d12->pass, 0, sizeof(d3d12->pass));
/* only free the history textures here */
for (i = 1; i <= (unsigned)d3d12->shader_preset->history_size; i++)
d3d12_release_texture(&d3d12->frame.texture[i]);
memset(
&d3d12->frame.texture[1], 0,
sizeof(d3d12->frame.texture[1]) * d3d12->shader_preset->history_size);
for (i = 0; i < d3d12->shader_preset->luts; i++)
d3d12_release_texture(&d3d12->luts[i]);
memset(d3d12->luts, 0, sizeof(d3d12->luts));
free(d3d12->shader_preset);
d3d12->shader_preset = NULL;
d3d12->flags &= ~(D3D12_ST_FLAG_INIT_HISTORY
| D3D12_ST_FLAG_RESIZE_RTS
);
}
static void d3d12_init_pipeline(
D3D12Device device,
D3DBlob vs_code,
D3DBlob ps_code,
D3DBlob gs_code,
D3D12_GRAPHICS_PIPELINE_STATE_DESC* desc,
D3D12PipelineState* out)
{
if (vs_code)
{
desc->VS.pShaderBytecode = vs_code->lpVtbl->GetBufferPointer(vs_code);
desc->VS.BytecodeLength = vs_code->lpVtbl->GetBufferSize(vs_code);
}
else
{
desc->VS.pShaderBytecode = NULL;
desc->VS.BytecodeLength = 0;
}
if (ps_code)
{
desc->PS.pShaderBytecode = ps_code->lpVtbl->GetBufferPointer(ps_code);
desc->PS.BytecodeLength = ps_code->lpVtbl->GetBufferSize(ps_code);
}
else
{
desc->PS.pShaderBytecode = NULL;
desc->PS.BytecodeLength = 0;
}
if (gs_code)
{
desc->GS.pShaderBytecode = gs_code->lpVtbl->GetBufferPointer(gs_code);
desc->GS.BytecodeLength = gs_code->lpVtbl->GetBufferSize(gs_code);
}
else
{
desc->GS.pShaderBytecode = NULL;
desc->GS.BytecodeLength = 0;
}
desc->SampleMask = UINT_MAX;
desc->RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
desc->RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
desc->NumRenderTargets = 1;
desc->SampleDesc.Count = 1;
device->lpVtbl->CreateGraphicsPipelineState(device, desc, uuidof(ID3D12PipelineState), (void**)out);
}
static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
size_t i;
d3d12_texture_t* source = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return false;
D3D12_GFX_SYNC();
d3d12_free_shader_preset(d3d12);
if (string_is_empty(path))
return true;
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("[D3D12]: Only Slang shaders are supported. Falling back to stock.\n");
return false;
}
d3d12->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d12->shader_preset));
if (!video_shader_load_preset_into_shader(path, d3d12->shader_preset))
goto error;
source = &d3d12->frame.texture[0];
for (i = 0; i < d3d12->shader_preset->passes; source = &d3d12->pass[i++].rt)
{
unsigned j;
/* clang-format off */
semantics_map_t semantics_map = {
{
/* Original */
{ &d3d12->frame.texture[0], 0,
&d3d12->frame.texture[0].size_data, 0},
/* Source */
{ source, 0,
&source->size_data, 0},
/* OriginalHistory */
{ &d3d12->frame.texture[0], sizeof(*d3d12->frame.texture),
&d3d12->frame.texture[0].size_data, sizeof(*d3d12->frame.texture)},
/* PassOutput */
{ &d3d12->pass[0].rt, sizeof(*d3d12->pass),
&d3d12->pass[0].rt.size_data, sizeof(*d3d12->pass)},
/* PassFeedback */
{ &d3d12->pass[0].feedback, sizeof(*d3d12->pass),
&d3d12->pass[0].feedback.size_data, sizeof(*d3d12->pass)},
/* User */
{ &d3d12->luts[0], sizeof(*d3d12->luts),
&d3d12->luts[0].size_data, sizeof(*d3d12->luts)},
},
{
i == d3d12->shader_preset->passes - 1 ? &d3d12->mvp : &d3d12->identity, /* MVP */
&d3d12->pass[i].rt.size_data, /* OutputSize */
&d3d12->frame.output_size, /* FinalViewportSize */
&d3d12->pass[i].frame_count, /* FrameCount */
&d3d12->pass[i].frame_direction, /* FrameDirection */
&d3d12->pass[i].rotation, /* Rotation */
&d3d12->pass[i].total_subframes, /* TotalSubFrames */
&d3d12->pass[i].current_subframe,/* CurrentSubFrame */
}
};
/* clang-format on */
if (!slang_process(
d3d12->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map,
&d3d12->pass[i].semantics))
goto error;
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.sl_rootSignature };
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
char _path[PATH_MAX_LENGTH];
const char *slang_path = d3d12->shader_preset->pass[i].source.path;
const char *vs_src = d3d12->shader_preset->pass[i].source.string.vertex;
const char *ps_src = d3d12->shader_preset->pass[i].source.string.fragment;
size_t _len = strlcpy(_path, slang_path, sizeof(_path));
strlcpy(_path + _len, ".vs.hlsl", sizeof(_path) - _len);
if (!d3d_compile(vs_src, 0, _path, "main", "vs_5_0", &vs_code)){ }
strlcpy(_path + _len, ".ps.hlsl", sizeof(_path) - _len);
if (!d3d_compile(ps_src, 0, _path, "main", "ps_5_0", &ps_code)){ }
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
if (i == d3d12->shader_preset->passes - 1)
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
else
desc.RTVFormats[0] = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe);
free(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
d3d12->shader_preset->pass[i].source.string.vertex = NULL;
d3d12->shader_preset->pass[i].source.string.fragment = NULL;
Release(vs_code);
Release(ps_code);
if (!d3d12->pass[i].pipe)
goto error;
#ifdef HAVE_DXGI_HDR
d3d12->pass[i].rt.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr +
(countof(d3d12->chain.renderTargets) + 1 + (2 * i))
* d3d12->desc.rtv_heap.stride;
#else
d3d12->pass[i].rt.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr +
(countof(d3d12->chain.renderTargets) + (2 * i))
* d3d12->desc.rtv_heap.stride;
#endif
d3d12->pass[i].feedback.rt_view.ptr = d3d12->pass[i].rt.rt_view.ptr + d3d12->desc.rtv_heap.stride;
d3d12->pass[i].textures.ptr =
d3d12->desc.srv_heap.gpu.ptr + i * SLANG_NUM_SEMANTICS * d3d12->desc.srv_heap.stride;
d3d12->pass[i].samplers.ptr = d3d12->desc.sampler_heap.gpu.ptr +
i * SLANG_NUM_SEMANTICS * d3d12->desc.sampler_heap.stride;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
if (!d3d12->pass[i].semantics.cbuffers[j].size)
continue;
d3d12->pass[i].buffer_view[j].SizeInBytes = d3d12->pass[i].semantics.cbuffers[j].size;
d3d12->pass[i].buffer_view[j].BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->pass[i].buffer_view[j].SizeInBytes,
&d3d12->pass[i].buffers[j]);
}
}
#ifdef HAVE_DXGI_HDR
if (d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE)
{
if (d3d12->shader_preset && d3d12->shader_preset->passes && (d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format == SLANG_FORMAT_A2B10G10R10_UNORM_PACK32))
{
/* If the last shader pass uses a RGB10A2 back buffer and hdr has been enabled assume we want to skip the inverse tonemapper and hdr10 conversion */
d3d12_set_hdr_inverse_tonemap(d3d12, false);
d3d12_set_hdr10(d3d12, false);
d3d12->flags |= D3D12_ST_FLAG_RESIZE_CHAIN;
}
else if (d3d12->shader_preset && d3d12->shader_preset->passes && (d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format == SLANG_FORMAT_R16G16B16A16_SFLOAT))
{
/* If the last shader pass uses a RGBA16 back buffer and hdr has been enabled assume we want to skip the inverse tonemapper */
d3d12_set_hdr_inverse_tonemap(d3d12, false);
d3d12_set_hdr10(d3d12, true);
d3d12->flags |= D3D12_ST_FLAG_RESIZE_CHAIN;
}
else
{
d3d12_set_hdr_inverse_tonemap(d3d12, true);
d3d12_set_hdr10(d3d12, true);
}
}
#endif /* HAVE_DXGI_HDR */
for (i = 0; i < d3d12->shader_preset->luts; i++)
{
struct texture_image image;
image.pixels = NULL;
image.width = 0;
image.height = 0;
image.supports_rgba = true;
if (!image_texture_load(&image, d3d12->shader_preset->lut[i].path))
goto error;
d3d12->luts[i].desc.Width = image.width;
d3d12->luts[i].desc.Height = image.height;
d3d12->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
d3d12->luts[i].srv_heap = &d3d12->desc.srv_heap;
if (d3d12->shader_preset->lut[i].mipmap)
d3d12->luts[i].desc.MipLevels = UINT16_MAX;
d3d12_release_texture(&d3d12->luts[i]);
d3d12_init_texture(d3d12->device, &d3d12->luts[i]);
if (d3d12->luts[i].upload_buffer)
d3d12_update_texture(
image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d12->luts[i]);
image_texture_free(&image);
}
d3d12->flags |= D3D12_ST_FLAG_INIT_HISTORY | D3D12_ST_FLAG_RESIZE_RTS;
return true;
error:
d3d12_free_shader_preset(d3d12);
#endif
return false;
}
static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
D3DBlob cs_code = NULL;
settings_t * settings = config_get_ptr();
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.rootSignature };
desc.BlendState.RenderTarget[0] = d3d12_blend_disable_desc;
#ifdef HAVE_DXGI_HDR
desc.RTVFormats[0] = DXGI_FORMAT_R10G10B10A2_UNORM;
{
static const char shader[] =
#include "d3d_shaders/hdr_sm5.hlsl.h"
;
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_vertex_t, color),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
if (!d3d_compile(shader, sizeof(shader), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_STOCK_HDR]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
#endif
desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
{
static const char shader[] =
#include "d3d_shaders/opaque_sm5.hlsl.h"
;
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_vertex_t, color),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
if (!d3d_compile(shader, sizeof(shader), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
desc.BlendState.RenderTarget[0].BlendEnable = false;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_STOCK_NOBLEND]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
{
static const char shader[] =
#include "d3d_shaders/sprite_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_sprite_t, pos),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_sprite_t, coords),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[0]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[1]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[2]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[3]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_sprite_t, params),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
if (!d3d_compile(shader, sizeof(shader), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "GSMain", "gs_5_0", &gs_code))
goto error;
desc.BlendState.RenderTarget[0].BlendEnable = false;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_noblend);
desc.BlendState.RenderTarget[0].BlendEnable = true;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_blend);
Release(ps_code);
ps_code = NULL;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMainA8", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_font);
Release(vs_code);
Release(ps_code);
Release(gs_code);
vs_code = NULL;
ps_code = NULL;
gs_code = NULL;
}
if (string_is_equal(settings->arrays.menu_driver, "xmb"))
{
{
static const char ribbon[] =
#include "d3d_shaders/ribbon_sm4.hlsl.h"
;
static const char ribbon_simple[] =
#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_DEST_COLOR;
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(ribbon_simple, sizeof(ribbon_simple), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_2]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
{
static const char simple_snow[] =
#include "d3d_shaders/simple_snow_sm4.hlsl.h"
;
static const char snow[] =
#include "d3d_shaders/snow_sm4.hlsl.h"
;
static const char bokeh[] =
#include "d3d_shaders/bokeh_sm4.hlsl.h"
;
static const char snowflake[] =
#include "d3d_shaders/snowflake_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_3]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(snow, sizeof(snow), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(snow, sizeof(snow), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_4]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(bokeh, sizeof(bokeh), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(bokeh, sizeof(bokeh), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_5]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(snowflake, sizeof(snowflake), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(snowflake, sizeof(snowflake), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_6]);
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
}
{
static const char shader[] =
#include "d3d_shaders/mipmapgen_sm5.h"
;
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = { d3d12->desc.cs_rootSignature };
if (!d3d_compile(shader, sizeof(shader), NULL, "CSMain", "cs_5_0", &cs_code))
goto error;
desc.CS.pShaderBytecode = cs_code->lpVtbl->GetBufferPointer(cs_code);
desc.CS.BytecodeLength = cs_code->lpVtbl->GetBufferSize(cs_code);
if (FAILED(d3d12->device->lpVtbl->CreateComputePipelineState(d3d12->device, &desc,
uuidof(ID3D12PipelineState), (void**)&d3d12->mipmapgen_pipe)))
Release(cs_code);
cs_code = NULL;
}
return true;
error:
Release(vs_code);
Release(ps_code);
Release(gs_code);
Release(cs_code);
return false;
}
static void d3d12_gfx_free(void* data)
{
unsigned i;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
D3D12_GFX_SYNC();
if (d3d12->flags & D3D12_ST_FLAG_WAITABLE_SWAPCHAINS)
CloseHandle(d3d12->chain.frameLatencyWaitableObject);
font_driver_free_osd();
#ifdef HAVE_OVERLAY
d3d12_free_overlays(d3d12);
#endif
d3d12_free_shader_preset(d3d12);
Release(d3d12->sprites.vbo);
Release(d3d12->menu_pipeline_vbo);
#ifdef HAVE_DXGI_HDR
Release(d3d12->hdr.ubo);
#endif
Release(d3d12->frame.ubo);
Release(d3d12->frame.vbo);
Release(d3d12->frame.texture[0].handle);
Release(d3d12->frame.texture[0].upload_buffer);
Release(d3d12->menu.vbo);
Release(d3d12->menu.texture.handle);
Release(d3d12->menu.texture.upload_buffer);
#ifdef HAVE_DXGI_HDR
d3d12_release_texture(&d3d12->chain.back_buffer);
d3d12->chain.back_buffer.handle = NULL;
#endif
free(d3d12->desc.sampler_heap.map);
free(d3d12->desc.srv_heap.map);
free(d3d12->desc.rtv_heap.map);
Release(d3d12->desc.sampler_heap.handle);
Release(d3d12->desc.srv_heap.handle);
Release(d3d12->desc.rtv_heap.handle);
Release(d3d12->desc.cs_rootSignature);
Release(d3d12->desc.sl_rootSignature);
Release(d3d12->desc.rootSignature);
Release(d3d12->ubo);
for (i = 0; i < GFX_MAX_SHADERS; i++)
Release(d3d12->pipes[i]);
Release(d3d12->mipmapgen_pipe);
Release(d3d12->sprites.pipe_blend);
Release(d3d12->sprites.pipe_noblend);
Release(d3d12->sprites.pipe_font);
Release(d3d12->queue.fence);
Release(d3d12->queue.cmd);
Release(d3d12->queue.allocator);
Release(d3d12->queue.handle);
Release(d3d12->chain.renderTargets[0]);
Release(d3d12->chain.renderTargets[1]);
#if 0
/* Releasing this will crash eventually (?!) */
Release(d3d12->chain.handle);
#endif
Release(d3d12->factory);
Release(d3d12->device);
Release(d3d12->adapter);
for (i = 0; i < D3D12_MAX_GPU_COUNT; i++)
{
if (d3d12->adapters[i])
{
Release(d3d12->adapters[i]);
d3d12->adapters[i] = NULL;
}
}
#ifdef HAVE_DXGI_HDR
video_driver_unset_hdr_support();
#endif
#ifdef HAVE_MONITOR
win32_monitor_from_window();
#endif
#ifdef HAVE_WINDOW
win32_destroy_window();
#endif
free(d3d12);
}
static bool d3d12_init_swapchain(d3d12_video_t* d3d12,
int width, int height, void* corewindow)
{
unsigned i;
HRESULT hr;
HWND hwnd = (HWND)corewindow;
#ifdef __WINRT__
DXGI_SWAP_CHAIN_DESC1 desc = {{0}};
#else
DXGI_SWAP_CHAIN_DESC desc = {{0}};
#endif
#ifdef HAVE_DXGI_HDR
DXGI_COLOR_SPACE_TYPE color_space;
#endif
#ifdef HAVE_DXGI_HDR
d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_8] = DXGI_FORMAT_R8G8B8A8_UNORM;
d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_10] = DXGI_FORMAT_R10G10B10A2_UNORM;
d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_16] = DXGI_FORMAT_R16G16B16A16_UNORM;
if (dxgi_check_display_hdr_support(d3d12->factory, hwnd))
d3d12->flags |= D3D12_ST_FLAG_HDR_SUPPORT;
else
d3d12->flags &= ~D3D12_ST_FLAG_HDR_SUPPORT;
if (!(d3d12->flags & D3D12_ST_FLAG_HDR_SUPPORT))
d3d12->flags &= ~D3D12_ST_FLAG_HDR_ENABLE;
d3d12->chain.bit_depth = (d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE)
? DXGI_SWAPCHAIN_BIT_DEPTH_10 : DXGI_SWAPCHAIN_BIT_DEPTH_8;
#endif
desc.BufferCount = countof(d3d12->chain.renderTargets);
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
#ifdef __WINRT__
desc.Width = width;
desc.Height = height;
#else
desc.BufferDesc.Width = width;
desc.BufferDesc.Height = height;
desc.BufferDesc.RefreshRate.Numerator = 0;
desc.BufferDesc.RefreshRate.Denominator = 1;
#endif
#ifdef HAVE_DXGI_HDR
#ifdef __WINRT__
desc.Format = d3d12->chain.formats[d3d12->chain.bit_depth];
#else
desc.BufferDesc.Format = d3d12->chain.formats[d3d12->chain.bit_depth];
#endif
#else
#ifdef __WINRT__
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
#else
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
#endif
#endif
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
#ifdef HAVE_WINDOW
desc.OutputWindow = hwnd;
desc.Windowed = TRUE;
#endif
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
if (d3d12->flags & D3D12_ST_FLAG_WAITABLE_SWAPCHAINS)
desc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
#ifdef __WINRT__
hr = DXGICreateSwapChainForCoreWindow(d3d12->factory, d3d12->queue.handle, corewindow, &desc, NULL, &d3d12->chain.handle);
#else
hr = DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle);
#endif
if (FAILED(hr))
{
RARCH_ERR("[D3D12]: Failed to create the swap chain (0x%08X)\n", hr);
return false;
}
if ( (d3d12->flags & D3D12_ST_FLAG_WAITABLE_SWAPCHAINS)
&& (d3d12->chain.frameLatencyWaitableObject = DXGIGetFrameLatencyWaitableObject(d3d12->chain.handle)))
{
settings_t* settings = config_get_ptr();
UINT max_latency = settings->uints.video_max_frame_latency;
UINT cur_latency = 0;
if (max_latency == 0)
{
d3d12->flags |= D3D12_ST_FLAG_WAIT_FOR_VBLANK;
max_latency = 1;
}
else
d3d12->flags &= ~D3D12_ST_FLAG_WAIT_FOR_VBLANK;
DXGISetMaximumFrameLatency(d3d12->chain.handle, max_latency);
DXGIGetMaximumFrameLatency(d3d12->chain.handle, &cur_latency);
RARCH_LOG("[D3D12]: Requesting %u maximum frame latency, using %u%s.\n",
settings->uints.video_max_frame_latency,
cur_latency,
(d3d12->flags & D3D12_ST_FLAG_WAIT_FOR_VBLANK) ? " with WaitForVBlank" : "");
}
#ifdef HAVE_WINDOW
DXGIMakeWindowAssociation(d3d12->factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
#endif
#ifdef HAVE_DXGI_HDR
/* Check display HDR support and
initialize ST.2084 support to match
the display's support. */
color_space =
(d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE)
? DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
dxgi_swapchain_color_space(d3d12->chain.handle,
&d3d12->chain.color_space, color_space);
dxgi_set_hdr_metadata(
d3d12->chain.handle,
(d3d12->flags & D3D12_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d12->chain.bit_depth,
d3d12->chain.color_space,
d3d12->hdr.max_output_nits,
d3d12->hdr.min_output_nits,
d3d12->hdr.max_cll,
d3d12->hdr.max_fall);
#endif
d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle);
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
{
d3d12->chain.handle->lpVtbl->GetBuffer(d3d12->chain.handle, i, uuidof(ID3D12Resource), (void**)&d3d12->chain.renderTargets[i]);
d3d12->device->lpVtbl->CreateRenderTargetView(
d3d12->device, (ID3D12Resource*)d3d12->chain.renderTargets[i], NULL, d3d12->chain.desc_handles[i]);
}
#ifdef HAVE_DXGI_HDR
memset(&d3d12->chain.back_buffer,
0, sizeof(d3d12->chain.back_buffer));
d3d12->chain.back_buffer.desc.Width = width;
d3d12->chain.back_buffer.desc.Height = height;
d3d12->chain.back_buffer.desc.Format =
d3d12->shader_preset && d3d12->shader_preset->passes ? glslang_format_to_dxgi(d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM;
d3d12->chain.back_buffer.desc.Flags =
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->chain.back_buffer.srv_heap =
&d3d12->desc.srv_heap;
d3d12->chain.back_buffer.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr
+ (countof(d3d12->chain.renderTargets))
* d3d12->desc.rtv_heap.stride;
d3d12_release_texture(&d3d12->chain.back_buffer);
d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer);
#endif
d3d12->chain.viewport.Width = width;
d3d12->chain.viewport.Height = height;
d3d12->chain.scissorRect.left = d3d12->vp.x;
d3d12->chain.scissorRect.top = d3d12->vp.y;
d3d12->chain.scissorRect.right = d3d12->vp.x + width;
d3d12->chain.scissorRect.bottom = d3d12->vp.y + height;
return true;
}
static void d3d12_init_base(d3d12_video_t* d3d12)
{
int i = 0;
DXGIAdapter adapter = NULL;
#ifdef DEBUG
if (SUCCEEDED(D3D12GetDebugInterface(uuidof(ID3D12Debug), (void**)&d3d12->debugController)))
d3d12->debugController->lpVtbl->EnableDebugLayer(d3d12->debugController);
#endif
#ifdef __WINRT__
DXGICreateFactory2(&d3d12->factory);
#else
DXGICreateFactory1(&d3d12->factory);
#endif
{
settings_t *settings = config_get_ptr();
int gpu_index = settings->ints.d3d12_gpu_index;
if (d3d12->gpu_list)
string_list_free(d3d12->gpu_list);
d3d12->gpu_list = string_list_new();
for (;;)
{
char str[128];
union string_list_elem_attr attr;
DXGI_ADAPTER_DESC desc = {0};
attr.i = 0;
str[0] = '\0';
#ifdef __WINRT__
if (FAILED(DXGIEnumAdapters2(d3d12->factory, i, &adapter)))
break;
#else
if (FAILED(DXGIEnumAdapters1(d3d12->factory, i, &adapter)))
break;
#endif
adapter->lpVtbl->GetDesc(adapter, &desc);
utf16_to_char_string((const uint16_t*)desc.Description, str, sizeof(str));
RARCH_LOG("[D3D12]: Found GPU at index %d: \"%s\".\n", i, str);
string_list_append(d3d12->gpu_list, str, attr);
if (i < D3D12_MAX_GPU_COUNT)
{
AddRef(adapter);
d3d12->adapters[i] = adapter;
}
Release(adapter);
adapter = NULL;
i++;
if (i >= D3D12_MAX_GPU_COUNT)
break;
}
video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D12_API, d3d12->gpu_list);
if (0 <= gpu_index && gpu_index <= i && gpu_index < D3D12_MAX_GPU_COUNT)
{
d3d12->adapter = d3d12->adapters[gpu_index];
AddRef(d3d12->adapter);
RARCH_LOG("[D3D12]: Using GPU index %d.\n", gpu_index);
}
else
{
RARCH_WARN("[D3D12]: Invalid GPU index %d, using first device found.\n", gpu_index);
d3d12->adapter = d3d12->adapters[0];
AddRef(d3d12->adapter);
}
if (!SUCCEEDED(D3D12CreateDevice((IUnknown*)d3d12->adapter, D3D_FEATURE_LEVEL_11_0, uuidof(ID3D12Device), (void**)&d3d12->device)))
RARCH_WARN("[D3D12]: Could not create D3D12 device.\n");
}
#ifdef DEVICE_DEBUG
#ifdef DEBUG
if (d3d12->device)
{
if (SUCCEEDED(d3d12->device->lpVtbl->QueryInterface(d3d12->device, uuidof(ID3D12DebugDevice), (void*)&d3d12->debug_device)))
RARCH_WARN("[D3D12]: Could not create D3D12 debug device.\n");
if (SUCCEEDED(d3d12->device->lpVtbl->QueryInterface(d3d12->device, uuidof(ID3D12InfoQueue), (void*)&d3d12->info_queue)))
{
#if 0
d3d12->info_queue->lpVtbl->SetBreakOnSeverity(d3d12->info_queue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
#endif
d3d12->info_queue->lpVtbl->SetBreakOnSeverity(d3d12->info_queue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
#if 0
d3d12->info_queue->lpVtbl->SetBreakOnSeverity(d3d12->info_queue, D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
#endif
}
}
if (!SUCCEEDED(D3D12GetDebugInterface(uuidof(ID3D12DeviceRemovedExtendedDataSettings), (void*)&d3d12->device_removed_info)))
RARCH_WARN("[D3D12]: Could not create D3D12 device removed info.\n");
/* Turn on AutoBreadcrumbs and Page Fault reporting */
d3d12->device_removed_info->lpVtbl->SetAutoBreadcrumbsEnablement(d3d12->device_removed_info, D3D12_DRED_ENABLEMENT_FORCED_ON);
d3d12->device_removed_info->lpVtbl->SetPageFaultEnablement(d3d12->device_removed_info, D3D12_DRED_ENABLEMENT_FORCED_ON);
d3d12->device_removed_info->lpVtbl->SetWatsonDumpEnablement(d3d12->device_removed_info, D3D12_DRED_ENABLEMENT_FORCED_ON);
#endif /* DEBUG */
#endif /* DEVICE_DEBUG */
}
static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap_t* out)
{
device->lpVtbl->CreateDescriptorHeap(device, &out->desc, uuidof(ID3D12DescriptorHeap), (void**)&out->handle);
out->cpu = D3D12GetCPUDescriptorHandleForHeapStart(out->handle);
out->gpu = D3D12GetGPUDescriptorHandleForHeapStart(out->handle);
out->stride = device->lpVtbl->GetDescriptorHandleIncrementSize(device, out->desc.Type);
out->map = (bool*)calloc(out->desc.NumDescriptors, sizeof(bool));
}
static bool d3d12_create_root_signature(
D3D12Device device, D3D12_ROOT_SIGNATURE_DESC* desc, D3D12RootSignature* out)
{
D3DBlob signature, error;
D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
if (error)
{
RARCH_ERR(
"[D3D12]: CreateRootSignature failed : %s\n", (const char*)error->lpVtbl->GetBufferPointer(error));
Release(error);
return false;
}
device->lpVtbl->CreateRootSignature(
device, 0,
signature->lpVtbl->GetBufferPointer(signature),
signature->lpVtbl->GetBufferSize(signature),
uuidof(ID3D12RootSignature),
(void**)out);
Release(signature);
return true;
}
static void d3d12_init_descriptors(d3d12_video_t* d3d12)
{
size_t i;
int j;
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_ROOT_PARAMETER root_params[ROOT_ID_MAX];
D3D12_ROOT_PARAMETER cs_root_params[CS_ROOT_ID_MAX];
D3D12_DESCRIPTOR_RANGE srv_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE uav_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_STATIC_SAMPLER_DESC static_sampler = { D3D12_FILTER_MIN_MAG_MIP_POINT };
root_params[ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_params[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl);
root_params[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl;
root_params[ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
root_params[ROOT_ID_SAMPLER_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_params[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_tbl);
root_params[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_tbl;
root_params[ROOT_ID_SAMPLER_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
root_params[ROOT_ID_UBO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_params[ROOT_ID_UBO].Descriptor.RegisterSpace = 0;
root_params[ROOT_ID_UBO].Descriptor.ShaderRegister = 0;
root_params[ROOT_ID_UBO].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_params[ROOT_ID_PC].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_params[ROOT_ID_PC].Descriptor.RegisterSpace = 0;
root_params[ROOT_ID_PC].Descriptor.ShaderRegister = 1;
root_params[ROOT_ID_PC].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
desc.NumParameters = countof(root_params);
desc.pParameters = root_params;
desc.NumStaticSamplers = 0;
desc.pStaticSamplers = NULL;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.rootSignature);
srv_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
sampler_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.sl_rootSignature);
cs_root_params[CS_ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
cs_root_params[CS_ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl);
cs_root_params[CS_ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl;
cs_root_params[CS_ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
cs_root_params[CS_ROOT_ID_UAV_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
cs_root_params[CS_ROOT_ID_UAV_T].DescriptorTable.NumDescriptorRanges = countof(uav_tbl);
cs_root_params[CS_ROOT_ID_UAV_T].DescriptorTable.pDescriptorRanges = uav_tbl;
cs_root_params[CS_ROOT_ID_UAV_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
cs_root_params[CS_ROOT_ID_CONSTANTS].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.Num32BitValues = 3;
cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.RegisterSpace = 0;
cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.ShaderRegister = 0;
cs_root_params[CS_ROOT_ID_CONSTANTS].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc.NumParameters = countof(cs_root_params);
desc.pParameters = cs_root_params;
desc.NumStaticSamplers = 1;
desc.pStaticSamplers = &static_sampler;
desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.cs_rootSignature);
d3d12->desc.rtv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets) + GFX_MAX_SHADERS * 2;
d3d12->desc.rtv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap);
d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3d12->desc.srv_heap.desc.NumDescriptors = SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 2048;
d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap);
d3d12->desc.sampler_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
d3d12->desc.sampler_heap.desc.NumDescriptors =
SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 2 * RARCH_WRAP_MAX;
d3d12->desc.sampler_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.sampler_heap);
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
d3d12->chain.desc_handles[i].ptr =
d3d12->desc.rtv_heap.cpu.ptr + i * d3d12->desc.rtv_heap.stride;
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
d3d12->pass[i].rt.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr +
(countof(d3d12->chain.renderTargets) + (2 * i)) * d3d12->desc.rtv_heap.stride;
d3d12->pass[i].feedback.rt_view.ptr = d3d12->pass[i].rt.rt_view.ptr + d3d12->desc.rtv_heap.stride;
d3d12->pass[i].textures.ptr = d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap).ptr -
d3d12->desc.srv_heap.cpu.ptr + d3d12->desc.srv_heap.gpu.ptr;
d3d12->pass[i].samplers.ptr =
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap).ptr -
d3d12->desc.sampler_heap.cpu.ptr + d3d12->desc.sampler_heap.gpu.ptr;
for (j = 1; j < SLANG_NUM_BINDINGS; j++)
{
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap);
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap);
}
}
}
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
d3d12_create_sampler(D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap)
{
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = d3d12_descriptor_heap_slot_alloc(heap);
gpu_handle.ptr = cpu_handle.ptr - heap->cpu.ptr + heap->gpu.ptr;
device->lpVtbl->CreateSampler(device, desc, cpu_handle);
return gpu_handle;
}
static void d3d12_init_samplers(d3d12_video_t* d3d12)
{
int i;
D3D12_SAMPLER_DESC desc;
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc.BorderColor[0] =
desc.BorderColor[1] =
desc.BorderColor[2] =
desc.BorderColor[3] = 0.0f;
desc.MinLOD = -D3D12_FLOAT32_MAX;
desc.MaxLOD = D3D12_FLOAT32_MAX;
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
switch (i)
{
default:
case RARCH_WRAP_BORDER:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
break;
case RARCH_WRAP_EDGE:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
break;
case RARCH_WRAP_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
break;
case RARCH_WRAP_MIRRORED_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
break;
}
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
d3d12->samplers[RARCH_FILTER_LINEAR][i] =
d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
d3d12->samplers[RARCH_FILTER_NEAREST][i] =
d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
}
}
static void d3d12_init_queue(d3d12_video_t* d3d12)
{
static const D3D12_COMMAND_QUEUE_DESC desc = {
D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE,
0
};
d3d12->device->lpVtbl->CreateCommandQueue(
d3d12->device,
(D3D12_COMMAND_QUEUE_DESC*)&desc,
uuidof(ID3D12CommandQueue),
(void**)&d3d12->queue.handle);
d3d12->device->lpVtbl->CreateCommandAllocator(
d3d12->device,
D3D12_COMMAND_LIST_TYPE_DIRECT,
uuidof(ID3D12CommandAllocator),
(void**)&d3d12->queue.allocator);
d3d12->device->lpVtbl->CreateCommandList(
d3d12->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d12->queue.allocator,
d3d12->pipes[VIDEO_SHADER_STOCK_BLEND],
uuidof(ID3D12GraphicsCommandList),
(void**)&d3d12->queue.cmd);
d3d12->queue.cmd->lpVtbl->Close(d3d12->queue.cmd);
d3d12->device->lpVtbl->CreateFence(d3d12->device, 0,
D3D12_FENCE_FLAG_NONE, uuidof(ID3D12Fence), (void**)&d3d12->queue.fence);
d3d12->queue.fenceValue = 0;
d3d12->queue.fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
}
static void d3d12_create_fullscreen_quad_vbo(
D3D12Device device, D3D12_VERTEX_BUFFER_VIEW* view, D3D12Resource* vbo)
{
D3D12_RANGE read_range;
void *vertex_data_begin = NULL;
static const d3d12_vertex_t vertices[] = {
{ { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -1.0f, -1.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -1.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, -1.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
};
view->SizeInBytes = sizeof(vertices);
view->StrideInBytes = sizeof(*vertices);
view->BufferLocation = d3d12_create_buffer(device, view->SizeInBytes, vbo);
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(*vbo, 0, &read_range, &vertex_data_begin);
memcpy(vertex_data_begin, vertices, sizeof(vertices));
D3D12Unmap(*vbo, 0, NULL);
}
static void d3d12_set_hw_render_texture(void* data, ID3D12Resource* texture, DXGI_FORMAT format)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12->hw_render_texture = texture;
d3d12->hw_render_texture_format = format;
}
static void *d3d12_gfx_init(const video_info_t* video,
input_driver_t** input, void** input_data)
{
#ifdef HAVE_MONITOR
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
WNDCLASSEX wndclass = { 0 };
#endif
settings_t* settings = config_get_ptr();
d3d12_video_t* d3d12 = (d3d12_video_t*)calloc(1, sizeof(*d3d12));
if (!d3d12)
return NULL;
#ifdef HAVE_WINDOW
win32_window_reset();
#endif
#ifdef HAVE_MONITOR
win32_monitor_init();
wndclass.lpfnWndProc = wnd_proc_d3d_common;
#ifdef HAVE_DINPUT
if (string_is_equal(settings->arrays.input_driver, "dinput"))
wndclass.lpfnWndProc = wnd_proc_d3d_dinput;
#endif
#ifdef HAVE_WINRAWINPUT
if (string_is_equal(settings->arrays.input_driver, "raw"))
wndclass.lpfnWndProc = wnd_proc_d3d_winraw;
#endif
#ifdef HAVE_WINDOW
win32_window_init(&wndclass, true, NULL);
#endif
win32_monitor_info(&current_mon, &hm_to_use, &d3d12->cur_mon_id);
#endif
d3d12->vp.full_width = video->width;
d3d12->vp.full_height = video->height;
#ifdef HAVE_MONITOR
if (!d3d12->vp.full_width)
d3d12->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left;
if (!d3d12->vp.full_height)
d3d12->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top;
#endif
if (!win32_set_video_mode(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, video->fullscreen))
{
RARCH_ERR("[D3D12]: win32_set_video_mode failed.\n");
goto error;
}
#ifdef HAVE_DXGI_HDR
if (settings->bools.video_hdr_enable)
d3d12->flags |= D3D12_ST_FLAG_HDR_ENABLE;
else
d3d12->flags &= ~D3D12_ST_FLAG_HDR_ENABLE;
d3d12->hdr.max_output_nits = settings->floats.video_hdr_max_nits;
d3d12->hdr.min_output_nits = 0.001f;
d3d12->hdr.max_cll = 0.0f;
d3d12->hdr.max_fall = 0.0f;
#endif
if (settings->bools.video_waitable_swapchains)
d3d12->flags |= D3D12_ST_FLAG_WAITABLE_SWAPCHAINS;
else
d3d12->flags &= ~D3D12_ST_FLAG_WAITABLE_SWAPCHAINS;
d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data);
d3d12_init_base(d3d12);
d3d12_init_descriptors(d3d12);
if (!d3d12_gfx_init_pipelines(d3d12))
goto error;
d3d12_init_queue(d3d12);
#ifdef __WINRT__
if (!d3d12_init_swapchain(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, uwp_get_corewindow()))
goto error;
#else
if (!d3d12_init_swapchain(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, main_window.hwnd))
goto error;
#endif
d3d12_init_samplers(d3d12);
d3d12_set_filtering(d3d12, 0, video->smooth, video->ctx_scaling);
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->frame.vbo_view, &d3d12->frame.vbo);
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->menu.vbo_view, &d3d12->menu.vbo);
d3d12->sprites.capacity = 16 * 1024;
d3d12->sprites.vbo_view.SizeInBytes = sizeof(d3d12_sprite_t) * d3d12->sprites.capacity;
d3d12->sprites.vbo_view.StrideInBytes = sizeof(d3d12_sprite_t);
d3d12->sprites.vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->sprites.vbo_view.SizeInBytes, &d3d12->sprites.vbo);
d3d12->ubo_view.SizeInBytes = sizeof(d3d12_uniform_t);
d3d12->ubo_view.BufferLocation =
d3d12_create_buffer(d3d12->device, d3d12->ubo_view.SizeInBytes, &d3d12->ubo);
d3d12->frame.ubo_view.SizeInBytes = sizeof(d3d12_uniform_t);
d3d12->frame.ubo_view.BufferLocation =
d3d12_create_buffer(d3d12->device, d3d12->frame.ubo_view.SizeInBytes, &d3d12->frame.ubo);
matrix_4x4_ortho(d3d12->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
d3d12->ubo_values.mvp = d3d12->mvp_no_rot;
d3d12->ubo_values.OutputSize.width = d3d12->chain.viewport.Width;
d3d12->ubo_values.OutputSize.height = d3d12->chain.viewport.Height;
{
math_matrix_4x4* mvp;
D3D12_RANGE read_range;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->ubo, 0, &read_range, (void**)&mvp);
*mvp = d3d12->mvp_no_rot;
D3D12Unmap(d3d12->ubo, 0, NULL);
}
#ifdef HAVE_DXGI_HDR
d3d12->hdr.ubo_view.SizeInBytes = sizeof(dxgi_hdr_uniform_t);
d3d12->hdr.ubo_view.BufferLocation =
d3d12_create_buffer(d3d12->device, d3d12->hdr.ubo_view.SizeInBytes, &d3d12->hdr.ubo);
d3d12->hdr.ubo_values.mvp = d3d12->mvp_no_rot;
d3d12->hdr.ubo_values.max_nits = settings->floats.video_hdr_max_nits;
d3d12->hdr.ubo_values.paper_white_nits = settings->floats.video_hdr_paper_white_nits;
d3d12->hdr.ubo_values.contrast = VIDEO_HDR_MAX_CONTRAST - settings->floats.video_hdr_display_contrast;
d3d12->hdr.ubo_values.expand_gamut = settings->bools.video_hdr_expand_gamut;
d3d12->hdr.ubo_values.inverse_tonemap = 1.0f; /* Use this to turn on/off the inverse tonemap */
d3d12->hdr.ubo_values.hdr10 = 1.0f; /* Use this to turn on/off the hdr10 */
{
dxgi_hdr_uniform_t* mapped_ubo;
D3D12_RANGE read_range;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->hdr.ubo_values;
D3D12Unmap(d3d12->hdr.ubo, 0, NULL);
}
#endif
matrix_4x4_identity(d3d12->identity);
d3d12_gfx_set_rotation(d3d12, 0);
video_driver_set_size(d3d12->vp.full_width, d3d12->vp.full_height);
d3d12->chain.viewport.Width = d3d12->vp.full_width;
d3d12->chain.viewport.Height = d3d12->vp.full_height;
d3d12->flags |= D3D12_ST_FLAG_RESIZE_VIEWPORT;
if (video->force_aspect)
d3d12->flags |= D3D12_ST_FLAG_KEEP_ASPECT;
else
d3d12->flags &= ~D3D12_ST_FLAG_KEEP_ASPECT;
if (video->vsync)
d3d12->flags |= D3D12_ST_FLAG_VSYNC;
else
d3d12->flags &= ~D3D12_ST_FLAG_VSYNC;
d3d12->format = (video->rgb32)
? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d12->frame.texture[0].desc.Format = d3d12->format;
d3d12->frame.texture[0].desc.Width = 4;
d3d12->frame.texture[0].desc.Height = 4;
d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->frame.texture[0]);
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
font_driver_init_osd(d3d12,
video,
false,
video->is_threaded,
FONT_DRIVER_RENDER_D3D12_API);
{
d3d12_fake_context.get_flags = d3d12_get_flags;
d3d12_fake_context.get_metrics = win32_get_metrics;
video_context_driver_set(&d3d12_fake_context);
const char *shader_preset = video_shader_get_current_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d12_gfx_set_shader(d3d12, type, shader_preset);
}
if (video_driver_get_hw_context()->context_type == RETRO_HW_CONTEXT_D3D12)
{
d3d12->flags |= D3D12_ST_FLAG_HW_IFACE_ENABLE;
d3d12->hw_iface.interface_type = RETRO_HW_RENDER_INTERFACE_D3D12;
d3d12->hw_iface.interface_version = RETRO_HW_RENDER_INTERFACE_D3D12_VERSION;
d3d12->hw_iface.handle = d3d12;
d3d12->hw_iface.device = d3d12->device;
d3d12->hw_iface.queue = d3d12->queue.handle;
d3d12->hw_iface.required_state = D3D12_RESOURCE_STATE_COPY_SOURCE;
d3d12->hw_iface.set_texture = d3d12_set_hw_render_texture;
d3d12->hw_iface.D3DCompile = D3DCompile;
}
return d3d12;
error:
RARCH_ERR("[D3D12]: Failed to init video driver.\n");
d3d12_gfx_free(d3d12);
return NULL;
}
static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
size_t i;
/* TODO/FIXME: should we init history to max_width/max_height instead ?
* to prevent out of memory errors happening several frames later
* and to reduce memory fragmentation */
for (i = 0; i < (unsigned)d3d12->shader_preset->history_size + 1; i++)
{
d3d12->frame.texture[i].desc.Width = width;
d3d12->frame.texture[i].desc.Height = height;
d3d12->frame.texture[i].desc.Format = d3d12->frame.texture[0].desc.Format;
d3d12->frame.texture[i].desc.MipLevels = d3d12->frame.texture[0].desc.MipLevels;
d3d12->frame.texture[i].srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->frame.texture[i]);
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[i]);
/* TODO/FIXME: clear texture ? */
}
d3d12->flags &= ~D3D12_ST_FLAG_INIT_HISTORY;
}
static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
size_t i;
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d12->shader_preset->pass[i];
if (pass->fbo.flags & FBO_SCALE_FLAG_VALID)
{
switch (pass->fbo.type_x)
{
case RARCH_SCALE_INPUT:
width *= pass->fbo.scale_x;
break;
case RARCH_SCALE_VIEWPORT:
width = d3d12->vp.width * pass->fbo.scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
width = pass->fbo.abs_x;
break;
default:
break;
}
if (!width)
width = d3d12->vp.width;
switch (pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
height *= pass->fbo.scale_y;
break;
case RARCH_SCALE_VIEWPORT:
height = d3d12->vp.height * pass->fbo.scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
height = pass->fbo.abs_y;
break;
default:
break;
}
if (!height)
height = d3d12->vp.height;
}
else if (i == (d3d12->shader_preset->passes - 1))
{
width = d3d12->vp.width;
height = d3d12->vp.height;
}
RARCH_LOG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height);
if (i == (d3d12->shader_preset->passes - 1))
{
d3d12->pass[i].viewport.TopLeftX = d3d12->vp.x;
d3d12->pass[i].viewport.TopLeftY = d3d12->vp.y;
d3d12->pass[i].viewport.Width = width;
d3d12->pass[i].viewport.Height = height;
d3d12->pass[i].viewport.MinDepth = 0.0f;
d3d12->pass[i].viewport.MaxDepth = 1.0f;
d3d12->pass[i].scissorRect.left = d3d12->vp.x;
d3d12->pass[i].scissorRect.top = d3d12->vp.y;
d3d12->pass[i].scissorRect.right = d3d12->vp.x + width;
d3d12->pass[i].scissorRect.bottom = d3d12->vp.y + height;
}
else
{
d3d12->pass[i].viewport.TopLeftX = 0.0f;
d3d12->pass[i].viewport.TopLeftY = 0.0f;
d3d12->pass[i].viewport.Width = width;
d3d12->pass[i].viewport.Height = height;
d3d12->pass[i].viewport.MinDepth = 0.0f;
d3d12->pass[i].viewport.MaxDepth = 1.0f;
d3d12->pass[i].scissorRect.left = 0.0f;
d3d12->pass[i].scissorRect.top = 0.0f;
d3d12->pass[i].scissorRect.right = width;
d3d12->pass[i].scissorRect.bottom = height;
}
if ( (i != (d3d12->shader_preset->passes - 1))
|| (width != d3d12->vp.width)
|| (height != d3d12->vp.height))
{
d3d12->pass[i].rt.desc.Width = width;
d3d12->pass[i].rt.desc.Height = height;
d3d12->pass[i].rt.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->pass[i].rt.srv_heap = &d3d12->desc.srv_heap;
d3d12->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12_init_texture(d3d12->device, &d3d12->pass[i].rt);
if (pass->feedback)
{
d3d12->pass[i].feedback.desc = d3d12->pass[i].rt.desc;
d3d12->pass[i].feedback.srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->pass[i].feedback);
d3d12_init_texture(d3d12->device, &d3d12->pass[i].feedback);
/* TODO/FIXME: do we need to clear it to black here ? */
}
}
else
{
width = retroarch_get_rotation() % 2 ? height : width;
height = retroarch_get_rotation() % 2 ? width : height;
d3d12->pass[i].rt.size_data.x = width;
d3d12->pass[i].rt.size_data.y = height;
d3d12->pass[i].rt.size_data.z = 1.0f / width;
d3d12->pass[i].rt.size_data.w = 1.0f / height;
}
d3d12->pass[i].sampler = d3d12->samplers[pass->filter][pass->wrap];
}
d3d12->flags &= ~D3D12_ST_FLAG_RESIZE_RTS;
}
static void dx12_inject_black_frame(d3d12_video_t* d3d12)
{
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
D3D12_GFX_SYNC();
d3d12->queue.allocator->lpVtbl->Reset(d3d12->queue.allocator);
cmd->lpVtbl->Reset(cmd, d3d12->queue.allocator,
d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(
d3d12->chain.handle);
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->lpVtbl->OMSetRenderTargets(
cmd, 1, &d3d12->chain.desc_handles[d3d12->chain.frame_index],
FALSE, NULL);
cmd->lpVtbl->ClearRenderTargetView(
cmd,
d3d12->chain.desc_handles[d3d12->chain.frame_index],
d3d12->chain.clearcolor,
0, NULL);
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
cmd->lpVtbl->Close(cmd);
d3d12->queue.handle->lpVtbl->ExecuteCommandLists(d3d12->queue.handle, 1,
(ID3D12CommandList* const*)&d3d12->queue.cmd);
DXGIPresent(d3d12->chain.handle, d3d12->chain.swap_interval, 0);
}
static bool d3d12_gfx_frame(
void* data,
const void* frame,
unsigned width,
unsigned height,
uint64_t frame_count,
unsigned pitch,
const char* msg,
video_frame_info_t* video_info)
{
unsigned i, k, m;
d3d12_texture_t* texture = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
bool vsync = (d3d12->flags & D3D12_ST_FLAG_VSYNC) ? true : false;
bool wait_for_vblank = (d3d12->flags & D3D12_ST_FLAG_WAIT_FOR_VBLANK) ? true : false;
unsigned present_flags = (vsync) ? 0 : DXGI_PRESENT_ALLOW_TEARING;
const char *stat_text = video_info->stat_text;
bool statistics_show = video_info->statistics_show;
unsigned video_width = video_info->width;
unsigned video_height = video_info->height;
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
bool menu_is_alive = (video_info->menu_st_flags & MENU_ST_FLAG_ALIVE) ? true : false;
bool overlay_behind_menu = video_info->overlay_behind_menu;
unsigned black_frame_insertion = video_info->black_frame_insertion;
int bfi_light_frames;
unsigned n;
bool nonblock_state = video_info->input_driver_nonblock_state;
bool runloop_is_slowmotion = video_info->runloop_is_slowmotion;
bool runloop_is_paused = video_info->runloop_is_paused;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
#ifdef HAVE_DXGI_HDR
bool d3d12_hdr_enable = false;
bool video_hdr_enable = video_info->hdr_enable;
DXGI_FORMAT back_buffer_format = d3d12->shader_preset && d3d12->shader_preset->passes ? glslang_format_to_dxgi(d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM;
bool use_back_buffer = back_buffer_format != d3d12->chain.formats[d3d12->chain.bit_depth];
#endif
D3D12GraphicsCommandList cmd = d3d12->queue.cmd;
if (d3d12->flags & D3D12_ST_FLAG_WAITABLE_SWAPCHAINS)
WaitForSingleObjectEx(
d3d12->chain.frameLatencyWaitableObject,
1000,
true);
D3D12_GFX_SYNC();
#ifdef HAVE_DXGI_HDR
d3d12_hdr_enable = (d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE) ? true : false;
if ( (d3d12->flags & D3D12_ST_FLAG_RESIZE_CHAIN)
|| (d3d12_hdr_enable != video_hdr_enable))
#else
if (d3d12->flags & D3D12_ST_FLAG_RESIZE_CHAIN)
#endif
{
UINT swapchain_flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
if (d3d12->flags & D3D12_ST_FLAG_WAITABLE_SWAPCHAINS)
swapchain_flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
#ifdef HAVE_DXGI_HDR
if (video_hdr_enable)
d3d12->flags |= D3D12_ST_FLAG_HDR_ENABLE;
else
d3d12->flags &= ~D3D12_ST_FLAG_HDR_ENABLE;
#endif
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
Release(d3d12->chain.renderTargets[i]);
#ifdef HAVE_DXGI_HDR
if (d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE)
{
d3d12_release_texture(&d3d12->chain.back_buffer);
d3d12->chain.back_buffer.handle = NULL;
}
DXGIResizeBuffers(d3d12->chain.handle,
countof(d3d12->chain.renderTargets),
video_width,
video_height,
d3d12->chain.formats[d3d12->chain.bit_depth],
swapchain_flags);
#else
DXGIResizeBuffers(d3d12->chain.handle,
0,
0,
0,
DXGI_FORMAT_UNKNOWN,
swapchain_flags);
#endif
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
{
d3d12->chain.handle->lpVtbl->GetBuffer(d3d12->chain.handle, i,
uuidof(ID3D12Resource), (void**)&d3d12->chain.renderTargets[i]);
d3d12->device->lpVtbl->CreateRenderTargetView(
d3d12->device, (ID3D12Resource*)d3d12->chain.renderTargets[i],
NULL, d3d12->chain.desc_handles[i]);
}
d3d12->chain.viewport.Width = video_width;
d3d12->chain.viewport.Height = video_height;
d3d12->chain.scissorRect.left = 0;
d3d12->chain.scissorRect.top = 0;
d3d12->chain.scissorRect.right = d3d12->vp.full_width;
d3d12->chain.scissorRect.bottom = d3d12->vp.full_height;
d3d12->ubo_values.OutputSize.width = d3d12->chain.viewport.Width;
d3d12->ubo_values.OutputSize.height = d3d12->chain.viewport.Height;
d3d12->flags &= ~D3D12_ST_FLAG_RESIZE_CHAIN;
d3d12->flags |= D3D12_ST_FLAG_RESIZE_VIEWPORT;
video_driver_set_size(video_width, video_height);
#ifdef HAVE_DXGI_HDR
#ifdef __WINRT__
if (dxgi_check_display_hdr_support(d3d12->factory, uwp_get_corewindow()))
d3d12->flags |= D3D12_ST_FLAG_HDR_SUPPORT;
else
d3d12->flags &= ~(D3D12_ST_FLAG_HDR_SUPPORT
| D3D12_ST_FLAG_HDR_ENABLE
);
#else
if (dxgi_check_display_hdr_support(d3d12->factory, main_window.hwnd))
d3d12->flags |= D3D12_ST_FLAG_HDR_SUPPORT;
else
d3d12->flags &= ~(D3D12_ST_FLAG_HDR_SUPPORT
| D3D12_ST_FLAG_HDR_ENABLE
);
#endif
if (d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE)
{
memset(&d3d12->chain.back_buffer,
0, sizeof(d3d12->chain.back_buffer));
d3d12->chain.back_buffer.desc.Width = video_width;
d3d12->chain.back_buffer.desc.Height = video_height;
d3d12->chain.back_buffer.desc.Format = back_buffer_format;
d3d12->chain.back_buffer.desc.Flags =
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->chain.back_buffer.srv_heap = &d3d12->desc.srv_heap;
d3d12->chain.back_buffer.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr
+ countof(d3d12->chain.renderTargets)
* d3d12->desc.rtv_heap.stride;
d3d12_release_texture(&d3d12->chain.back_buffer);
d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer);
dxgi_swapchain_color_space(d3d12->chain.handle,
&d3d12->chain.color_space,
DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020);
d3d12->chain.bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_10;
}
else
{
dxgi_swapchain_color_space(d3d12->chain.handle,
&d3d12->chain.color_space,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
d3d12->chain.bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_8;
}
dxgi_set_hdr_metadata(
d3d12->chain.handle,
(d3d12->flags & D3D12_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d12->chain.bit_depth,
d3d12->chain.color_space,
d3d12->hdr.max_output_nits,
d3d12->hdr.min_output_nits,
d3d12->hdr.max_cll,
d3d12->hdr.max_fall);
#endif
}
d3d12->queue.allocator->lpVtbl->Reset(d3d12->queue.allocator);
cmd->lpVtbl->Reset(cmd, d3d12->queue.allocator,
d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
{
D3D12DescriptorHeap desc_heaps[] = { d3d12->desc.srv_heap.handle,
d3d12->desc.sampler_heap.handle };
cmd->lpVtbl->SetDescriptorHeaps(cmd,
countof(desc_heaps), desc_heaps);
}
#if 0
/* Custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d12->resize_viewport)
#endif
d3d12_update_viewport(d3d12, false);
cmd->lpVtbl->IASetPrimitiveTopology(cmd,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (frame && width && height)
{
if (frame == RETRO_HW_FRAME_BUFFER_VALID)
{
if (d3d12->frame.texture[0].desc.Format != d3d12->hw_render_texture_format)
{
d3d12->frame.texture[0].desc.Width = width;
d3d12->frame.texture[0].desc.Height = height;
d3d12->frame.texture[0].desc.Format = d3d12->hw_render_texture_format;
d3d12_release_texture(&d3d12->frame.texture[0]);
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
d3d12->flags |= D3D12_ST_FLAG_INIT_HISTORY;
}
}
if (d3d12->shader_preset)
{
if (d3d12->shader_preset->luts && d3d12->luts[0].dirty)
for (i = 0; i < d3d12->shader_preset->luts; i++)
d3d12_upload_texture(cmd, &d3d12->luts[i],
d3d12);
if ( (d3d12->frame.texture[0].desc.Width != width)
|| (d3d12->frame.texture[0].desc.Height != height))
d3d12->flags |= D3D12_ST_FLAG_RESIZE_RTS;
if (d3d12->flags & D3D12_ST_FLAG_RESIZE_RTS)
{
/* Release all Render Targets (RT) first to avoid memory fragmentation */
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12->pass[i].rt.handle = NULL;
d3d12_release_texture(&d3d12->pass[i].feedback);
d3d12->pass[i].feedback.handle = NULL;
}
}
if (d3d12->shader_preset->history_size)
{
if (d3d12->flags & D3D12_ST_FLAG_INIT_HISTORY)
d3d12_init_history(d3d12, width, height);
else
{
int k;
/* TODO/FIXME: what about frame-duping ?
* maybe clone d3d12_texture_t with AddRef */
d3d12_texture_t tmp =
d3d12->frame.texture[d3d12->shader_preset->history_size];
for (k = d3d12->shader_preset->history_size; k > 0; k--)
d3d12->frame.texture[k] = d3d12->frame.texture[k - 1];
d3d12->frame.texture[0] = tmp;
}
}
}
/* Either no history, or we moved a texture of a different size in the front slot */
if ( d3d12->frame.texture[0].desc.Width != width
|| d3d12->frame.texture[0].desc.Height != height)
{
d3d12->frame.texture[0].desc.Width = width;
d3d12->frame.texture[0].desc.Height = height;
d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->frame.texture[0]);
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
}
if (d3d12->flags & D3D12_ST_FLAG_RESIZE_RTS)
d3d12_init_render_targets(d3d12, width, height);
if(frame == RETRO_HW_FRAME_BUFFER_VALID)
{
D3D12_BOX src_box;
D3D12_TEXTURE_COPY_LOCATION src, dst;
src_box.left = 0;
src_box.top = 0;
src_box.front = 0;
src_box.right = width;
src_box.bottom = height;
src_box.back = 1;
src.pResource = d3d12->hw_render_texture;
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.SubresourceIndex = 0;
dst.pResource = d3d12->frame.texture[0].handle;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = 0;
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->frame.texture[0].handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COPY_DEST);
cmd->lpVtbl->CopyTextureRegion(
cmd, &dst, 0, 0, 0, &src, &src_box);
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->frame.texture[0].handle,
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
d3d12->hw_render_texture = NULL;
}
else
{
if (d3d12->frame.texture[0].upload_buffer)
d3d12_update_texture(width, height, pitch, d3d12->format,
frame, &d3d12->frame.texture[0]);
d3d12_upload_texture(cmd, &d3d12->frame.texture[0], d3d12);
}
}
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->frame.vbo_view);
texture = d3d12->frame.texture;
if (d3d12->shader_preset)
{
cmd->lpVtbl->SetGraphicsRootSignature(cmd,
d3d12->desc.sl_rootSignature);
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
if (d3d12->shader_preset->pass[i].feedback)
{
d3d12_texture_t tmp = d3d12->pass[i].feedback;
d3d12->pass[i].feedback = d3d12->pass[i].rt;
d3d12->pass[i].rt = tmp;
}
}
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
unsigned j;
cmd->lpVtbl->SetPipelineState(cmd, d3d12->pass[i].pipe);
if (d3d12->shader_preset->pass[i].frame_count_mod)
d3d12->pass[i].frame_count = frame_count
% d3d12->shader_preset->pass[i].frame_count_mod;
else
d3d12->pass[i].frame_count = frame_count;
#ifdef HAVE_REWIND
if (state_manager_frame_is_reversed())
d3d12->pass[i].frame_direction = -1;
else
#endif
d3d12->pass[i].frame_direction = 1;
d3d12->pass[i].rotation = retroarch_get_rotation();
/* Sub-frame info for multiframe shaders (per real content frame).
Should always be 1 for non-use of subframes */
if (!(d3d12->flags & D3D12_ST_FLAG_FRAME_DUPE_LOCK))
{
if ( black_frame_insertion
|| nonblock_state
|| runloop_is_slowmotion
|| runloop_is_paused
|| (d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE))
d3d12->pass[i].total_subframes = 1;
else
d3d12->pass[i].total_subframes = video_info->shader_subframes;
d3d12->pass[i].current_subframe = 1;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
cbuffer_sem_t* buffer_sem = &d3d12->pass[i].semantics.cbuffers[j];
if (buffer_sem->stage_mask && buffer_sem->uniforms)
{
D3D12_RANGE range;
uint8_t* mapped_data = NULL;
uniform_sem_t* uniform = buffer_sem->uniforms;
range.Begin = 0;
range.End = 0;
D3D12Map(d3d12->pass[i].buffers[j], 0, &range,
(void**)&mapped_data);
while (uniform->size)
{
if (uniform->data)
memcpy(mapped_data + uniform->offset,
uniform->data, uniform->size);
uniform++;
}
D3D12Unmap(d3d12->pass[i].buffers[j], 0, NULL);
cmd->lpVtbl->SetGraphicsRootConstantBufferView(
cmd, j == SLANG_CBUFFER_UBO
? ROOT_ID_UBO
: ROOT_ID_PC,
d3d12->pass[i].buffer_view[j].BufferLocation);
}
}
#if 0
cmd->lpVtbl->OMSetRenderTargets(cmd, 1, NULL, FALSE, NULL);
#endif
{
texture_sem_t* texture_sem = d3d12->pass[i].semantics.textures;
while (texture_sem->stage_mask)
{
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].textures.ptr
- d3d12->desc.srv_heap.gpu.ptr
+ d3d12->desc.srv_heap.cpu.ptr
+ texture_sem->binding * d3d12->desc.srv_heap.stride
};
d3d12_texture_t* tex =
(d3d12_texture_t*)texture_sem->texture_data;
D3D12_SHADER_RESOURCE_VIEW_DESC desc = { tex->desc.Format };
desc.Shader4ComponentMapping =
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension =
D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = tex->desc.MipLevels;
d3d12->device->lpVtbl->CreateShaderResourceView(d3d12->device,
tex->handle, &desc, handle);
}
{
D3D12_SAMPLER_DESC desc;
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].samplers.ptr
- d3d12->desc.sampler_heap.gpu.ptr
+ d3d12->desc.sampler_heap.cpu.ptr
+ texture_sem->binding
* d3d12->desc.sampler_heap.stride
};
if (texture_sem->filter == RARCH_FILTER_NEAREST)
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
else
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
switch (texture_sem->wrap)
{
default:
case RARCH_WRAP_BORDER:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
break;
case RARCH_WRAP_EDGE:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
break;
case RARCH_WRAP_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
break;
case RARCH_WRAP_MIRRORED_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
break;
}
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc.BorderColor[0] = 0.0f;
desc.BorderColor[1] = 0.0f;
desc.BorderColor[2] = 0.0f;
desc.BorderColor[3] = 0.0f;
desc.MinLOD = -D3D12_FLOAT32_MAX;
desc.MaxLOD = D3D12_FLOAT32_MAX;
d3d12->device->lpVtbl->CreateSampler(d3d12->device, &desc, handle);
}
texture_sem++;
}
cmd->lpVtbl->SetGraphicsRootDescriptorTable(
cmd, ROOT_ID_TEXTURE_T,
d3d12->pass[i].textures);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(
cmd, ROOT_ID_SAMPLER_T,
d3d12->pass[i].samplers);
}
if (d3d12->pass[i].rt.handle)
{
UINT start_vertex_location = 4;
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->pass[i].rt.handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->lpVtbl->OMSetRenderTargets(cmd, 1,
&d3d12->pass[i].rt.rt_view, FALSE, NULL);
#if 0
cmd->lpVtbl->ClearRenderTargetView(
cmd, d3d12->pass[i].rt.rt_view,
d3d12->chain.clearcolor, 0, NULL);
#endif
cmd->lpVtbl->RSSetViewports(cmd, 1,
&d3d12->pass[i].viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1,
&d3d12->pass[i].scissorRect);
if (i == d3d12->shader_preset->passes - 1)
start_vertex_location = 0;
cmd->lpVtbl->DrawInstanced(cmd, 4, 1, start_vertex_location, 0);
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->pass[i].rt.handle,
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture = &d3d12->pass[i].rt;
}
else
{
texture = NULL;
break;
}
}
}
if (texture)
{
cmd->lpVtbl->SetPipelineState(cmd,
d3d12->pipes[VIDEO_SHADER_STOCK_NOBLEND]);
cmd->lpVtbl->SetGraphicsRootSignature(cmd,
d3d12->desc.rootSignature);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd,
ROOT_ID_TEXTURE_T,
d3d12->frame.texture[0].gpu_descriptor[0]);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd,
ROOT_ID_SAMPLER_T,
d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
cmd->lpVtbl->SetGraphicsRootConstantBufferView(
cmd, ROOT_ID_UBO,
d3d12->frame.ubo_view.BufferLocation);
}
d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(
d3d12->chain.handle);
#ifdef HAVE_DXGI_HDR
if ((d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE) && use_back_buffer)
{
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.back_buffer.handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->lpVtbl->OMSetRenderTargets(
cmd, 1,
&d3d12->chain.back_buffer.rt_view,
FALSE, NULL);
/* TODO/FIXME - fix this warning that shows up with Debug logging
* EXECUTIONWARNING #820: CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE
* We need to set clear value during resource creation to NULL for
* D3D12_RESOURCE_DIMENSION_BUFFER, yet we get spammed with this
* warning
*/
cmd->lpVtbl->ClearRenderTargetView(
cmd,
d3d12->chain.back_buffer.rt_view,
d3d12->chain.clearcolor,
0, NULL);
}
else
#endif
{
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->lpVtbl->OMSetRenderTargets(
cmd, 1,
&d3d12->chain.desc_handles[d3d12->chain.frame_index],
FALSE, NULL);
cmd->lpVtbl->ClearRenderTargetView(
cmd,
d3d12->chain.desc_handles[d3d12->chain.frame_index],
d3d12->chain.clearcolor,
0, NULL);
}
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->frame.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->frame.scissorRect);
cmd->lpVtbl->DrawInstanced(cmd, 4, 1, 0, 0);
cmd->lpVtbl->SetPipelineState(cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
cmd->lpVtbl->SetGraphicsRootSignature(cmd, d3d12->desc.rootSignature);
if ( (d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE)
&& d3d12->menu.texture.handle)
{
if (d3d12->menu.texture.dirty)
d3d12_upload_texture(cmd, &d3d12->menu.texture,
d3d12);
cmd->lpVtbl->SetGraphicsRootConstantBufferView(
cmd, ROOT_ID_UBO, d3d12->ubo_view.BufferLocation);
if (d3d12->flags & D3D12_ST_FLAG_MENU_FULLSCREEN)
{
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
}
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T,
d3d12->menu.texture.gpu_descriptor[0]);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T,
d3d12->menu.texture.sampler);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->menu.vbo_view);
cmd->lpVtbl->DrawInstanced(cmd, 4, 1, 0, 0);
}
d3d12->sprites.pipe = d3d12->sprites.pipe_noblend;
cmd->lpVtbl->SetPipelineState(cmd, (D3D12PipelineState)d3d12->sprites.pipe);
cmd->lpVtbl->IASetPrimitiveTopology(cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
d3d12->flags |= D3D12_ST_FLAG_SPRITES_ENABLE;
#ifdef HAVE_OVERLAY
if ((d3d12->flags & D3D12_ST_FLAG_OVERLAYS_ENABLE) && overlay_behind_menu)
d3d12_render_overlay(d3d12);
#endif
#ifdef HAVE_MENU
#ifndef HAVE_GFX_WIDGETS
if (d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE)
#endif
{
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->sprites.vbo_view);
}
#endif
#ifdef HAVE_MENU
if (d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE)
menu_driver_frame(menu_is_alive, video_info);
else
#endif
if (statistics_show)
{
if (osd_params)
{
cmd->lpVtbl->SetPipelineState(cmd, d3d12->sprites.pipe_blend);
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->sprites.vbo_view);
font_driver_render_msg(d3d12, stat_text,
(const struct font_params*)osd_params, NULL);
}
}
#ifdef HAVE_OVERLAY
if ((d3d12->flags & D3D12_ST_FLAG_OVERLAYS_ENABLE) && !overlay_behind_menu)
d3d12_render_overlay(d3d12);
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (msg && *msg)
{
cmd->lpVtbl->SetPipelineState(cmd, d3d12->sprites.pipe_blend);
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->sprites.vbo_view);
font_driver_render_msg(d3d12, msg, NULL, NULL);
}
d3d12->flags &= ~D3D12_ST_FLAG_SPRITES_ENABLE;
#if defined(_WIN32) && !defined(__WINRT__)
video_driver_update_title(NULL);
#endif
#ifdef HAVE_DXGI_HDR
/* Copy over back buffer to swap chain render targets */
if ((d3d12->flags & D3D12_ST_FLAG_HDR_ENABLE) && use_back_buffer)
{
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.back_buffer.handle,
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
cmd->lpVtbl->SetPipelineState(cmd, d3d12->pipes[VIDEO_SHADER_STOCK_HDR]);
cmd->lpVtbl->OMSetRenderTargets(
cmd, 1, &d3d12->chain.desc_handles[d3d12->chain.frame_index],
FALSE, NULL);
cmd->lpVtbl->ClearRenderTargetView(
cmd, d3d12->chain.desc_handles[d3d12->chain.frame_index],
d3d12->chain.clearcolor, 0, NULL);
cmd->lpVtbl->SetGraphicsRootSignature(cmd, d3d12->desc.rootSignature);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T,
d3d12->chain.back_buffer.gpu_descriptor[0]);
cmd->lpVtbl->SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T,
d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
cmd->lpVtbl->SetGraphicsRootConstantBufferView(cmd, ROOT_ID_UBO,
d3d12->hdr.ubo_view.BufferLocation);
cmd->lpVtbl->IASetVertexBuffers(cmd, 0, 1, &d3d12->frame.vbo_view);
cmd->lpVtbl->IASetPrimitiveTopology(cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
cmd->lpVtbl->RSSetViewports(cmd, 1, &d3d12->chain.viewport);
cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->chain.scissorRect);
cmd->lpVtbl->DrawInstanced(cmd, 4, 1, 0, 0);
}
#endif
D3D12_RESOURCE_TRANSITION(
cmd,
d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
cmd->lpVtbl->Close(cmd);
d3d12->queue.handle->lpVtbl->ExecuteCommandLists(d3d12->queue.handle, 1,
(ID3D12CommandList* const*)&d3d12->queue.cmd);
DXGIPresent(d3d12->chain.handle, d3d12->chain.swap_interval, present_flags);
if (vsync && wait_for_vblank)
{
IDXGIOutput *pOutput;
DXGIGetContainingOutput(d3d12->chain.handle, &pOutput);
DXGIWaitForVBlank(pOutput);
Release(pOutput);
}
if (
black_frame_insertion
&& !(d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE)
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(video_info->shader_subframes > 1)))
{
if (video_info->bfi_dark_frames > video_info->black_frame_insertion)
video_info->bfi_dark_frames = video_info->black_frame_insertion;
/* BFI now handles variable strobe strength, like on-off-off, vs on-on-off for 180hz.
This needs to be done with duping frames instead of increased swap intervals for
a couple reasons. Swap interval caps out at 4 in most all apis as of coding,
and seems to be flat ignored >1 at least in modern Windows for some older APIs. */
bfi_light_frames = video_info->black_frame_insertion - video_info->bfi_dark_frames;
if (bfi_light_frames > 0 && !(d3d12->flags & D3D12_ST_FLAG_FRAME_DUPE_LOCK))
{
d3d12->flags |= D3D12_ST_FLAG_FRAME_DUPE_LOCK;
while (bfi_light_frames > 0)
{
if (!(d3d12_gfx_frame(d3d12, NULL, 0, 0, frame_count, 0, msg, video_info)))
{
d3d12->flags &= ~D3D12_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
--bfi_light_frames;
}
d3d12->flags &= ~D3D12_ST_FLAG_FRAME_DUPE_LOCK;
}
for (n = 0; n < video_info->bfi_dark_frames; ++n)
{
if (!(d3d12->flags & D3D12_ST_FLAG_FRAME_DUPE_LOCK))
{
dx12_inject_black_frame(d3d12);
}
}
}
/* Frame duping for Shader Subframes, don't combine with swap_interval > 1, BFI.
Also, a major logical use of shader sub-frames will still be shader implemented BFI
or even rolling scan bfi, so we need to protect the menu/ff/etc from bad flickering
from improper settings, and unnecessary performance overhead for ff, screenshots etc. */
if ( (video_info->shader_subframes > 1)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d12->flags & D3D12_ST_FLAG_MENU_ENABLE))
&& (!(d3d12->flags & D3D12_ST_FLAG_FRAME_DUPE_LOCK)))
{
d3d12->flags |= D3D12_ST_FLAG_FRAME_DUPE_LOCK;
for (k = 1; k < video_info->shader_subframes; k++)
{
if (d3d12->shader_preset)
for (m = 0; m < d3d12->shader_preset->passes; m++)
{
d3d12->pass[m].total_subframes = video_info->shader_subframes;
d3d12->pass[m].current_subframe = k+1;
}
if (!d3d12_gfx_frame(d3d12, NULL, 0, 0, frame_count, 0, msg,
video_info))
{
d3d12->flags &= ~D3D12_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
}
d3d12->flags &= ~D3D12_ST_FLAG_FRAME_DUPE_LOCK;
}
return true;
}
static void d3d12_gfx_set_nonblock_state(void* data,
bool toggle,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
if (toggle)
d3d12->flags &= ~D3D12_ST_FLAG_VSYNC;
else
d3d12->flags |= D3D12_ST_FLAG_VSYNC;
d3d12->chain.swap_interval = (!toggle) ? swap_interval : 0;
}
static bool d3d12_gfx_alive(void* data)
{
bool quit;
bool resize_chain = false;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
win32_check_window(NULL,
&quit,
&resize_chain,
&d3d12->vp.full_width,
&d3d12->vp.full_height);
if (resize_chain)
d3d12->flags |= D3D12_ST_FLAG_RESIZE_CHAIN;
else
d3d12->flags &= ~D3D12_ST_FLAG_RESIZE_CHAIN;
if ( (d3d12->flags & D3D12_ST_FLAG_RESIZE_CHAIN)
&& (d3d12->vp.full_width != 0)
&& (d3d12->vp.full_height != 0))
video_driver_set_size(d3d12->vp.full_width, d3d12->vp.full_height);
return !quit;
}
static bool d3d12_gfx_suppress_screensaver(void* data, bool enable) { return false; }
static bool d3d12_gfx_has_windowed(void* data) { return true; }
static struct video_shader* d3d12_gfx_get_current_shader(void* data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return NULL;
return d3d12->shader_preset;
}
static void d3d12_gfx_viewport_info(void* data, struct video_viewport* vp)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
*vp = d3d12->vp;
}
static void d3d12_set_menu_texture_frame(
void* data, const void* frame, bool rgb32,
unsigned width, unsigned height, float alpha)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
settings_t* settings = config_get_ptr();
int pitch = width *
(rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM
: (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
if (
d3d12->menu.texture.desc.Width != width ||
d3d12->menu.texture.desc.Height != height)
{
d3d12->menu.texture.desc.Width = width;
d3d12->menu.texture.desc.Height = height;
d3d12->menu.texture.desc.Format = format;
d3d12->menu.texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(&d3d12->menu.texture);
d3d12_init_texture(d3d12->device, &d3d12->menu.texture);
}
if (d3d12->menu.texture.upload_buffer)
d3d12_update_texture(width, height, pitch,
format, frame, &d3d12->menu.texture);
d3d12->menu.alpha = alpha;
{
D3D12_RANGE read_range;
d3d12_vertex_t* v = NULL;
read_range.Begin = 0;
read_range.End = 0;
D3D12Map(d3d12->menu.vbo, 0, &read_range, (void**)&v);
v[0].color[3] = alpha;
v[1].color[3] = alpha;
v[2].color[3] = alpha;
v[3].color[3] = alpha;
D3D12Unmap(d3d12->menu.vbo, 0, NULL);
}
d3d12->menu.texture.sampler = settings->bools.menu_linear_filter
? d3d12->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_DEFAULT]
: d3d12->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
}
static void d3d12_set_menu_texture_enable(void* data,
bool state, bool fullscreen)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
if (state)
d3d12->flags |= D3D12_ST_FLAG_MENU_ENABLE;
else
d3d12->flags &= ~D3D12_ST_FLAG_MENU_ENABLE;
if (fullscreen)
d3d12->flags |= D3D12_ST_FLAG_MENU_FULLSCREEN;
else
d3d12->flags &= ~D3D12_ST_FLAG_MENU_FULLSCREEN;
}
static void d3d12_gfx_set_aspect_ratio(
void* data, unsigned aspect_ratio_idx)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12)
d3d12->flags |= D3D12_ST_FLAG_KEEP_ASPECT | D3D12_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d12_gfx_apply_state_changes(void* data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12)
d3d12->flags |= D3D12_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d12_gfx_set_osd_msg(
void* data, const char *msg,
const struct font_params *params,
void* font)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12 && (d3d12->flags & D3D12_ST_FLAG_SPRITES_ENABLE))
font_driver_render_msg(d3d12, msg, params, font);
}
static uintptr_t d3d12_gfx_load_texture(
void* video_data, void* data, bool threaded,
enum texture_filter_type filter_type)
{
d3d12_texture_t* texture = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)video_data;
struct texture_image* image = (struct texture_image*)data;
if (!d3d12)
return 0;
texture = (d3d12_texture_t*)calloc(1, sizeof(*texture));
if (!texture)
return 0;
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
texture->desc.MipLevels = UINT16_MAX;
case TEXTURE_FILTER_LINEAR:
texture->sampler = d3d12->samplers[
RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE];
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
texture->desc.MipLevels = UINT16_MAX;
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d12->samplers[
RARCH_FILTER_NEAREST][RARCH_WRAP_EDGE];
break;
}
texture->desc.Width = image->width;
texture->desc.Height = image->height;
texture->desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texture->srv_heap = &d3d12->desc.srv_heap;
d3d12_release_texture(texture);
d3d12_init_texture(d3d12->device, texture);
if (texture->upload_buffer)
d3d12_update_texture(
image->width, image->height, 0,
DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, texture);
return (uintptr_t)texture;
}
static void d3d12_gfx_unload_texture(void* data,
bool threaded, uintptr_t handle)
{
d3d12_texture_t* texture = (d3d12_texture_t*)handle;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!texture)
return;
if (d3d12)
{
D3D12_GFX_SYNC();
}
d3d12_release_texture(texture);
free(texture);
}
static bool d3d12_get_hw_render_interface(
void* data, const struct retro_hw_render_interface** iface)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
*iface = (const struct retro_hw_render_interface*)
&d3d12->hw_iface;
return ((d3d12->flags & D3D12_ST_FLAG_HW_IFACE_ENABLE) > 0);
}
#ifndef __WINRT__
static void d3d12_get_video_output_prev(void *data)
{
unsigned width = 0;
unsigned height = 0;
win32_get_video_output_prev(&width, &height);
}
static void d3d12_get_video_output_next(void *data)
{
unsigned width = 0;
unsigned height = 0;
win32_get_video_output_next(&width, &height);
}
#endif
static const video_poke_interface_t d3d12_poke_interface = {
d3d12_get_flags,
d3d12_gfx_load_texture,
d3d12_gfx_unload_texture,
NULL, /* set_video_mode */
#ifdef __WINRT__
/* UWP does not expose this information easily */
NULL,
#else
win32_get_refresh_rate,
#endif
d3d12_set_filtering,
#ifdef __WINRT__
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
#else
win32_get_video_output_size,
d3d12_get_video_output_prev,
d3d12_get_video_output_next,
#endif
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d12_gfx_set_aspect_ratio,
d3d12_gfx_apply_state_changes,
d3d12_set_menu_texture_frame,
d3d12_set_menu_texture_enable,
d3d12_gfx_set_osd_msg,
win32_show_cursor,
NULL, /* grab_mouse_toggle */
d3d12_gfx_get_current_shader,
NULL, /* get_current_software_framebuffer */
d3d12_get_hw_render_interface,
#ifdef HAVE_DXGI_HDR
d3d12_set_hdr_max_nits,
d3d12_set_hdr_paper_white_nits,
d3d12_set_hdr_contrast,
d3d12_set_hdr_expand_gamut
#else
NULL, /* set_hdr_max_nits */
NULL, /* set_hdr_paper_white_nits */
NULL, /* set_hdr_contrast */
NULL /* set_hdr_expand_gamut */
#endif
};
static void d3d12_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
{
*iface = &d3d12_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool d3d12_gfx_widgets_enabled(void *data) { return true; }
#endif
video_driver_t video_d3d12 = {
d3d12_gfx_init,
d3d12_gfx_frame,
d3d12_gfx_set_nonblock_state,
d3d12_gfx_alive,
win32_has_focus,
d3d12_gfx_suppress_screensaver,
d3d12_gfx_has_windowed,
d3d12_gfx_set_shader,
d3d12_gfx_free,
"d3d12",
NULL, /* set_viewport */
d3d12_gfx_set_rotation,
d3d12_gfx_viewport_info,
NULL, /* read_viewport */
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d12_get_overlay_interface,
#endif
d3d12_gfx_get_poke_interface,
NULL, /* wrap_type_to_enum */
#ifdef HAVE_GFX_WIDGETS
d3d12_gfx_widgets_enabled
#endif
};