/* 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 . */ /* Direct3D 12 driver. * * Minimum version : Direct3D 12.0 (2015) * Minimum OS : Windows 7, Windows 8 * Recommended OS : Windows 10 */ #define CINTERFACE #include #include #include #include #include #include #include #include #include #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); #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG); #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, 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); 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 */ } }; /* 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.\n", max_latency, cur_latency); } #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, 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); video_driver_set_gpu_device_string( d3d12->gpu_list->elems[gpu_index].data); } 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(¤t_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 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; d3d12_texture_t* texture = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; bool vsync = d3d12->flags & D3D12_ST_FLAG_VSYNC; bool wait_for_vblank = d3d12->flags & D3D12_ST_FLAG_WAIT_FOR_VBLANK; 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_is_alive; bool overlay_behind_menu = video_info->overlay_behind_menu; #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; 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, 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(); 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); } 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; } #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 };