/* RetroArch - A frontend for libretro. * Copyright (C) 2014-2018 - Ali Bouhlel * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #define CINTERFACE #include #include "d3d12_common.h" #include "dxgi_common.h" #include "d3dcompiler_common.h" #include "../verbosity.h" #ifdef HAVE_DYNAMIC #include #endif #ifdef __MINGW32__ /* clang-format off */ #ifdef __cplusplus #define DEFINE_GUIDW(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) EXTERN_C const GUID DECLSPEC_SELECTANY name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } } #else #define DEFINE_GUIDW(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) const GUID DECLSPEC_SELECTANY name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } } #endif DEFINE_GUIDW(IID_ID3D12PipelineState, 0x765a30f3, 0xf624, 0x4c6f, 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45); DEFINE_GUIDW(IID_ID3D12RootSignature, 0xc54a6b66, 0x72df, 0x4ee8, 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14); DEFINE_GUIDW(IID_ID3D12Resource, 0x696442be, 0xa72e, 0x4059, 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad); DEFINE_GUIDW(IID_ID3D12CommandAllocator, 0x6102dee4, 0xaf59, 0x4b09, 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24); DEFINE_GUIDW(IID_ID3D12Fence, 0x0a753dcf, 0xc4d8, 0x4b91, 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76); DEFINE_GUIDW(IID_ID3D12DescriptorHeap, 0x8efb471d, 0x616c, 0x4f49, 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51); DEFINE_GUIDW(IID_ID3D12GraphicsCommandList, 0x5b160d0f, 0xac1b, 0x4185, 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55); DEFINE_GUIDW(IID_ID3D12CommandQueue, 0x0ec870a6, 0x5d7e, 0x4c22, 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed); DEFINE_GUIDW(IID_ID3D12Device, 0x189819f1, 0x1db6, 0x4b57, 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7); DEFINE_GUIDW(IID_ID3D12Object, 0xc4fec28f, 0x7966, 0x4e95, 0x9f, 0x94, 0xf4, 0x31, 0xcb, 0x56, 0xc3, 0xb8); DEFINE_GUIDW(IID_ID3D12DeviceChild, 0x905db94b, 0xa00c, 0x4140, 0x9d, 0xf5, 0x2b, 0x64, 0xca, 0x9e, 0xa3, 0x57); DEFINE_GUIDW(IID_ID3D12RootSignatureDeserializer, 0x34AB647B, 0x3CC8, 0x46AC, 0x84, 0x1B, 0xC0, 0x96, 0x56, 0x45, 0xC0, 0x46); DEFINE_GUIDW(IID_ID3D12VersionedRootSignatureDeserializer, 0x7F91CE67, 0x090C, 0x4BB7, 0xB7, 0x8E, 0xED, 0x8F, 0xF2, 0xE3, 0x1D, 0xA0); DEFINE_GUIDW(IID_ID3D12Pageable, 0x63ee58fb, 0x1268, 0x4835, 0x86, 0xda, 0xf0, 0x08, 0xce, 0x62, 0xf0, 0xd6); DEFINE_GUIDW(IID_ID3D12Heap, 0x6b3b2502, 0x6e51, 0x45b3, 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3); DEFINE_GUIDW(IID_ID3D12QueryHeap, 0x0d9658ae, 0xed45, 0x469e, 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4); DEFINE_GUIDW(IID_ID3D12CommandSignature, 0xc36a797c, 0xec80, 0x4f0a, 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1); DEFINE_GUIDW(IID_ID3D12CommandList, 0x7116d91c, 0xe7e4, 0x47ce, 0xb8, 0xc6, 0xec, 0x81, 0x68, 0xf4, 0x37, 0xe5); DEFINE_GUIDW(IID_ID3D12PipelineLibrary, 0xc64226a8, 0x9201, 0x46af, 0xb4, 0xcc, 0x53, 0xfb, 0x9f, 0xf7, 0x41, 0x4f); DEFINE_GUIDW(IID_ID3D12Device1, 0x77acce80, 0x638e, 0x4e65, 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e); DEFINE_GUIDW(IID_ID3D12Debug, 0x344488b7, 0x6846, 0x474b, 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0); DEFINE_GUIDW(IID_ID3D12Debug1, 0xaffaa4ca, 0x63fe, 0x4d8e, 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04); DEFINE_GUIDW(IID_ID3D12DebugDevice1, 0xa9b71770, 0xd099, 0x4a65, 0xa6, 0x98, 0x3d, 0xee, 0x10, 0x02, 0x0f, 0x88); DEFINE_GUIDW(IID_ID3D12DebugDevice, 0x3febd6dd, 0x4973, 0x4787, 0x81, 0x94, 0xe4, 0x5f, 0x9e, 0x28, 0x92, 0x3e); DEFINE_GUIDW(IID_ID3D12DebugCommandQueue, 0x09e0bf36, 0x54ac, 0x484f, 0x88, 0x47, 0x4b, 0xae, 0xea, 0xb6, 0x05, 0x3a); DEFINE_GUIDW(IID_ID3D12DebugCommandList1, 0x102ca951, 0x311b, 0x4b01, 0xb1, 0x1f, 0xec, 0xb8, 0x3e, 0x06, 0x1b, 0x37); DEFINE_GUIDW(IID_ID3D12DebugCommandList, 0x09e0bf36, 0x54ac, 0x484f, 0x88, 0x47, 0x4b, 0xae, 0xea, 0xb6, 0x05, 0x3f); /* clang-format on */ #endif #ifdef HAVE_DYNAMIC static dylib_t d3d12_dll; static const char* d3d12_dll_name = "d3d12.dll"; HRESULT WINAPI D3D12CreateDevice( IUnknown* pAdapter, D3D_FEATURE_LEVEL MinimumFeatureLevel, REFIID riid, void** ppDevice) { static PFN_D3D12_CREATE_DEVICE fp; if (!d3d12_dll) d3d12_dll = dylib_load(d3d12_dll_name); if (!d3d12_dll) return TYPE_E_CANTLOADLIBRARY; if (!fp) fp = (PFN_D3D12_CREATE_DEVICE)dylib_proc(d3d12_dll, "D3D12CreateDevice"); if (!fp) return TYPE_E_DLLFUNCTIONNOTFOUND; return fp(pAdapter, MinimumFeatureLevel, riid, ppDevice); } HRESULT WINAPI D3D12GetDebugInterface(REFIID riid, void** ppvDebug) { static PFN_D3D12_GET_DEBUG_INTERFACE fp; if (!d3d12_dll) d3d12_dll = dylib_load(d3d12_dll_name); if (!d3d12_dll) return TYPE_E_CANTLOADLIBRARY; if (!fp) fp = (PFN_D3D12_GET_DEBUG_INTERFACE)dylib_proc(d3d12_dll, "D3D12GetDebugInterface"); if (!fp) return TYPE_E_DLLFUNCTIONNOTFOUND; return fp(riid, ppvDebug); } HRESULT WINAPI D3D12SerializeRootSignature( const D3D12_ROOT_SIGNATURE_DESC* pRootSignature, D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob) { static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE fp; if (!d3d12_dll) d3d12_dll = dylib_load(d3d12_dll_name); if (!d3d12_dll) return TYPE_E_CANTLOADLIBRARY; if (!fp) fp = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)dylib_proc(d3d12_dll, "D3D12SerializeRootSignature"); if (!fp) return TYPE_E_DLLFUNCTIONNOTFOUND; return fp(pRootSignature, Version, ppBlob, ppErrorBlob); } HRESULT WINAPI D3D12SerializeVersionedRootSignature( const D3D12_VERSIONED_ROOT_SIGNATURE_DESC* pRootSignature, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob) { static PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE fp; if (!d3d12_dll) d3d12_dll = dylib_load(d3d12_dll_name); if (!d3d12_dll) return TYPE_E_CANTLOADLIBRARY; if (!fp) fp = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)dylib_proc( d3d12_dll, "D3D12SerializeRootSignature"); if (!fp) return TYPE_E_DLLFUNCTIONNOTFOUND; return fp(pRootSignature, ppBlob, ppErrorBlob); } #endif bool d3d12_init_base(d3d12_video_t* d3d12) { #ifdef DEBUG D3D12GetDebugInterface_(&d3d12->debugController); D3D12EnableDebugLayer(d3d12->debugController); #endif DXGICreateFactory(&d3d12->factory); { int i = 0; while (true) { if (FAILED(DXGIEnumAdapters(d3d12->factory, i++, &d3d12->adapter))) return false; if (SUCCEEDED(D3D12CreateDevice_(d3d12->adapter, D3D_FEATURE_LEVEL_11_0, &d3d12->device))) break; Release(d3d12->adapter); } } return true; } bool d3d12_init_queue(d3d12_video_t* d3d12) { { static const D3D12_COMMAND_QUEUE_DESC desc = { D3D12_COMMAND_LIST_TYPE_DIRECT, 0, D3D12_COMMAND_QUEUE_FLAG_NONE, 0 }; D3D12CreateCommandQueue( d3d12->device, (D3D12_COMMAND_QUEUE_DESC*)&desc, &d3d12->queue.handle); } D3D12CreateCommandAllocator( d3d12->device, D3D12_COMMAND_LIST_TYPE_DIRECT, &d3d12->queue.allocator); D3D12CreateGraphicsCommandList( d3d12->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND], &d3d12->queue.cmd); D3D12CloseGraphicsCommandList(d3d12->queue.cmd); D3D12CreateFence(d3d12->device, 0, D3D12_FENCE_FLAG_NONE, &d3d12->queue.fence); d3d12->queue.fenceValue = 1; d3d12->queue.fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, d3d12->queue.fenceValue); return true; } bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, HWND hwnd) { unsigned i; DXGI_SWAP_CHAIN_DESC desc; memset(&desc, 0, sizeof(DXGI_SWAP_CHAIN_DESC)); desc.BufferCount = countof(d3d12->chain.renderTargets); desc.BufferDesc.Width = width; desc.BufferDesc.Height = height; desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; #if 0 desc.BufferDesc.RefreshRate.Numerator = 60; desc.BufferDesc.RefreshRate.Denominator = 1; desc.SampleDesc.Quality = 0; #endif desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.OutputWindow = hwnd; desc.Windowed = TRUE; #if 0 desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; #else desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; #endif DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle); DXGIMakeWindowAssociation(d3d12->factory, hwnd, DXGI_MWA_NO_ALT_ENTER); d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle); for (i = 0; i < countof(d3d12->chain.renderTargets); i++) { DXGIGetSwapChainBuffer(d3d12->chain.handle, i, &d3d12->chain.renderTargets[i]); D3D12CreateRenderTargetView( d3d12->device, d3d12->chain.renderTargets[i], NULL, d3d12->chain.desc_handles[i]); } d3d12->chain.viewport.Width = width; d3d12->chain.viewport.Height = height; d3d12->chain.scissorRect.right = width; d3d12->chain.scissorRect.bottom = height; return true; } static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap_t* out) { D3D12CreateDescriptorHeap(device, &out->desc, &out->handle); out->cpu = D3D12GetCPUDescriptorHandleForHeapStart(out->handle); out->gpu = D3D12GetGPUDescriptorHandleForHeapStart(out->handle); out->stride = D3D12GetDescriptorHandleIncrementSize(device, out->desc.Type); out->map = (bool*)calloc(out->desc.NumDescriptors, sizeof(bool)); } static inline void d3d12_release_descriptor_heap(d3d12_descriptor_heap_t* heap) { free(heap->map); Release(heap->handle); } static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap) { int i; D3D12_CPU_DESCRIPTOR_HANDLE handle = { 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; return handle; } } /* if you get here try increasing NumDescriptors for this heap */ assert(0); return handle; } static void d3d12_descriptor_heap_slot_free(d3d12_descriptor_heap_t* heap, D3D12_CPU_DESCRIPTOR_HANDLE handle) { int i; if (!handle.ptr) return; assert(((handle.ptr - heap->cpu.ptr) % heap->stride) == 0); i = (handle.ptr - heap->cpu.ptr) / heap->stride; assert(i >= 0 && i < heap->desc.NumDescriptors); assert(heap->map[i]); heap->map[i] = false; if (heap->start > i) heap->start = i; } bool d3d12_create_root_signature( D3D12Device device, D3D12_ROOT_SIGNATURE_DESC* desc, D3D12RootSignature* out) { D3DBlob signature; D3DBlob error; D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error); if (error) { RARCH_ERR( "[D3D12]: CreateRootSignature failed : %s", (const char*)D3DGetBufferPointer(error)); Release(error); return false; } D3D12CreateRootSignature( device, 0, D3DGetBufferPointer(signature), D3DGetBufferSize(signature), out); Release(signature); return true; } bool d3d12_init_descriptors(d3d12_video_t* d3d12) { int i, j; D3D12_ROOT_SIGNATURE_DESC desc; 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 }; D3D12_ROOT_PARAMETER root_params[ROOT_ID_MAX]; D3D12_ROOT_PARAMETER cs_root_params[CS_ROOT_ID_MAX]; 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; #if 0 static_sampler.MaxAnisotropy = 1; static_sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; static_sampler.MinLOD = -D3D12_FLOAT32_MAX; static_sampler.MaxLOD = D3D12_FLOAT32_MAX; #endif desc.NumParameters = countof(cs_root_params); desc.pParameters = cs_root_params; desc.NumStaticSamplers = 1; desc.pStaticSamplers = &static_sampler; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.cs_rootSignature); d3d12->desc.rtv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets) + GFX_MAX_SHADERS; d3d12->desc.rtv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap); d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; d3d12->desc.srv_heap.desc.NumDescriptors = SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 1024; 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) + i) * 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); } } return true; } static INLINE D3D12_GPU_DESCRIPTOR_HANDLE d3d12_create_sampler(D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = d3d12_descriptor_heap_slot_alloc(heap); D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = { cpu_handle.ptr - heap->cpu.ptr + heap->gpu.ptr }; D3D12CreateSampler(device, desc, cpu_handle); return gpu_handle; } void d3d12_init_samplers(d3d12_video_t* d3d12) { int i; D3D12_SAMPLER_DESC desc = { D3D12_FILTER_MIN_MAG_MIP_POINT }; desc.MaxAnisotropy = 1; desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; 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); } } 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, }; bool 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 = D3DGetBufferPointer(vs_code); desc->VS.BytecodeLength = D3DGetBufferSize(vs_code); } else { desc->VS.pShaderBytecode = NULL; desc->VS.BytecodeLength = 0; } if (ps_code) { desc->PS.pShaderBytecode = D3DGetBufferPointer(ps_code); desc->PS.BytecodeLength = D3DGetBufferSize(ps_code); } else { desc->PS.pShaderBytecode = NULL; desc->PS.BytecodeLength = 0; } if (gs_code) { desc->GS.pShaderBytecode = D3DGetBufferPointer(gs_code); desc->GS.BytecodeLength = D3DGetBufferSize(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; D3D12CreateGraphicsPipelineState(device, desc, out); return true; } D3D12_GPU_VIRTUAL_ADDRESS d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer) { D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }; D3D12_RESOURCE_DESC resource_desc = { D3D12_RESOURCE_DIMENSION_BUFFER }; resource_desc.Width = size_in_bytes; resource_desc.Height = 1; resource_desc.DepthOrArraySize = 1; resource_desc.MipLevels = 1; resource_desc.SampleDesc.Count = 1; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; D3D12CreateCommittedResource( device, (D3D12_HEAP_PROPERTIES*)&heap_props, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, buffer); return D3D12GetGPUVirtualAddress(*buffer); } 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; for (i = 0; i < texture->desc.MipLevels; i++) { d3d12_descriptor_heap_slot_free(texture->srv_heap, texture->cpu_descriptor[i]); texture->cpu_descriptor[i].ptr = 0; } } Release(texture->handle); Release(texture->upload_buffer); } void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture) { int i; d3d12_release_texture(texture); 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 = { texture->desc.Format, D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE }; D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }; if (texture->desc.MipLevels > 1) { texture->desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; format_support.Support1 |= D3D12_FORMAT_SUPPORT1_MIP; format_support.Support2 |= D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE; } if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) format_support.Support1 |= D3D12_FORMAT_SUPPORT1_RENDER_TARGET; texture->desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; texture->desc.DepthOrArraySize = 1; texture->desc.SampleDesc.Count = 1; texture->desc.Format = d3d12_get_closest_match(device, &format_support); D3D12CreateCommittedResource( device, &heap_props, D3D12_HEAP_FLAG_NONE, &texture->desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &texture->handle); } assert(texture->srv_heap); { 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); D3D12CreateShaderResourceView(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); D3D12CreateUnorderedAccessView( device, texture->handle, NULL, &desc, texture->cpu_descriptor[i]); texture->gpu_descriptor[i].ptr = texture->cpu_descriptor[i].ptr - texture->srv_heap->cpu.ptr + texture->srv_heap->gpu.ptr; } if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) { assert(texture->rt_view.ptr); D3D12CreateRenderTargetView(device, texture->handle, NULL, texture->rt_view); } else { D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }; D3D12_RESOURCE_DESC buffer_desc = { D3D12_RESOURCE_DIMENSION_BUFFER }; D3D12GetCopyableFootprints( device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows, &texture->row_size_in_bytes, &texture->total_bytes); buffer_desc.Width = texture->total_bytes; buffer_desc.Height = 1; buffer_desc.DepthOrArraySize = 1; buffer_desc.MipLevels = 1; buffer_desc.SampleDesc.Count = 1; buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; #if 0 buffer_desc.Flags = D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE; #endif D3D12CreateCommittedResource( device, &heap_props, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &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; } 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 = { 0, 0 }; if (!texture || !texture->upload_buffer) return; D3D12Map(texture->upload_buffer, 0, &read_range, (void**)&dst); dxgi_copy( width, height, format, pitch, data, texture->desc.Format, texture->layout.Footprint.RowPitch, dst + texture->layout.Offset); D3D12Unmap(texture->upload_buffer, 0, NULL); texture->dirty = true; } void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture, void *userdata) { D3D12_TEXTURE_COPY_LOCATION src = { 0 }; D3D12_TEXTURE_COPY_LOCATION dst = { 0 }; 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); D3D12CopyTextureRegion(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; D3D12SetComputeRootSignature(cmd, d3d12->desc.cs_rootSignature); D3D12SetPipelineState(cmd, d3d12->mipmapgen_pipe); D3D12SetComputeRootDescriptorTable(cmd, CS_ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]); for (i = 1; i < texture->desc.MipLevels; i++) { unsigned width = texture->desc.Width >> i; unsigned height = texture->desc.Height >> i; struct { uint32_t src_level; float texel_size[2]; } cbuffer = { i - 1, { 1.0f / width, 1.0f / height } }; { D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION }; barrier.Transition.pResource = texture->handle; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; barrier.Transition.Subresource = i; D3D12ResourceBarrier(cmd, 1, &barrier); } D3D12SetComputeRootDescriptorTable(cmd, CS_ROOT_ID_UAV_T, texture->gpu_descriptor[i]); D3D12SetComputeRoot32BitConstants( cmd, CS_ROOT_ID_CONSTANTS, sizeof(cbuffer) / sizeof(uint32_t), &cbuffer, 0); D3D12Dispatch(cmd, (width + 0x7) >> 3, (height + 0x7) >> 3, 1); { D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_UAV }; barrier.UAV.pResource = texture->handle; D3D12ResourceBarrier(cmd, 1, &barrier); } { D3D12_RESOURCE_BARRIER barrier = { D3D12_RESOURCE_BARRIER_TYPE_TRANSITION }; barrier.Transition.pResource = texture->handle; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; barrier.Transition.Subresource = i; D3D12ResourceBarrier(cmd, 1, &barrier); } } } texture->dirty = false; } void d3d12_create_fullscreen_quad_vbo( D3D12Device device, D3D12_VERTEX_BUFFER_VIEW* view, D3D12Resource* vbo) { 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 } }, }; view->SizeInBytes = sizeof(vertices); view->StrideInBytes = sizeof(*vertices); view->BufferLocation = d3d12_create_buffer(device, view->SizeInBytes, vbo); { void* vertex_data_begin; D3D12_RANGE read_range = { 0, 0 }; D3D12Map(*vbo, 0, &read_range, &vertex_data_begin); memcpy(vertex_data_begin, vertices, sizeof(vertices)); D3D12Unmap(*vbo, 0, NULL); } } 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(D3D12CheckFeatureSupport( 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++; } assert(*format); return *format; }