19 Commits

Author SHA1 Message Date
libretroadmin
8b5b1ce96d (D3D) Get rid of unnecesary inline functions 2022-06-04 23:14:15 +02:00
libretroadmin
30685c6e60 (d3dcompiler_common) Cleanups 2022-05-19 16:18:34 +02:00
Autechre
7b9cbc08d7
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917)
* Add HDR support

* Attempt to fix Mingw build and Metal builds

* (D3D12) Fix relative header includes

* Add missing hdr_sm5.hlsl.h

* (d3d12_common.c) Some C89 build fixes

* Fix MSVC build

* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL

* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before

* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)

* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)

* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR

* Move away from camelcase named variables

* Fix RARCH_ERR logs - they need a newline at the end

* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function

* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead

* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space

* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata

* (DXGI) dxgi_check_display_hdr_support - better error handling?

* Fix typo

* Remove video_force_resolution

* (D3D12) Address TODO/FIXME

* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader

* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t

* (D3D11) Add HDR support

* Add TODO/FIXME notes

* Cache hdr_enable in video_frame_info_t

* Update comment
2021-09-03 06:15:25 +02:00
twinaphex
00518d3470 Add TODO/FIXME notes 2020-07-07 03:02:55 +02:00
twinaphex
da60c1bb96 Header cleanups 2020-03-05 14:06:04 +01:00
orbea
28ff4b391a Clean up white space. 2019-02-03 16:00:50 -08:00
krzys-h
b201d669b5 First iteration of UWP support
Enough to kind of run

Working drivers: xinput, d3d11
Still missing: input driver with keyboard support, audio driver
2018-12-28 22:09:22 +01:00
aliaspider
37bebb5b65 (D3D12) slang shaders support. 2018-02-11 00:00:20 +01:00
aliaspider
757a9c08de (D3D) refactors. 2018-02-08 00:18:04 +01:00
aliaspider
700fce3bd2 various fixes for CXX_BUILD. 2018-02-04 20:03:27 +01:00
aliaspider
f907f2ea7d (D3D11) save spirv-cross's hlsl output when shader compilation fails. 2018-01-31 15:55:59 +01:00
aliaspider
5bc78d3ad5 (D3D11) Implement slang shader specification using Spirv-Cross.
(incomplete)
2018-01-31 01:08:36 +01:00
twinaphex
27a133c4fd Update 2018-01-30 17:20:34 +01:00
twinaphex
80bdcd89a6 (D3D10/11/12) Cleanup non-HAVE_DYNAMIC codepaths 2018-01-30 17:06:57 +01:00
twinaphex
a6f8013c24 More MSVC2013 buildfixes 2018-01-29 17:19:36 +01:00
twinaphex
03e800c1c8 Add HAVE_D3D11 to MSVC 2013 - we need non-HAVE_DYNAMIC codepaths
for D3D11
2018-01-29 14:05:44 +01:00
aliaspider
840bd459df (D3D11) add a font driver. 2018-01-24 20:51:19 +01:00
aliaspider
a6b24ce995 (d3d10/11/12) reformat some files. 2018-01-24 07:45:45 +01:00
aliaspider
094196220d (D3D11/D3D12) initial video driver implementation.
- some headers from the windows 10 sdk need to be added to the include
path when targeting mingw :
   d3d11.h
   d3d11sdklayers.h
   d3d12.h
   d3d12sdklayers.h
   d3d12shader.h
   d3dcommon.h
   d3dcompiler.h
2018-01-21 04:10:45 +01:00