(D3D12) add a compute shader for mipmap generation.

This commit is contained in:
aliaspider 2018-02-09 14:57:07 +01:00
parent aaf35f53f8
commit 6fe379d978
13 changed files with 273 additions and 58 deletions

View File

@ -329,27 +329,30 @@ bool d3d12_create_root_signature(
bool d3d12_init_descriptors(d3d12_video_t* d3d12)
{
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_DESCRIPTOR_RANGE srv_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_ROOT_PARAMETER rootParameters[ROOT_ID_MAX];
D3D12_DESCRIPTOR_RANGE srv_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE uav_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_STATIC_SAMPLER_DESC static_sampler = { D3D12_FILTER_MIN_MAG_MIP_POINT };
D3D12_ROOT_PARAMETER root_params[ROOT_ID_MAX];
D3D12_ROOT_PARAMETER cs_root_params[CS_ROOT_ID_MAX];
rootParameters[ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl);
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl;
rootParameters[ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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;
rootParameters[ROOT_ID_SAMPLER_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_tbl);
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_tbl;
rootParameters[ROOT_ID_SAMPLER_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;
rootParameters[ROOT_ID_UBO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[ROOT_ID_UBO].Descriptor.RegisterSpace = 0;
rootParameters[ROOT_ID_UBO].Descriptor.ShaderRegister = 0;
rootParameters[ROOT_ID_UBO].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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;
desc.NumParameters = countof(rootParameters);
desc.pParameters = rootParameters;
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;
@ -360,13 +363,51 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
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 = 0;
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 = 0;
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 = 0;
static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
#if 0
static_sampler.MaxAnisotropy = 1;
static_sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
static_sampler.MinLOD = -D3D12_FLOAT32_MAX;
static_sampler.MaxLOD = D3D12_FLOAT32_MAX;
#endif
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;
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 = 256;
d3d12->desc.srv_heap.desc.NumDescriptors = 1024;
d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap);
@ -518,29 +559,62 @@ d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffe
void d3d12_release_texture(d3d12_texture_t* texture)
{
if (texture->srv_heap)
d3d12_descriptor_heap_slot_free(texture->srv_heap, texture->cpu_descriptor);
if (!texture->handle)
return;
if (texture->srv_heap && texture->desc.MipLevels <= countof(texture->cpu_descriptor))
{
int i;
for (i = 0; i < texture->desc.MipLevels; i++)
{
d3d12_descriptor_heap_slot_free(texture->srv_heap, texture->cpu_descriptor[i]);
texture->cpu_descriptor[i].ptr = 0;
}
}
Release(texture->handle);
Release(texture->upload_buffer);
}
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
{
bool is_render_target = texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
D3D12_FORMAT_SUPPORT1 format_support =
D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
d3d12_release_texture(texture);
if (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++;
}
}
else
texture->desc.MipLevels = 1;
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support = {
texture->desc.Format, D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE
};
D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 1, 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.MipLevels = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.Format = d3d12_get_closest_match(device, texture->desc.Format, format_support);
texture->desc.Format = d3d12_get_closest_match(device, &format_support);
D3D12CreateCommittedResource(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &texture->desc,
@ -549,19 +623,35 @@ void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
if (texture->srv_heap)
{
int i;
D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { texture->desc.Format };
view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
texture->cpu_descriptor = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateShaderResourceView(device, texture->handle, &view_desc, texture->cpu_descriptor);
texture->gpu_descriptor.ptr =
texture->cpu_descriptor.ptr - texture->srv_heap->cpu.ptr + texture->srv_heap->gpu.ptr;
texture->cpu_descriptor[0] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateShaderResourceView(
device, texture->handle, &view_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);
D3D12CreateUnorderedAccessView(
device, 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 (is_render_target)
if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
{
}
else
@ -631,6 +721,56 @@ void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture
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*)video_driver_get_ptr(false);
D3D12SetComputeRootSignature(cmd, d3d12->desc.cs_rootSignature);
D3D12SetPipelineState(cmd, d3d12->mipmapgen_pipe);
D3D12SetComputeRootDescriptorTable(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;
D3D12ResourceBarrier(cmd, 1, &barrier);
}
D3D12SetComputeRootDescriptorTable(cmd, CS_ROOT_ID_UAV_T, texture->gpu_descriptor[i]);
D3D12SetComputeRoot32BitConstants(
cmd, CS_ROOT_ID_CONSTANTS, sizeof(cbuffer) / sizeof(uint32_t), &cbuffer, 0);
D3D12Dispatch(cmd, (width + 0x7) >> 3, (height + 0x7) >> 3, 1);
{
D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV };
barrier.UAV.pResource = texture->handle;
D3D12ResourceBarrier(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;
D3D12ResourceBarrier(cmd, 1, &barrier);
}
}
}
texture->dirty = false;
}
@ -658,11 +798,10 @@ void d3d12_create_fullscreen_quad_vbo(
}
}
DXGI_FORMAT d3d12_get_closest_match(
D3D12Device device, DXGI_FORMAT desired_format, D3D12_FORMAT_SUPPORT1 desired_format_support)
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);
DXGI_FORMAT default_list[] = { desired->Format, DXGI_FORMAT_UNKNOWN };
DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired->Format);
if (!format)
format = default_list;
@ -672,7 +811,8 @@ DXGI_FORMAT d3d12_get_closest_match(
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support = { *format };
if (SUCCEEDED(D3D12CheckFeatureSupport(
device, D3D12_FEATURE_FORMAT_SUPPORT, &format_support, sizeof(format_support))) &&
((format_support.Support1 & desired_format_support) == desired_format_support))
((format_support.Support1 & desired->Support1) == desired->Support1) &&
((format_support.Support2 & desired->Support2) == desired->Support2))
break;
format++;
}

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@ -1302,8 +1302,9 @@ typedef struct
D3D12Resource handle;
D3D12Resource upload_buffer;
D3D12_RESOURCE_DESC desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor;
/* the first view is srv, the rest are mip levels uavs */
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
@ -1354,6 +1355,7 @@ typedef struct
struct
{
D3D12RootSignature cs_rootSignature; /* descriptor layout */
D3D12RootSignature sl_rootSignature; /* descriptor layout */
D3D12RootSignature rootSignature; /* descriptor layout */
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
@ -1410,6 +1412,7 @@ typedef struct
} sprites;
D3D12PipelineState pipes[GFX_MAX_SHADERS];
D3D12PipelineState mipmapgen_pipe;
d3d12_uniform_t ubo_values;
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
@ -1435,6 +1438,13 @@ typedef enum {
ROOT_ID_MAX,
} root_signature_parameter_index_t;
typedef enum {
CS_ROOT_ID_TEXTURE_T = 0,
CS_ROOT_ID_UAV_T,
CS_ROOT_ID_CONSTANTS,
CS_ROOT_ID_MAX,
} compute_root_index_t;
RETRO_BEGIN_DECLS
extern D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_enable_desc;
@ -1475,8 +1485,7 @@ void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture
void d3d12_create_fullscreen_quad_vbo(
D3D12Device device, D3D12_VERTEX_BUFFER_VIEW* view, D3D12Resource* vbo);
DXGI_FORMAT d3d12_get_closest_match(
D3D12Device device, DXGI_FORMAT desired_format, D3D12_FORMAT_SUPPORT1 desired_format_support);
DXGI_FORMAT d3d12_get_closest_match(D3D12Device device, D3D12_FEATURE_DATA_FORMAT_SUPPORT* desired);
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void d3d12_resource_transition(
@ -1497,7 +1506,7 @@ static INLINE void d3d12_resource_transition(
static INLINE void d3d12_set_texture(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
{
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor);
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
}
static INLINE void
@ -1509,7 +1518,7 @@ d3d12_set_sampler(D3D12GraphicsCommandList cmd, D3D12_GPU_DESCRIPTOR_HANDLE samp
static INLINE void
d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
{
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor);
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, texture->sampler);
}

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@ -94,6 +94,7 @@ 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;
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { 0 };
desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc;
@ -324,12 +325,29 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
ps_code = NULL;
}
{
static const char shader[] =
#include "d3d_shaders/mimpapgen_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 = D3DGetBufferPointer(cs_code);
desc.CS.BytecodeLength = D3DGetBufferSize(cs_code);
if(!D3D12CreateComputePipelineState(d3d12->device, &desc, &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;
}
@ -340,7 +358,7 @@ static void d3d12_gfx_free(void* data)
font_driver_free_osd();
Release(d3d12->sprites.vbo);
Release(d3d12->sprites.vbo);
Release(d3d12->menu_pipeline_vbo);
Release(d3d12->frame.ubo);
@ -358,6 +376,7 @@ static void d3d12_gfx_free(void* data)
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);
@ -366,6 +385,7 @@ static void d3d12_gfx_free(void* data)
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);
@ -810,16 +830,15 @@ static uintptr_t d3d12_gfx_load_texture(
if (!texture)
return 0;
/* todo : mipmapping */
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
/* fallthrough */
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:
/* fallthrough */
texture->desc.MipLevels = UINT16_MAX;
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d12->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_EDGE];
break;

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{

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@ -0,0 +1,44 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#define SRC(...) #__VA_ARGS__
SRC(
Texture2D<float4> t0;
RWTexture2D<float4> u0;
sampler s0;
cbuffer CBr
{
uint src_level;
float2 texel_size;
}
static float w[4]= {0.090845, 0.409155, 0.409155, 0.090845};
[numthreads(8, 8, 1)]
void CSMain(uint3 DTid : SV_DispatchThreadID)
{
int i;
int j;
float4 c = 0.0f;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
c += w[i] * w[j] * t0.SampleLevel(s0, texel_size * (DTid.xy + 0.5f * float2(i - 0.5f,j - 0.5f)), src_level);
u0[DTid.xy] = c;
return;
}
)

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct PSInput

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{

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@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{

View File

@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{

View File

@ -1,5 +1,5 @@
#define SRC(src) #src
#define SRC(...) #__VA_ARGS__
SRC(
struct VSInput

View File

@ -161,12 +161,15 @@ static void menu_display_d3d12_draw(void* data)
{
d3d12_texture_t* texture = (d3d12_texture_t*)draw->texture;
if (texture->dirty)
{
d3d12_upload_texture(d3d12->queue.cmd, texture);
d3d12_set_texture_and_sampler(d3d12->queue.cmd, texture);
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_SAMPLER_T,
d3d12->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_BORDER]);
if (vertex_count > 1)
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
else
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
}
d3d12_set_texture_and_sampler(d3d12->queue.cmd, texture);
}
D3D12DrawInstanced(d3d12->queue.cmd, vertex_count, 1, d3d12->sprites.offset, 0);