Merge pull request #6153 from aliaspider/master

(D3D11/12) refactors/fixes. add blending and selectable samplers for d3d12.
This commit is contained in:
Twinaphex 2018-01-22 00:07:12 +01:00 committed by GitHub
commit 99500b6f10
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 225 additions and 125 deletions

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@ -113,7 +113,7 @@ D3D12SerializeVersionedRootSignature(const D3D12_VERSIONED_ROOT_SIGNATURE_DESC *
#include <wiiu/wiiu_dbg.h>
bool d3d12_init_context(d3d12_video_t *d3d12)
bool d3d12_init_base(d3d12_video_t *d3d12)
{
#ifdef DEBUG
@ -144,7 +144,7 @@ bool d3d12_init_context(d3d12_video_t *d3d12)
bool d3d12_init_queue(d3d12_video_t *d3d12)
{
{
D3D12_COMMAND_QUEUE_DESC desc =
static const D3D12_COMMAND_QUEUE_DESC desc =
{
.Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
@ -185,8 +185,9 @@ bool d3d12_init_swapchain(d3d12_video_t *d3d12, int width, int height, HWND hwnd
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.OutputWindow = hwnd,
.Windowed = TRUE,
#if 1
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
#if 0
#else
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
#endif
};
@ -221,10 +222,30 @@ static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap
out->stride = D3D12GetDescriptorHandleIncrementSize(device, out->desc.Type);
}
static void d3d12_init_sampler(D3D12Device device, d3d12_descriptor_heap_t *heap, descriptor_heap_slot_t heap_index,
D3D12_FILTER filter, D3D12_TEXTURE_ADDRESS_MODE address_mode, D3D12_GPU_DESCRIPTOR_HANDLE* dst)
{
D3D12_SAMPLER_DESC sampler_desc =
{
.Filter = filter,
.AddressU = address_mode,
.AddressV = address_mode,
.AddressW = address_mode,
.MipLODBias = 0,
.MaxAnisotropy = 0,
.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER,
.BorderColor = {0.0f},
.MinLOD = 0.0f,
.MaxLOD = D3D12_FLOAT32_MAX,
};
D3D12_CPU_DESCRIPTOR_HANDLE handle = {heap->cpu.ptr + heap_index * heap->stride};
D3D12CreateSampler(device, &sampler_desc, handle);
dst->ptr = heap->gpu.ptr + heap_index * heap->stride;
}
bool d3d12_init_descriptors(d3d12_video_t *d3d12)
{
static const D3D12_DESCRIPTOR_RANGE desc_table[] =
static const D3D12_DESCRIPTOR_RANGE srv_table[] =
{
{
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
@ -237,40 +258,33 @@ bool d3d12_init_descriptors(d3d12_video_t *d3d12)
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
},
};
static const D3D12_DESCRIPTOR_RANGE sampler_table[] =
{
{
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
.NumDescriptors = 1,
.BaseShaderRegister = 0,
.RegisterSpace = 0,
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
},
};
static const D3D12_ROOT_PARAMETER rootParameters[] =
{
{
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
.DescriptorTable = {countof(desc_table), desc_table},
.DescriptorTable = {countof(srv_table), srv_table},
.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
},
};
static const D3D12_STATIC_SAMPLER_DESC samplers[] =
{
{
.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR,
.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
.MipLODBias = 0,
.MaxAnisotropy = 0,
.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER,
.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK,
.MinLOD = 0.0f,
.MaxLOD = D3D12_FLOAT32_MAX,
.ShaderRegister = 0,
.RegisterSpace = 0,
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
.DescriptorTable = {countof(sampler_table), sampler_table},
.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
},
};
static const D3D12_ROOT_SIGNATURE_DESC desc =
{
.NumParameters = countof(rootParameters), rootParameters,
.NumStaticSamplers = countof(samplers), samplers,
.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
};
@ -297,10 +311,21 @@ bool d3d12_init_descriptors(d3d12_video_t *d3d12)
d3d12_init_descriptor_heap(d3d12->device, &d3d12->pipe.rtv_heap);
d3d12->pipe.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3d12->pipe.srv_heap.desc.NumDescriptors = 16;
d3d12->pipe.srv_heap.desc.NumDescriptors = SRV_HEAP_SLOT_MAX;
d3d12->pipe.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->pipe.srv_heap);
d3d12->pipe.sampler_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
d3d12->pipe.sampler_heap.desc.NumDescriptors = SAMPLER_HEAP_SLOT_MAX;
d3d12->pipe.sampler_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->pipe.sampler_heap);
d3d12_init_sampler(d3d12->device, &d3d12->pipe.sampler_heap,
SAMPLER_HEAP_SLOT_LINEAR, D3D12_FILTER_MIN_MAG_MIP_LINEAR,
D3D12_TEXTURE_ADDRESS_MODE_BORDER, &d3d12->sampler_linear);
d3d12_init_sampler(d3d12->device, &d3d12->pipe.sampler_heap,
SAMPLER_HEAP_SLOT_NEAREST, D3D12_FILTER_MIN_MAG_MIP_POINT,
D3D12_TEXTURE_ADDRESS_MODE_BORDER, &d3d12->sampler_nearest);
return true;
}
@ -313,7 +338,7 @@ bool d3d12_init_pipeline(d3d12_video_t *d3d12)
#include "gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] =
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},
@ -321,7 +346,7 @@ bool d3d12_init_pipeline(d3d12_video_t *d3d12)
};
D3D12_RASTERIZER_DESC rasterizerDesc =
static const D3D12_RASTERIZER_DESC rasterizerDesc =
{
.FillMode = D3D12_FILL_MODE_SOLID,
.CullMode = D3D12_CULL_MODE_BACK,
@ -336,20 +361,17 @@ bool d3d12_init_pipeline(d3d12_video_t *d3d12)
.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
};
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
{
.BlendEnable = FALSE, .LogicOpEnable = FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
D3D12_BLEND_DESC blendDesc =
static const D3D12_BLEND_DESC blendDesc =
{
.AlphaToCoverageEnable = FALSE,
.IndependentBlendEnable = FALSE,
.RenderTarget[0] = defaultRenderTargetBlendDesc,
.RenderTarget[0] =
{
.BlendEnable = TRUE, .LogicOpEnable = 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,
},
};
if (!d3d_compile(stock, sizeof(stock), "VSMain", "vs_5_0", &vs_code))
@ -388,7 +410,7 @@ bool d3d12_init_pipeline(d3d12_video_t *d3d12)
void d3d12_create_vertex_buffer(D3D12Device device, D3D12_VERTEX_BUFFER_VIEW *view,
D3D12Resource *vbo)
{
D3D12_HEAP_PROPERTIES heap_props =
static const D3D12_HEAP_PROPERTIES heap_props =
{
.Type = D3D12_HEAP_TYPE_UPLOAD,
.CreationNodeMask = 1,
@ -411,7 +433,7 @@ void d3d12_create_vertex_buffer(D3D12Device device, D3D12_VERTEX_BUFFER_VIEW *vi
view->BufferLocation = D3D12GetGPUVirtualAddress(*vbo);
}
void d3d12_create_texture(D3D12Device device, d3d12_descriptor_heap_t *heap, int heap_index,
void d3d12_create_texture(D3D12Device device, d3d12_descriptor_heap_t *heap, descriptor_heap_slot_t heap_index,
d3d12_texture_t *tex)
{
{
@ -453,7 +475,7 @@ void d3d12_create_texture(D3D12Device device, d3d12_descriptor_heap_t *heap, int
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
.Texture2D.MipLevels = tex->desc.MipLevels,
};
D3D12_CPU_DESCRIPTOR_HANDLE handle = {heap->cpu.ptr + heap_index *heap->stride};
D3D12_CPU_DESCRIPTOR_HANDLE handle = {heap->cpu.ptr + heap_index * heap->stride};
D3D12CreateShaderResourceView(device, tex->handle, &view_desc, handle);
tex->gpu_descriptor.ptr = heap->gpu.ptr + heap_index * heap->stride;
}
@ -476,13 +498,37 @@ void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t *texture
.SubresourceIndex = 0,
};
d3d12_transition(cmd, texture->handle,
d3d12_resource_transition(cmd, texture->handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
D3D12CopyTextureRegion(cmd, &dst, 0, 0, 0, &src, NULL);
d3d12_transition(cmd, texture->handle,
d3d12_resource_transition(cmd, texture->handle,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture->dirty = false;
}
void d3d12_create_fullscreen_quad_vbo(D3D12Device device, D3D12_VERTEX_BUFFER_VIEW *view, D3D12Resource *vbo)
{
static const d3d12_vertex_t vertices[] =
{
{{ -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);
d3d12_create_vertex_buffer(device, view, vbo);
{
void *vertex_data_begin;
D3D12_RANGE read_range = {0, 0};
D3D12Map(*vbo, 0, &read_range, &vertex_data_begin);
memcpy(vertex_data_begin, vertices, sizeof(vertices));
D3D12Unmap(*vbo, 0, NULL);
}
}

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@ -892,6 +892,7 @@ typedef struct
D3D12RootSignature rootSignature; /* descriptor layout */
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
d3d12_descriptor_heap_t sampler_heap;
}pipe;
struct
@ -911,6 +912,7 @@ typedef struct
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t tex;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
bool rgb32;
}frame;
@ -919,29 +921,51 @@ typedef struct
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t tex;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
float alpha;
bool enabled;
bool fullscreen;
}menu;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_linear;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_nearest;
#ifdef DEBUG
D3D12Debug debugController;
#endif
} d3d12_video_t;
enum
{
DESC_TABLE_INDEX_SRV_TEXTURE = 0,
DESC_TABLE_INDEX_SAMPLER,
};
typedef enum
{
SAMPLER_HEAP_SLOT_LINEAR = 0,
SAMPLER_HEAP_SLOT_NEAREST,
SAMPLER_HEAP_SLOT_MAX,
bool d3d12_init_context(d3d12_video_t* d3d12);
SRV_HEAP_SLOT_FRAME_TEXTURE = 0,
SRV_HEAP_SLOT_MENU_TEXTURE,
SRV_HEAP_SLOT_CUSTOM,
SRV_HEAP_SLOT_MAX = 16
}descriptor_heap_slot_t;
bool d3d12_init_base(d3d12_video_t* d3d12);
bool d3d12_init_descriptors(d3d12_video_t* d3d12);
bool d3d12_init_pipeline(d3d12_video_t* d3d12);
bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, HWND hwnd);
bool d3d12_init_queue(d3d12_video_t *d3d12);
void d3d12_create_vertex_buffer(D3D12Device device, D3D12_VERTEX_BUFFER_VIEW* view, D3D12Resource* vbo);
void d3d12_create_texture(D3D12Device device, d3d12_descriptor_heap_t* heap, int heap_index, d3d12_texture_t *tex);
void d3d12_create_texture(D3D12Device device, d3d12_descriptor_heap_t* heap, descriptor_heap_slot_t heap_index, d3d12_texture_t *tex);
void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture);
static inline d3d12_transition(D3D12GraphicsCommandList cmd, D3D12Resource resource,
void d3d12_create_fullscreen_quad_vbo(D3D12Device device, D3D12_VERTEX_BUFFER_VIEW *view, D3D12Resource *vbo);
static inline d3d12_resource_transition(D3D12GraphicsCommandList cmd, D3D12Resource resource,
D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
{
D3D12_RESOURCE_BARRIER barrier =
@ -955,3 +979,14 @@ static inline d3d12_transition(D3D12GraphicsCommandList cmd, D3D12Resource resou
};
D3D12ResourceBarrier(cmd, 1, &barrier);
}
static inline d3d12_set_texture(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
{
D3D12SetGraphicsRootDescriptorTable(cmd, DESC_TABLE_INDEX_SRV_TEXTURE, texture->gpu_descriptor);
}
static inline d3d12_set_sampler(D3D12GraphicsCommandList cmd, D3D12_GPU_DESCRIPTOR_HANDLE sampler)
{
D3D12SetGraphicsRootDescriptorTable(cmd, DESC_TABLE_INDEX_SAMPLER, sampler);
}

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@ -591,6 +591,7 @@ LRESULT CALLBACK WndProcD3D(HWND hwnd, UINT message,
case WM_CLOSE:
case WM_DESTROY:
case WM_QUIT:
case WM_SIZE:
case WM_COMMAND:
ret = WndProcCommon(&quit, hwnd, message, wparam, lparam);
if (quit)

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@ -109,39 +109,36 @@ static void* d3d11_gfx_init(const video_info_t* video,
.SampleDesc.Count = 1,
.SampleDesc.Quality = 0,
.Windowed = TRUE,
#if 0
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
#endif
.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL,
#if 0
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
#endif
};
/* #ifdef DEBUG */
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
/* #endif */
#endif
D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
&requested_feature_level, 1, D3D11_SDK_VERSION, &desc,
(IDXGISwapChain**)&d3d11->swapChain, &d3d11->device, &d3d11->supportedFeatureLevel, &d3d11->context);
}
#if 0
d3d = *device->lpVtbl;
ctx = *context->lpVtbl;
dxgi = *swapChain->lpVtbl;
#endif
{
D3D11Texture2D backBuffer;
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
D3D11CreateTexture2DRenderTargetView(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
Release(backBuffer);
}
D3D11Texture2D backBuffer;
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
D3D11CreateTexture2DRenderTargetView(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
Release(backBuffer);
D3D11SetRenderTargets(d3d11->context, 1, &d3d11->renderTargetView, NULL);
D3D11_VIEWPORT vp = {0, 0, video->width, video->height, 0.0f, 1.0f};
D3D11SetViewports(d3d11->context, 1, &vp);
{
D3D11_VIEWPORT vp = {0, 0, video->width, video->height, 0.0f, 1.0f};
D3D11SetViewports(d3d11->context, 1, &vp);
}
d3d11->frame_width = video->input_scale * RARCH_SCALE_BASE;
@ -184,21 +181,17 @@ static void* d3d11_gfx_init(const video_info_t* video,
{
D3D11_SAMPLER_DESC desc =
{
.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR,
.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
.AddressU = D3D11_TEXTURE_ADDRESS_BORDER,
.AddressV = D3D11_TEXTURE_ADDRESS_BORDER,
.AddressW = D3D11_TEXTURE_ADDRESS_BORDER,
.MipLODBias = 0.0f,
.MaxAnisotropy = 1,
.ComparisonFunc = D3D11_COMPARISON_NEVER,
.BorderColor[0] = 0.0f,
.BorderColor[1] = 0.0f,
.BorderColor[2] = 0.0f,
.BorderColor[3] = 0.0f,
.MinLOD = -D3D11_FLOAT32_MAX,
.MaxLOD = D3D11_FLOAT32_MAX,
};
D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_nearest);
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_linear);
}
@ -367,9 +360,6 @@ static bool d3d11_gfx_frame(void* data, const void* frame,
if(msg && *msg)
gfx_ctx_d3d.update_window_title(NULL, video_info);
return true;
}
@ -386,8 +376,13 @@ static bool d3d11_gfx_alive(void* data)
bool resize;
unsigned width;
unsigned height;
win32_check_window(&quit, &resize, &width, &height);
return true;
if (width != 0 && height != 0)
video_driver_set_size(&width, &height);
return !quit;
}
static bool d3d11_gfx_focus(void* data)

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@ -25,6 +25,16 @@
#include "gfx/common/d3d12_common.h"
#include "gfx/common/d3dcompiler_common.h"
static void d3d12_set_filtering(void *data, unsigned index, bool smooth)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
if (smooth)
d3d12->frame.sampler = d3d12->sampler_linear;
else
d3d12->frame.sampler = d3d12->sampler_nearest;
}
static void *d3d12_gfx_init(const video_info_t *video,
const input_driver_t **input, void **input_data)
{
@ -52,7 +62,7 @@ static void *d3d12_gfx_init(const video_info_t *video,
d3d12->chain.vsync = video->vsync;
d3d12->frame.rgb32 = video->rgb32;
if (!d3d12_init_context(d3d12))
if (!d3d12_init_base(d3d12))
goto error;
if (!d3d12_init_descriptors(d3d12))
@ -61,36 +71,17 @@ static void *d3d12_gfx_init(const video_info_t *video,
if (!d3d12_init_pipeline(d3d12))
goto error;
if(!d3d12_init_queue(d3d12))
return false;
if (!d3d12_init_queue(d3d12))
goto error;
if (!d3d12_init_swapchain(d3d12, video->width, video->height, main_window.hwnd))
goto error;
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_vertex_t vertices[] =
{
{{ -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}},
};
d3d12_set_filtering(d3d12, 0, video->smooth);
d3d12->frame.vbo_view.SizeInBytes = sizeof(vertices);
d3d12->frame.vbo_view.StrideInBytes = sizeof(*vertices);
d3d12_create_vertex_buffer(d3d12->device, &d3d12->frame.vbo_view, &d3d12->frame.vbo);
{
void *vertex_data_begin;
D3D12_RANGE read_range = {0, 0};
D3D12Map(d3d12->frame.vbo, 0, &read_range, &vertex_data_begin);
memcpy(vertex_data_begin, vertices, sizeof(vertices));
D3D12Unmap(d3d12->frame.vbo, 0, NULL);
}
}
return d3d12;
error:
@ -104,20 +95,21 @@ 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)
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
(void)msg;
(void)rtvHandle;
D3D12ResetCommandAllocator(d3d12->queue.allocator);
D3D12ResetGraphicsCommandList(d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipe.handle);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->pipe.rootSignature);
D3D12SetDescriptorHeaps(d3d12->queue.cmd, 1, &d3d12->pipe.srv_heap.handle);
{
D3D12DescriptorHeap desc_heaps [] = {d3d12->pipe.srv_heap.handle, d3d12->pipe.sampler_heap.handle};
D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps);
}
d3d12_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
d3d12_resource_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
@ -131,7 +123,7 @@ static bool d3d12_gfx_frame(void *data, const void *frame,
if (data && width && height)
{
if (!d3d12->frame.tex.handle || (d3d12->frame.tex.desc.Width != width)
|| (d3d12->frame.tex.desc.Height = height))
|| (d3d12->frame.tex.desc.Height != height))
{
if (d3d12->frame.tex.handle)
Release(d3d12->frame.tex.handle);
@ -143,15 +135,18 @@ static bool d3d12_gfx_frame(void *data, const void *frame,
d3d12->frame.tex.desc.Height = height;
d3d12->frame.tex.desc.Format = d3d12->frame.rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM :
DXGI_FORMAT_B5G6R5_UNORM;
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, 0, &d3d12->frame.tex);
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, SRV_HEAP_SLOT_FRAME_TEXTURE,
&d3d12->frame.tex);
}
{
unsigned i;
D3D12_RANGE read_range = {0, 0};
const uint8_t *in = frame;
uint8_t *out = NULL;
D3D12Map(d3d12->frame.tex.upload_buffer, 0, NULL, &out);
D3D12Map(d3d12->frame.tex.upload_buffer, 0, &read_range, &out);
out += d3d12->frame.tex.layout.Offset;
for (i = 0; i < height; i++)
@ -165,28 +160,27 @@ static bool d3d12_gfx_frame(void *data, const void *frame,
}
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.tex);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.tex);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->frame.sampler);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
D3D12SetGraphicsRootDescriptorTable(d3d12->queue.cmd, 0,
d3d12->frame.tex.gpu_descriptor); /* set texture */
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
}
if (d3d12->menu.enabled && d3d12->menu.tex.handle)
{
if(d3d12->menu.tex.dirty)
if (d3d12->menu.tex.dirty)
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->menu.tex);
#if 0
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
#endif
D3D12SetGraphicsRootDescriptorTable(d3d12->queue.cmd, 0,
d3d12->menu.tex.gpu_descriptor); /* set texture */
d3d12_set_texture(d3d12->queue.cmd, &d3d12->menu.tex);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->menu.sampler);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->menu.vbo_view);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
}
d3d12_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
d3d12_resource_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
D3D12CloseGraphicsCommandList(d3d12->queue.cmd);
D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd);
@ -229,8 +223,13 @@ static bool d3d12_gfx_alive(void *data)
bool resize;
unsigned width;
unsigned height;
win32_check_window(&quit, &resize, &width, &height);
return true;
if (width != 0 && height != 0)
video_driver_set_size(&width, &height);
return !quit;
}
static bool d3d12_gfx_focus(void *data)
@ -256,10 +255,14 @@ static void d3d12_gfx_free(void *data)
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
Release(d3d12->frame.vbo);
if (d3d12->frame.tex.handle)
Release(d3d12->frame.tex.handle);
Release(d3d12->frame.tex.handle);
if (d3d12->frame.tex.upload_buffer)
Release(d3d12->frame.tex.upload_buffer);
Release(d3d12->frame.tex.upload_buffer);
Release(d3d12->menu.vbo);
if (d3d12->menu.tex.handle)
Release(d3d12->menu.tex.handle);
@ -267,6 +270,7 @@ static void d3d12_gfx_free(void *data)
if (d3d12->menu.tex.handle)
Release(d3d12->menu.tex.upload_buffer);
Release(d3d12->pipe.sampler_heap.handle);
Release(d3d12->pipe.srv_heap.handle);
Release(d3d12->pipe.rtv_heap.handle);
Release(d3d12->pipe.rootSignature);
@ -341,19 +345,22 @@ static void d3d12_set_menu_texture_frame(void *data,
d3d12->menu.tex.desc.Width = width;
d3d12->menu.tex.desc.Height = height;
d3d12->menu.tex.desc.Format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_B4G4R4A4_UNORM;
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, 1, &d3d12->menu.tex);
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, SRV_HEAP_SLOT_MENU_TEXTURE,
&d3d12->menu.tex);
}
{
{
unsigned i, j;
D3D12_RANGE read_range = {0, 0};
uint8_t *out = NULL;
D3D12Map(d3d12->menu.tex.upload_buffer, 0, NULL, &out);
D3D12Map(d3d12->menu.tex.upload_buffer, 0, &read_range, &out);
out += d3d12->menu.tex.layout.Offset;
if(rgb32)
if (rgb32)
{
const uint32_t *in = frame;
for (i = 0; i < height; i++)
{
memcpy(out, in, width * sizeof(*in));
@ -364,6 +371,7 @@ static void d3d12_set_menu_texture_frame(void *data,
else
{
const uint16_t *in = frame;
for (i = 0; i < height; i++)
{
for (j = 0; j < width; j++)
@ -373,8 +381,9 @@ static void d3d12_set_menu_texture_frame(void *data,
unsigned b = ((in[j] >> 4) & 0xF);
unsigned a = ((in[j] >> 0) & 0xF);
((uint16_t*)out)[j] = (b << 0) | (g << 4) | (r << 8) |(a << 12);
((uint16_t *)out)[j] = (b << 0) | (g << 4) | (r << 8) | (a << 12);
}
in += width;
out += d3d12->menu.tex.layout.Footprint.RowPitch;
}
@ -383,8 +392,23 @@ static void d3d12_set_menu_texture_frame(void *data,
D3D12Unmap(d3d12->menu.tex.upload_buffer, 0, NULL);
}
d3d12->menu.tex.dirty = true;
d3d12->menu.alpha = alpha;
{
D3D12_RANGE read_range = {0, 0};
d3d12_vertex_t *v;
D3D12Map(d3d12->menu.vbo, 0, &read_range, &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.sampler = config_get_ptr()->bools.menu_linear_filter ?
d3d12->sampler_linear : d3d12->sampler_nearest;
}
static void d3d12_set_menu_texture_enable(void *data,
bool state, bool full_screen)
@ -395,7 +419,6 @@ static void d3d12_set_menu_texture_enable(void *data,
d3d12->menu.fullscreen = full_screen;
}
static const video_poke_interface_t d3d12_poke_interface =
{
NULL, /* set_coords */