/* 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 11 driver. * * Minimum version : Direct3D 11.0 (Feature Level 11.0) (2009) * Minimum OS : Windows Vista, Windows 7 * Recommended OS : Windows 7 and/or later */ #define CINTERFACE #define COBJMACROS #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 "../../driver.h" #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/d3d11_common.h" #include "../common/dxgi_common.h" #include "../common/d3dcompiler_common.h" #ifdef HAVE_SLANG #include "../drivers_shader/slang_process.h" #endif #ifdef __WINRT__ #include "../../uwp/uwp_func.h" #else #ifdef __cplusplus extern const GUID DECLSPEC_SELECTANY libretro_IID_IDXGIFactory5 = { 0x7632e1f5,0xee65,0x4dca, { 0x87,0xfd,0x84,0xcd,0x75,0xf8,0x83,0x8d } }; #else const GUID DECLSPEC_SELECTANY libretro_IID_IDXGIFactory5 = { 0x7632e1f5,0xee65,0x4dca, { 0x87,0xfd,0x84,0xcd,0x75,0xf8,0x83,0x8d } }; #endif #endif /* Temporary workaround for d3d11 not being able to poll flags during init */ static gfx_ctx_driver_t d3d11_fake_context; static D3D11Device cached_device_d3d11; static D3D_FEATURE_LEVEL cached_supportedFeatureLevel; static D3D11DeviceContext cached_context_d3d11; static uint32_t d3d11_get_flags(void *data) { uint32_t flags = 0; 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 d3d11_free_overlays(d3d11_video_t* d3d11) { unsigned i; for (i = 0; i < (unsigned)d3d11->overlays.count; i++) d3d11_release_texture(&d3d11->overlays.textures[i]); Release(d3d11->overlays.vbo); } static void d3d11_overlay_vertex_geom( void* data, unsigned index, float x, float y, float w, float h) { D3D11_MAPPED_SUBRESOURCE mapped_vbo; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; D3D11MapBuffer( d3d11->context, d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); { d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData; sprites[index].pos.x = x; sprites[index].pos.y = y; sprites[index].pos.w = w; sprites[index].pos.h = h; } D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0); } static void d3d11_overlay_tex_geom( void* data, unsigned index, float u, float v, float w, float h) { D3D11_MAPPED_SUBRESOURCE mapped_vbo; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; D3D11MapBuffer( d3d11->context, d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); { d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData; sprites[index].coords.u = u; sprites[index].coords.v = v; sprites[index].coords.w = w; sprites[index].coords.h = h; } D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0); } static void d3d11_overlay_set_alpha(void* data, unsigned index, float mod) { D3D11_MAPPED_SUBRESOURCE mapped_vbo; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; D3D11MapBuffer( d3d11->context, d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); { d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData; 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]; } D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0); } static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_images) { D3D11_BUFFER_DESC desc; D3D11_MAPPED_SUBRESOURCE mapped_vbo; unsigned i; d3d11_sprite_t* sprites; d3d11_video_t* d3d11 = (d3d11_video_t*)data; const struct texture_image* images = (const struct texture_image*)image_data; if (!d3d11) return false; d3d11_free_overlays(d3d11); d3d11->overlays.count = num_images; d3d11->overlays.textures = (d3d11_texture_t*)calloc( num_images, sizeof(d3d11_texture_t)); desc.ByteWidth = sizeof(d3d11_sprite_t) * num_images; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->overlays.vbo); D3D11MapBuffer(d3d11->context, d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_vbo); sprites = (d3d11_sprite_t*)mapped_vbo.pData; for (i = 0; i < num_images; i++) { d3d11->overlays.textures[i].desc.Width = images[i].width; d3d11->overlays.textures[i].desc.Height = images[i].height; d3d11->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; d3d11_init_texture(d3d11->device, &d3d11->overlays.textures[i]); d3d11_update_texture( d3d11->context, images[i].width, images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, images[i].pixels, &d3d11->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]; } D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0); return true; } static void d3d11_overlay_enable(void* data, bool state) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->overlays.enabled = state; win32_show_cursor(d3d11, state); } static void d3d11_overlay_full_screen(void* data, bool enable) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->overlays.fullscreen = enable; } static void d3d11_get_overlay_interface( void* data, const video_overlay_interface_t** iface) { static const video_overlay_interface_t overlay_interface = { d3d11_overlay_enable, d3d11_overlay_load, d3d11_overlay_tex_geom, d3d11_overlay_vertex_geom, d3d11_overlay_full_screen, d3d11_overlay_set_alpha, }; *iface = &overlay_interface; } static void d3d11_render_overlay(void *data) { unsigned i; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; if (d3d11->overlays.fullscreen) D3D11SetViewports(d3d11->context, 1, &d3d11->viewport); else D3D11SetViewports(d3d11->context, 1, &d3d11->frame.viewport); D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->overlays.vbo, &stride, &offset); } { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->frame.vbo, &stride, &offset); } D3D11SetPShaderSamplers( d3d11->context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); for (i = 0; i < (unsigned)d3d11->overlays.count; i++) { D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->overlays.textures[i].view); D3D11Draw(d3d11->context, 1, i); } } #endif #ifdef HAVE_DXGI_HDR static void d3d11_set_hdr_max_nits(void *data, float max_nits) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; d3d11_video_t* d3d11 = (d3d11_video_t*)data; d3d11->hdr.max_output_nits = max_nits; d3d11->hdr.ubo_values.max_nits = max_nits; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_ubo); { dxgi_hdr_uniform_t *ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; } D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); dxgi_set_hdr_metadata( d3d11->swapChain, d3d11->hdr.support, d3d11->chain_bit_depth, d3d11->chain_color_space, d3d11->hdr.max_output_nits, d3d11->hdr.min_output_nits, d3d11->hdr.max_cll, d3d11->hdr.max_fall); } static void d3d11_set_hdr_paper_white_nits(void* data, float paper_white_nits) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; dxgi_hdr_uniform_t *ubo = NULL; d3d11_video_t *d3d11 = (d3d11_video_t*)data; d3d11->hdr.ubo_values.paper_white_nits = paper_white_nits; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); } static void d3d11_set_hdr_contrast(void* data, float contrast) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; dxgi_hdr_uniform_t *ubo = NULL; d3d11_video_t* d3d11 = (d3d11_video_t*)data; d3d11->hdr.ubo_values.contrast = contrast; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); } static void d3d11_set_hdr_expand_gamut(void* data, bool expand_gamut) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; dxgi_hdr_uniform_t *ubo = NULL; d3d11_video_t* d3d11 = (d3d11_video_t*)data; d3d11->hdr.ubo_values.expand_gamut = expand_gamut ? 1.0f : 0.0f; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); } static void d3d11_set_hdr_inverse_tonemap(d3d11_video_t* d3d11, bool inverse_tonemap) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; dxgi_hdr_uniform_t *ubo = NULL; d3d11->hdr.ubo_values.inverse_tonemap = inverse_tonemap ? 1.0f : 0.0f; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); } static void d3d11_set_hdr10(d3d11_video_t* d3d11, bool hdr10) { D3D11_MAPPED_SUBRESOURCE mapped_ubo; dxgi_hdr_uniform_t *ubo = NULL; d3d11->hdr.ubo_values.hdr10 = hdr10 ? 1.0f : 0.0f; D3D11MapBuffer(d3d11->context, d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData; *ubo = d3d11->hdr.ubo_values; D3D11UnmapBuffer(d3d11->context, d3d11->hdr.ubo, 0); } #endif static void d3d11_set_filtering(void* data, unsigned index, bool smooth, bool ctx_scaling) { unsigned i; d3d11_video_t* d3d11 = (d3d11_video_t*)data; for (i = 0; i < RARCH_WRAP_MAX; i++) { if (smooth) d3d11->samplers[RARCH_FILTER_UNSPEC][i] = d3d11->samplers[RARCH_FILTER_LINEAR][i]; else d3d11->samplers[RARCH_FILTER_UNSPEC][i] = d3d11->samplers[RARCH_FILTER_NEAREST][i]; } } static void d3d11_gfx_set_rotation(void* data, unsigned rotation) { math_matrix_4x4 rot; D3D11_MAPPED_SUBRESOURCE mapped_ubo; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; matrix_4x4_rotate_z(rot, rotation * (M_PI / 2.0f)); matrix_4x4_multiply(d3d11->mvp, rot, d3d11->ubo_values.mvp); D3D11MapBuffer(d3d11->context, d3d11->frame.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); *(math_matrix_4x4*)mapped_ubo.pData = d3d11->mvp; D3D11UnmapBuffer(d3d11->context, d3d11->frame.ubo, 0); } static void d3d11_update_viewport(void* data, bool force_full) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; video_driver_update_viewport(&d3d11->vp, force_full, d3d11->keep_aspect); d3d11->frame.viewport.TopLeftX = d3d11->vp.x; d3d11->frame.viewport.TopLeftY = d3d11->vp.y; d3d11->frame.viewport.Width = d3d11->vp.width; d3d11->frame.viewport.Height = d3d11->vp.height; d3d11->frame.viewport.MaxDepth = 0.0f; d3d11->frame.viewport.MaxDepth = 1.0f; if (d3d11->shader_preset && (d3d11->frame.output_size.x != d3d11->vp.width || d3d11->frame.output_size.y != d3d11->vp.height)) d3d11->resize_render_targets = true; d3d11->frame.output_size.x = d3d11->vp.width; d3d11->frame.output_size.y = d3d11->vp.height; d3d11->frame.output_size.z = 1.0f / d3d11->vp.width; d3d11->frame.output_size.w = 1.0f / d3d11->vp.height; d3d11->resize_viewport = false; } static void d3d11_free_shader_preset(d3d11_video_t* d3d11) { unsigned i; if (!d3d11->shader_preset) return; for (i = 0; i < d3d11->shader_preset->passes; i++) { unsigned j; free(d3d11->shader_preset->pass[i].source.string.vertex); free(d3d11->shader_preset->pass[i].source.string.fragment); free(d3d11->pass[i].semantics.textures); d3d11->shader_preset->pass[i].source.string.vertex = NULL; d3d11->shader_preset->pass[i].source.string.fragment = NULL; d3d11->pass[i].semantics.textures = NULL; d3d11_release_shader(&d3d11->pass[i].shader); d3d11_release_texture(&d3d11->pass[i].rt); d3d11_release_texture(&d3d11->pass[i].feedback); for (j = 0; j < SLANG_CBUFFER_MAX; j++) { free(d3d11->pass[i].semantics.cbuffers[j].uniforms); d3d11->pass[i].semantics.cbuffers[j].uniforms = NULL; Release(d3d11->pass[i].buffers[j]); } } memset(d3d11->pass, 0, sizeof(d3d11->pass)); /* only free the history textures here */ for (i = 1; i <= (unsigned)d3d11->shader_preset->history_size; i++) d3d11_release_texture(&d3d11->frame.texture[i]); memset( &d3d11->frame.texture[1], 0, sizeof(d3d11->frame.texture[1]) * d3d11->shader_preset->history_size); for (i = 0; i < d3d11->shader_preset->luts; i++) d3d11_release_texture(&d3d11->luts[i]); memset(d3d11->luts, 0, sizeof(d3d11->luts)); free(d3d11->shader_preset); d3d11->shader_preset = NULL; d3d11->init_history = false; d3d11->resize_render_targets = false; } static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path) { #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) enum d3d11_feature_level_hint feat_level_hint = D3D11_FEATURE_LEVEL_HINT_DONTCARE; unsigned i; d3d11_texture_t* source = NULL; d3d11_video_t* d3d11 = (d3d11_video_t*)data; unsigned shader_model = 40; if (!d3d11) return false; /* Feature Level 11.0 and up should all support Shader Model 5.0 */ switch (d3d11->supportedFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: shader_model = 50; feat_level_hint = D3D11_FEATURE_LEVEL_HINT_11_0; break; case D3D_FEATURE_LEVEL_11_1: shader_model = 50; feat_level_hint = D3D11_FEATURE_LEVEL_HINT_11_1; break; case D3D_FEATURE_LEVEL_12_0: shader_model = 50; feat_level_hint = D3D11_FEATURE_LEVEL_HINT_12_0; break; case D3D_FEATURE_LEVEL_12_1: shader_model = 50; feat_level_hint = D3D11_FEATURE_LEVEL_HINT_12_1; break; default: break; } D3D11Flush(d3d11->context); d3d11_free_shader_preset(d3d11); if (string_is_empty(path)) return true; if (type != RARCH_SHADER_SLANG) { RARCH_WARN("[D3D11]: Only Slang shaders are supported. Falling back to stock.\n"); return false; } d3d11->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d11->shader_preset)); if (!video_shader_load_preset_into_shader(path, d3d11->shader_preset)) goto error; source = &d3d11->frame.texture[0]; for (i = 0; i < d3d11->shader_preset->passes; source = &d3d11->pass[i++].rt) { unsigned j; /* clang-format off */ semantics_map_t semantics_map = { { /* Original */ { &d3d11->frame.texture[0].view, 0, &d3d11->frame.texture[0].size_data, 0}, /* Source */ { &source->view, 0, &source->size_data, 0}, /* OriginalHistory */ { &d3d11->frame.texture[0].view, sizeof(*d3d11->frame.texture), &d3d11->frame.texture[0].size_data, sizeof(*d3d11->frame.texture)}, /* PassOutput */ { &d3d11->pass[0].rt.view, sizeof(*d3d11->pass), &d3d11->pass[0].rt.size_data, sizeof(*d3d11->pass)}, /* PassFeedback */ { &d3d11->pass[0].feedback.view, sizeof(*d3d11->pass), &d3d11->pass[0].feedback.size_data, sizeof(*d3d11->pass)}, /* User */ { &d3d11->luts[0].view, sizeof(*d3d11->luts), &d3d11->luts[0].size_data, sizeof(*d3d11->luts)}, }, { &d3d11->mvp, /* MVP */ &d3d11->pass[i].rt.size_data, /* OutputSize */ &d3d11->frame.output_size, /* FinalViewportSize */ &d3d11->pass[i].frame_count, /* FrameCount */ &d3d11->pass[i].frame_direction, /* FrameDirection */ } }; /* clang-format on */ if (!slang_process( d3d11->shader_preset, i, RARCH_SHADER_HLSL, shader_model, &semantics_map, &d3d11->pass[i].semantics)) goto error; { static const D3D11_INPUT_ELEMENT_DESC desc[] = { { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; #ifdef DEBUG bool save_hlsl = true; #else bool save_hlsl = false; #endif static const char vs_ext[] = ".vs.hlsl"; static const char ps_ext[] = ".ps.hlsl"; char vs_path[PATH_MAX_LENGTH] = {0}; char ps_path[PATH_MAX_LENGTH] = {0}; const char* slang_path = d3d11->shader_preset->pass[i].source.path; const char* vs_src = d3d11->shader_preset->pass[i].source.string.vertex; const char* ps_src = d3d11->shader_preset->pass[i].source.string.fragment; strlcpy(vs_path, slang_path, sizeof(vs_path)); strlcpy(ps_path, slang_path, sizeof(ps_path)); strlcat(vs_path, vs_ext, sizeof(vs_path)); strlcat(ps_path, ps_ext, sizeof(ps_path)); if (!d3d11_init_shader( d3d11->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc), &d3d11->pass[i].shader, feat_level_hint )) save_hlsl = true; if (!d3d11_init_shader( d3d11->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0, &d3d11->pass[i].shader, feat_level_hint )) save_hlsl = true; if (save_hlsl) { FILE* fp = fopen(vs_path, "w"); fwrite(vs_src, 1, strlen(vs_src), fp); fclose(fp); fp = fopen(ps_path, "w"); fwrite(ps_src, 1, strlen(ps_src), fp); fclose(fp); } free(d3d11->shader_preset->pass[i].source.string.vertex); free(d3d11->shader_preset->pass[i].source.string.fragment); d3d11->shader_preset->pass[i].source.string.vertex = NULL; d3d11->shader_preset->pass[i].source.string.fragment = NULL; if (!d3d11->pass[i].shader.vs || !d3d11->pass[i].shader.ps) goto error; } for (j = 0; j < SLANG_CBUFFER_MAX; j++) { D3D11_BUFFER_DESC desc; desc.ByteWidth = d3d11->pass[i].semantics.cbuffers[j].size; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; if (!desc.ByteWidth) continue; D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->pass[i].buffers[j]); } } if (d3d11->hdr.enable) { if(d3d11->shader_preset && d3d11->shader_preset->passes && (d3d11->pass[d3d11->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 */ d3d11_set_hdr_inverse_tonemap(d3d11, false); d3d11_set_hdr10(d3d11, false); d3d11->resize_chain = true; } else if(d3d11->shader_preset && d3d11->shader_preset->passes && (d3d11->pass[d3d11->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 */ d3d11_set_hdr_inverse_tonemap(d3d11, false); d3d11_set_hdr10(d3d11, true); d3d11->resize_chain = true; } else { d3d11_set_hdr_inverse_tonemap(d3d11, true); d3d11_set_hdr10(d3d11, true); } } for (i = 0; i < d3d11->shader_preset->luts; i++) { struct texture_image image = { 0 }; image.supports_rgba = true; if (!image_texture_load(&image, d3d11->shader_preset->lut[i].path)) goto error; d3d11->luts[i].desc.Width = image.width; d3d11->luts[i].desc.Height = image.height; d3d11->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; if (d3d11->shader_preset->lut[i].mipmap) d3d11->luts[i].desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; d3d11_init_texture(d3d11->device, &d3d11->luts[i]); d3d11_update_texture( d3d11->context, image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels, &d3d11->luts[i]); image_texture_free(&image); } d3d11->resize_render_targets = true; d3d11->init_history = true; return true; error: d3d11_free_shader_preset(d3d11); #endif return false; } static void d3d11_gfx_free(void* data) { unsigned i; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; #ifdef HAVE_OVERLAY d3d11_free_overlays(d3d11); #endif d3d11_free_shader_preset(d3d11); d3d11_release_texture(&d3d11->frame.texture[0]); Release(d3d11->frame.ubo); Release(d3d11->frame.vbo); d3d11_release_texture(&d3d11->menu.texture); Release(d3d11->menu.vbo); #ifdef HAVE_DXGI_HDR Release(d3d11->hdr.ubo); #endif d3d11_release_shader(&d3d11->sprites.shader); d3d11_release_shader(&d3d11->sprites.shader_font); Release(d3d11->sprites.vbo); for (i = 0; i < GFX_MAX_SHADERS; i++) d3d11_release_shader(&d3d11->shaders[i]); Release(d3d11->menu_pipeline_vbo); Release(d3d11->blend_pipeline); Release(d3d11->ubo); Release(d3d11->blend_enable); Release(d3d11->blend_disable); for (i = 0; i < RARCH_WRAP_MAX; i++) { Release(d3d11->samplers[RARCH_FILTER_LINEAR][i]); Release(d3d11->samplers[RARCH_FILTER_NEAREST][i]); } #ifdef HAVE_DXGI_HDR d3d11_release_texture(&d3d11->back_buffer); #endif Release(d3d11->scissor_enabled); Release(d3d11->scissor_disabled); Release(d3d11->swapChain); font_driver_free_osd(); if (video_driver_is_video_cache_context()) { cached_device_d3d11 = d3d11->device; cached_context_d3d11 = d3d11->context; cached_supportedFeatureLevel = d3d11->supportedFeatureLevel; } else { Release(d3d11->context); Release(d3d11->device); } for (i = 0; i < D3D11_MAX_GPU_COUNT; i++) { if (d3d11->adapters[i]) { Release(d3d11->adapters[i]); d3d11->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(d3d11); } static bool d3d11_init_swapchain(d3d11_video_t* d3d11, int width, int height, D3D11Device *cached_device, D3D11DeviceContext *cached_context, void *corewindow) { HWND hwnd; #ifdef __WINRT__ IDXGIFactory2* dxgiFactory = NULL; #else IDXGIFactory* dxgiFactory = NULL; IDXGIFactory5* dxgiFactory5 = NULL; #endif IDXGIDevice* dxgiDevice = NULL; IDXGIAdapter* adapter = NULL; UINT flags = 0; D3D_FEATURE_LEVEL requested_feature_levels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 }; #ifdef __WINRT__ /* UWP requires the use of newer version of the factory which requires newer version of this struct */ DXGI_SWAP_CHAIN_DESC1 desc = {{0}}; #else DXGI_SWAP_CHAIN_DESC desc = {{0}}; #endif UINT number_feature_levels = ARRAY_SIZE(requested_feature_levels); #ifdef HAVE_DXGI_HDR DXGI_COLOR_SPACE_TYPE color_space; d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_8] = DXGI_FORMAT_R8G8B8A8_UNORM; d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_10] = DXGI_FORMAT_R10G10B10A2_UNORM; d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_16] = DXGI_FORMAT_R16G16B16A16_UNORM; #endif hwnd = (HWND)corewindow; #ifdef HAVE_DXGI_HDR if (!(d3d11->hdr.support = dxgi_check_display_hdr_support(d3d11->factory, hwnd))) d3d11->hdr.enable = false; d3d11->chain_bit_depth = d3d11->hdr.enable ? DXGI_SWAPCHAIN_BIT_DEPTH_10 : DXGI_SWAPCHAIN_BIT_DEPTH_8; #endif #ifdef __WINRT__ /* Flip model forces us to do double-buffering */ desc.BufferCount = 2; desc.Width = width; desc.Height = height; #ifdef HAVE_DXGI_HDR if (d3d11->hdr.support) desc.Format = d3d11->chain_formats[ d3d11->chain_bit_depth]; else #endif desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; #else desc.BufferCount = 2; desc.BufferDesc.Width = width; desc.BufferDesc.Height = height; #ifdef HAVE_DXGI_HDR if (d3d11->hdr.support) desc.BufferDesc.Format = d3d11->chain_formats[ d3d11->chain_bit_depth]; else #endif desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.BufferDesc.RefreshRate.Numerator = 60; desc.BufferDesc.RefreshRate.Denominator = 1; #endif desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; #ifdef HAVE_WINDOW desc.OutputWindow = (HWND)corewindow; #endif desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; #if 0 desc.Scaling = DXGI_SCALING_STRETCH; #endif #ifdef HAVE_WINDOW desc.Windowed = TRUE; #endif #ifdef DEBUG flags |= D3D11_CREATE_DEVICE_DEBUG; #endif if(*cached_device && *cached_context) { d3d11->device = *cached_device; d3d11->context = *cached_context; d3d11->supportedFeatureLevel = cached_supportedFeatureLevel; } else { if (FAILED(D3D11CreateDevice( (IDXGIAdapter*)d3d11->adapter, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, requested_feature_levels, number_feature_levels, D3D11_SDK_VERSION, &d3d11->device, &d3d11->supportedFeatureLevel, &d3d11->context))) return false; switch (d3d11->supportedFeatureLevel) { case D3D_FEATURE_LEVEL_9_1: RARCH_LOG("[D3D11] Device created (Feature Level: 9.1)\n"); break; case D3D_FEATURE_LEVEL_9_2: RARCH_LOG("[D3D11] Device created (Feature Level: 9.2)\n"); break; case D3D_FEATURE_LEVEL_9_3: RARCH_LOG("[D3D11] Device created (Feature Level: 9.3)\n"); break; case D3D_FEATURE_LEVEL_10_0: RARCH_LOG("[D3D11] Device created (Feature Level: 10.0)\n"); break; case D3D_FEATURE_LEVEL_10_1: RARCH_LOG("[D3D11] Device created (Feature Level: 10.1)\n"); break; case D3D_FEATURE_LEVEL_11_0: RARCH_LOG("[D3D11] Device created (Feature Level: 11.0)\n"); break; case D3D_FEATURE_LEVEL_11_1: RARCH_LOG("[D3D11] Device created (Feature Level: 11.1)\n"); break; case D3D_FEATURE_LEVEL_12_0: RARCH_LOG("[D3D11] Device created (Feature Level: 12.0)\n"); break; case D3D_FEATURE_LEVEL_12_1: RARCH_LOG("[D3D11] Device created (Feature Level: 12.1)\n"); break; default: RARCH_LOG("[D3D11] Device created (Feature Level: N/A)\n"); break; } } d3d11->device->lpVtbl->QueryInterface( d3d11->device, uuidof(IDXGIDevice), (void**)&dxgiDevice); dxgiDevice->lpVtbl->GetAdapter(dxgiDevice, &adapter); #ifdef __WINRT__ #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) /* On phone, no swap effects are supported. */ /* TODO/FIXME - need to verify if this is needed and if * flip model cannot be used here */ desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; #else d3d11->has_flip_model = true; d3d11->has_allow_tearing = true; desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; #endif adapter->lpVtbl->GetParent( adapter, uuidof(IDXGIFactory2), (void**)&dxgiFactory); if (FAILED(dxgiFactory->lpVtbl->CreateSwapChainForCoreWindow( dxgiFactory, (IUnknown*)d3d11->device, corewindow, &desc, NULL, (IDXGISwapChain1**)&d3d11->swapChain))) return false; #else desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; adapter->lpVtbl->GetParent( adapter, uuidof(IDXGIFactory1), (void**)&dxgiFactory); /* Check for ALLOW_TEARING support before trying to use it. * Also don't use the flip model if it's not supported, because then we can't uncap our * present rate. */ #ifdef __cplusplus if (SUCCEEDED(dxgiFactory->lpVtbl->QueryInterface(dxgiFactory, libretro_IID_IDXGIFactory5, (void**)&dxgiFactory5))) #else if (SUCCEEDED(dxgiFactory->lpVtbl->QueryInterface( dxgiFactory, &libretro_IID_IDXGIFactory5, (void**)&dxgiFactory5))) #endif { BOOL allow_tearing_supported = FALSE; if (SUCCEEDED(dxgiFactory5->lpVtbl->CheckFeatureSupport( dxgiFactory5, DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported, sizeof(allow_tearing_supported))) && allow_tearing_supported) { desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; desc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; d3d11->has_flip_model = true; d3d11->has_allow_tearing = true; RARCH_LOG("[D3D11]: Flip model and tear control supported and enabled.\n"); } dxgiFactory5->lpVtbl->Release(dxgiFactory5); } if (FAILED(dxgiFactory->lpVtbl->CreateSwapChain( dxgiFactory, (IUnknown*)d3d11->device, &desc, (IDXGISwapChain**)&d3d11->swapChain))) { RARCH_WARN("[D3D11]: Failed to create swapchain with flip model, try non-flip model.\n"); /* Failed to create swapchain, try non-flip model */ desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; desc.Flags &= ~DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; d3d11->has_flip_model = false; d3d11->has_allow_tearing = false; if (FAILED(dxgiFactory->lpVtbl->CreateSwapChain( dxgiFactory, (IUnknown*)d3d11->device, &desc, (IDXGISwapChain**)&d3d11->swapChain))) return false; } #ifdef HAVE_WINDOW /* Don't let DXGI mess with the full screen state, * because otherwise we end up with a mismatch * between the window size and the buffers. * RetroArch only uses windowed mode (see above). */ if (FAILED(dxgiFactory->lpVtbl->MakeWindowAssociation(dxgiFactory, desc.OutputWindow, DXGI_MWA_NO_ALT_ENTER))) { RARCH_ERR("[D3D11]: Failed to make disable DXGI ALT+ENTER handling.\n"); } #endif #endif /* __WINRT__ */ #ifdef HAVE_DXGI_HDR /* Check display HDR support and initialize ST.2084 support to match the display's support. */ #if 0 d3d11->hdr.max_output_nits = 300.0f; d3d11->hdr.min_output_nits = 0.001f; d3d11->hdr.max_cll = 0.0f; d3d11->hdr.max_fall = 0.0f; #endif color_space = d3d11->hdr.enable ? DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 : DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; dxgi_swapchain_color_space( d3d11->swapChain, &d3d11->chain_color_space, color_space); dxgi_set_hdr_metadata( d3d11->swapChain, d3d11->hdr.support, d3d11->chain_bit_depth, d3d11->chain_color_space, d3d11->hdr.max_output_nits, d3d11->hdr.min_output_nits, d3d11->hdr.max_cll, d3d11->hdr.max_fall); memset(&d3d11->back_buffer, 0, sizeof(d3d11->back_buffer)); d3d11->back_buffer.desc.Width = width; d3d11->back_buffer.desc.Height = height; d3d11->back_buffer.desc.Format = d3d11->shader_preset && d3d11->shader_preset->passes ? glslang_format_to_dxgi(d3d11->pass[d3d11->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM; d3d11->back_buffer.desc.BindFlags = D3D11_BIND_RENDER_TARGET; d3d11_init_texture(d3d11->device, &d3d11->back_buffer); #endif dxgiFactory->lpVtbl->Release(dxgiFactory); adapter->lpVtbl->Release(adapter); dxgiDevice->lpVtbl->Release(dxgiDevice); return true; } static void *d3d11_gfx_init(const video_info_t* video, input_driver_t** input, void** input_data) { unsigned i; #ifdef HAVE_MONITOR MONITORINFOEX current_mon; HMONITOR hm_to_use; WNDCLASSEX wndclass = { 0 }; #endif settings_t* settings = config_get_ptr(); d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11)); if (!d3d11) 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, &d3d11->cur_mon_id); #endif d3d11->vp.full_width = video->width; d3d11->vp.full_height = video->height; #ifdef HAVE_MONITOR if (!d3d11->vp.full_width) d3d11->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left; if (!d3d11->vp.full_height) d3d11->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top; #endif if (!win32_set_video_mode(d3d11, d3d11->vp.full_width, d3d11->vp.full_height, video->fullscreen)) { RARCH_ERR("[D3D11]: win32_set_video_mode failed.\n"); goto error; } d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data); #ifdef __WINRT__ DXGICreateFactory2(&d3d11->factory); #else DXGICreateFactory(&d3d11->factory); #endif #ifdef HAVE_DXGI_HDR d3d11->hdr.enable = settings->bools.video_hdr_enable; d3d11->hdr.max_output_nits = settings->floats.video_hdr_max_nits; d3d11->hdr.min_output_nits = 0.001f; d3d11->hdr.max_cll = 0.0f; d3d11->hdr.max_fall = 0.0f; #endif #ifdef __WINRT__ if (!d3d11_init_swapchain(d3d11, d3d11->vp.full_width, d3d11->vp.full_height, &cached_device_d3d11, &cached_context_d3d11, uwp_get_corewindow() )) goto error; #else if (!d3d11_init_swapchain(d3d11, d3d11->vp.full_width, d3d11->vp.full_height, &cached_device_d3d11, &cached_context_d3d11, main_window.hwnd )) goto error; #endif video_driver_set_size(d3d11->vp.full_width, d3d11->vp.full_height); d3d11->viewport.Width = d3d11->vp.full_width; d3d11->viewport.Height = d3d11->vp.full_height; d3d11->scissor.right = d3d11->vp.full_width; d3d11->scissor.bottom = d3d11->vp.full_height; d3d11->resize_viewport = true; d3d11->keep_aspect = video->force_aspect; d3d11->vsync = video->vsync; d3d11->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM; d3d11->frame.texture[0].desc.Format = d3d11->format; d3d11->frame.texture[0].desc.Usage = D3D11_USAGE_DEFAULT; d3d11->frame.texture[0].desc.Width = 4; d3d11->frame.texture[0].desc.Height = 4; d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]); d3d11->menu.texture.desc.Usage = D3D11_USAGE_DEFAULT; matrix_4x4_ortho(d3d11->ubo_values.mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width; d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height; { D3D11_SUBRESOURCE_DATA ubo_data; D3D11_BUFFER_DESC desc; desc.ByteWidth = sizeof(d3d11->ubo_values); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; ubo_data.pSysMem = &d3d11->ubo_values.mvp; ubo_data.SysMemPitch = 0; ubo_data.SysMemSlicePitch = 0; D3D11CreateBuffer(d3d11->device, &desc, &ubo_data, &d3d11->ubo); D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->frame.ubo); } d3d11_gfx_set_rotation(d3d11, 0); #ifdef HAVE_DXGI_HDR if (d3d11->hdr.enable) { D3D11_BUFFER_DESC desc; D3D11_SUBRESOURCE_DATA ubo_data; matrix_4x4_ortho(d3d11->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); d3d11->hdr.ubo_values.mvp = d3d11->mvp_no_rot; d3d11->hdr.ubo_values.max_nits = settings->floats.video_hdr_max_nits; d3d11->hdr.ubo_values.paper_white_nits = settings->floats.video_hdr_paper_white_nits; d3d11->hdr.ubo_values.contrast = VIDEO_HDR_MAX_CONTRAST - settings->floats.video_hdr_display_contrast; d3d11->hdr.ubo_values.expand_gamut = settings->bools.video_hdr_expand_gamut; d3d11->hdr.ubo_values.inverse_tonemap = 1.0f; /* Use this to turn on/off the inverse tonemap */ d3d11->hdr.ubo_values.hdr10 = 1.0f; /* Use this to turn on/off the hdr10 */ desc.ByteWidth = sizeof(dxgi_hdr_uniform_t); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; ubo_data.pSysMem = &d3d11->hdr.ubo_values.mvp; ubo_data.SysMemPitch = 0; ubo_data.SysMemSlicePitch = 0; D3D11CreateBuffer(d3d11->device, &desc, &ubo_data, &d3d11->hdr.ubo); } #endif { D3D11_SAMPLER_DESC desc = { D3D11_FILTER_MIN_MAG_MIP_POINT }; desc.MaxAnisotropy = 1; desc.ComparisonFunc = D3D11_COMPARISON_NEVER; desc.MinLOD = -D3D11_FLOAT32_MAX; desc.MaxLOD = D3D11_FLOAT32_MAX; /* Initialize samplers */ for (i = 0; i < RARCH_WRAP_MAX; i++) { switch (i) { case RARCH_WRAP_BORDER: desc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER; break; case RARCH_WRAP_EDGE: desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; break; case RARCH_WRAP_REPEAT: desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; break; case RARCH_WRAP_MIRRORED_REPEAT: desc.AddressU = D3D11_TEXTURE_ADDRESS_MIRROR; break; } desc.AddressV = desc.AddressU; desc.AddressW = desc.AddressU; desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->samplers[RARCH_FILTER_LINEAR][i]); desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->samplers[RARCH_FILTER_NEAREST][i]); } } d3d11_set_filtering(d3d11, 0, video->smooth, video->ctx_scaling); { D3D11_BUFFER_DESC desc; d3d11_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 } }, }; D3D11_SUBRESOURCE_DATA vertexData = { vertices }; desc.ByteWidth = sizeof(vertices); desc.Usage = D3D11_USAGE_IMMUTABLE; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; desc.StructureByteStride = 0; D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo); desc.Usage = D3D11_USAGE_DYNAMIC; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo); d3d11->sprites.capacity = 16 * 1024; desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity; D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->sprites.vbo); } #ifdef HAVE_DXGI_HDR if (d3d11->hdr.enable) { D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; static const char shader[] = #include "d3d_shaders/hdr_sm5.hlsl.h" ; if (!d3d11_init_shader( d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_HDR], D3D11_FEATURE_LEVEL_HINT_DONTCARE )) goto error; } #endif { D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; static const char shader[] = #include "d3d_shaders/opaque_sm5.hlsl.h" ; if (!d3d11_init_shader( d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND], D3D11_FEATURE_LEVEL_HINT_DONTCARE )) goto error; } { D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, coords), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[0]), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[1]), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[2]), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[3]), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; static const char shader[] = #include "d3d_shaders/sprite_sm4.hlsl.h" ; if (!d3d11_init_shader( d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc, countof(desc), &d3d11->sprites.shader, D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; if (!d3d11_init_shader( d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc, countof(desc), &d3d11->sprites.shader_font, D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; } if (string_is_equal(settings->arrays.menu_driver, "xmb")) { { D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; static const char ribbon[] = #include "d3d_shaders/ribbon_sm4.hlsl.h" ; static const char ribbon_simple[] = #include "d3d_shaders/ribbon_simple_sm4.hlsl.h" ; if (!d3d11_init_shader( d3d11->device, ribbon, sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; if (!d3d11_init_shader( d3d11->device, ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; } { D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; 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" ; if (!d3d11_init_shader( d3d11->device, simple_snow, sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; if (!d3d11_init_shader( d3d11->device, snow, sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_4], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; if (!d3d11_init_shader( d3d11->device, bokeh, sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_5], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; if (!d3d11_init_shader( d3d11->device, snowflake, sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6], D3D11_FEATURE_LEVEL_HINT_DONTCARE)) goto error; } } { D3D11_BLEND_DESC blend_desc = { 0 }; blend_desc.AlphaToCoverageEnable = FALSE; blend_desc.IndependentBlendEnable = FALSE; blend_desc.RenderTarget[0].BlendEnable = TRUE; blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_enable); blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_pipeline); blend_desc.RenderTarget[0].BlendEnable = FALSE; D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_disable); } { D3D11_RASTERIZER_DESC desc = { (D3D11_FILL_MODE)0 }; desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; desc.ScissorEnable = TRUE; D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->scissor_enabled); desc.ScissorEnable = FALSE; D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->scissor_disabled); } font_driver_init_osd(d3d11, video, false, video->is_threaded, FONT_DRIVER_RENDER_D3D11_API); { d3d11_fake_context.get_flags = d3d11_get_flags; d3d11_fake_context.get_metrics = win32_get_metrics; video_context_driver_set(&d3d11_fake_context); const char *shader_preset = retroarch_get_shader_preset(); enum rarch_shader_type type = video_shader_parse_type(shader_preset); d3d11_gfx_set_shader(d3d11, type, shader_preset); } if (video_driver_get_hw_context()->context_type == RETRO_HW_CONTEXT_DIRECT3D && video_driver_get_hw_context()->version_major == 11) { d3d11->hw.enable = true; d3d11->hw.iface.interface_type = RETRO_HW_RENDER_INTERFACE_D3D11; d3d11->hw.iface.interface_version = RETRO_HW_RENDER_INTERFACE_D3D11_VERSION; d3d11->hw.iface.handle = d3d11; d3d11->hw.iface.device = d3d11->device; d3d11->hw.iface.context = d3d11->context; d3d11->hw.iface.featureLevel = d3d11->supportedFeatureLevel; d3d11->hw.iface.D3DCompile = D3DCompile; } { int i = 0; int gpu_index = settings->ints.d3d11_gpu_index; if (d3d11->gpu_list) string_list_free(d3d11->gpu_list); d3d11->gpu_list = string_list_new(); for (;;) { DXGI_ADAPTER_DESC desc = {0}; char str[128]; union string_list_elem_attr attr = {0}; str[0] = '\0'; #ifdef __WINRT__ if (FAILED(DXGIEnumAdapters2(d3d11->factory, i, &d3d11->adapter))) break; #else if (FAILED(DXGIEnumAdapters(d3d11->factory, i, &d3d11->adapter))) break; #endif IDXGIAdapter_GetDesc(d3d11->adapter, &desc); utf16_to_char_string((const uint16_t*) desc.Description, str, sizeof(str)); RARCH_LOG("[D3D11]: Found GPU at index %d: \"%s\".\n", i, str); string_list_append(d3d11->gpu_list, str, attr); if (i < D3D11_MAX_GPU_COUNT) d3d11->adapters[i] = d3d11->adapter; i++; } video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D11_API, d3d11->gpu_list); if (0 <= gpu_index && gpu_index <= i && gpu_index < D3D11_MAX_GPU_COUNT) { d3d11->current_adapter = d3d11->adapters[gpu_index]; d3d11->adapter = d3d11->current_adapter; RARCH_LOG("[D3D11]: Using GPU index %d.\n", gpu_index); video_driver_set_gpu_device_string(d3d11->gpu_list->elems[gpu_index].data); } else { RARCH_WARN("[D3D11]: Invalid GPU index %d, using first device found.\n", gpu_index); d3d11->current_adapter = d3d11->adapters[0]; d3d11->adapter = d3d11->current_adapter; } } return d3d11; error: d3d11_gfx_free(d3d11); #ifdef HAVE_OPENGL video_driver_force_fallback("gl"); #elif !defined(__WINRT__) #ifdef HAVE_OPENGL1 video_driver_force_fallback("gl1"); #else video_driver_force_fallback("gdi"); #endif #endif return NULL; } static void d3d11_init_history(d3d11_video_t* d3d11, unsigned width, unsigned height) { unsigned i; /* todo: 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 */ assert(d3d11->shader_preset); for (i = 0; i < (unsigned)d3d11->shader_preset->history_size + 1; i++) { d3d11->frame.texture[i].desc.Width = width; d3d11->frame.texture[i].desc.Height = height; d3d11->frame.texture[i].desc.Format = d3d11->frame.texture[0].desc.Format; d3d11->frame.texture[i].desc.Usage = d3d11->frame.texture[0].desc.Usage; d3d11_init_texture(d3d11->device, &d3d11->frame.texture[i]); /* todo: clear texture ? */ } d3d11->init_history = false; } static void d3d11_init_render_targets(d3d11_video_t* d3d11, unsigned width, unsigned height) { unsigned i; assert(d3d11->shader_preset); for (i = 0; i < d3d11->shader_preset->passes; i++) { struct video_shader_pass* pass = &d3d11->shader_preset->pass[i]; if (pass->fbo.valid) { switch (pass->fbo.type_x) { case RARCH_SCALE_INPUT: width *= pass->fbo.scale_x; break; case RARCH_SCALE_VIEWPORT: width = d3d11->vp.width * pass->fbo.scale_x; break; case RARCH_SCALE_ABSOLUTE: width = pass->fbo.abs_x; break; default: break; } if (!width) width = d3d11->vp.width; switch (pass->fbo.type_y) { case RARCH_SCALE_INPUT: height *= pass->fbo.scale_y; break; case RARCH_SCALE_VIEWPORT: height = d3d11->vp.height * pass->fbo.scale_y; break; case RARCH_SCALE_ABSOLUTE: height = pass->fbo.abs_y; break; default: break; } if (!height) height = d3d11->vp.height; } else if (i == (d3d11->shader_preset->passes - 1)) { width = d3d11->vp.width; height = d3d11->vp.height; } RARCH_LOG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height); if ((i != (d3d11->shader_preset->passes - 1)) || (width != d3d11->vp.width) || (height != d3d11->vp.height)) { d3d11->pass[i].viewport.Width = width; d3d11->pass[i].viewport.Height = height; d3d11->pass[i].viewport.MaxDepth = 1.0; d3d11->pass[i].rt.desc.Width = width; d3d11->pass[i].rt.desc.Height = height; d3d11->pass[i].rt.desc.BindFlags = D3D11_BIND_RENDER_TARGET; d3d11->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d11->pass[i].semantics.format); d3d11_init_texture(d3d11->device, &d3d11->pass[i].rt); if (pass->feedback) { d3d11->pass[i].feedback.desc = d3d11->pass[i].rt.desc; d3d11_init_texture(d3d11->device, &d3d11->pass[i].feedback); /* todo: do we need to clear it to black here ? */ } } else { d3d11->pass[i].rt.size_data.x = width; d3d11->pass[i].rt.size_data.y = height; d3d11->pass[i].rt.size_data.z = 1.0f / width; d3d11->pass[i].rt.size_data.w = 1.0f / height; } } d3d11->resize_render_targets = false; #if 0 error: d3d11_free_shader_preset(d3d11); return false; #endif } static bool d3d11_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; d3d11_texture_t* texture = NULL; D3D11RenderTargetView rtv = NULL; d3d11_video_t* d3d11 = (d3d11_video_t*)data; D3D11DeviceContext context = d3d11->context; bool vsync = d3d11->vsync; unsigned present_flags = (vsync || !d3d11->has_allow_tearing) ? 0 : DXGI_PRESENT_ALLOW_TEARING; const char *stat_text = video_info->stat_text; unsigned video_width = video_info->width; unsigned video_height = video_info->height; bool statistics_show = video_info->statistics_show; 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 video_hdr_enable = video_info->hdr_enable; DXGI_FORMAT back_buffer_format = d3d11->shader_preset && d3d11->shader_preset->passes ? glslang_format_to_dxgi(d3d11->pass[d3d11->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM; bool use_back_buffer = back_buffer_format != d3d11->chain_formats[d3d11->chain_bit_depth]; if ( d3d11->resize_chain || (d3d11->hdr.enable != video_hdr_enable)) #else if (d3d11->resize_chain) #endif { UINT swapchain_flags = d3d11->has_allow_tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; #ifdef HAVE_DXGI_HDR d3d11->hdr.enable = video_hdr_enable; if(d3d11->hdr.enable) d3d11_release_texture(&d3d11->back_buffer); DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, d3d11->chain_formats[d3d11->chain_bit_depth], swapchain_flags); #else DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, swapchain_flags); #endif d3d11->viewport.Width = video_width; d3d11->viewport.Height = video_height; d3d11->scissor.right = video_width; d3d11->scissor.bottom = video_height; d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width; d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height; d3d11->resize_chain = false; d3d11->resize_viewport = true; video_driver_set_size(video_width, video_height); #ifdef HAVE_DXGI_HDR #ifdef __WINRT__ if (!(d3d11->hdr.support = dxgi_check_display_hdr_support(d3d11->factory, uwp_get_corewindow()))) d3d11->hdr.enable = false; #else if (!(d3d11->hdr.support = dxgi_check_display_hdr_support(d3d11->factory, main_window.hwnd))) d3d11->hdr.enable = false; #endif if(d3d11->hdr.enable) { memset(&d3d11->back_buffer, 0, sizeof(d3d11->back_buffer)); d3d11->back_buffer.desc.Width = video_width; d3d11->back_buffer.desc.Height = video_height; d3d11->back_buffer.desc.Format = back_buffer_format; d3d11->back_buffer.desc.BindFlags = D3D11_BIND_RENDER_TARGET; d3d11_init_texture(d3d11->device, &d3d11->back_buffer); dxgi_swapchain_color_space( d3d11->swapChain, &d3d11->chain_color_space, DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020); d3d11->chain_bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_10; } else { dxgi_swapchain_color_space( d3d11->swapChain, &d3d11->chain_color_space, DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709); d3d11->chain_bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_8; } dxgi_set_hdr_metadata( d3d11->swapChain, d3d11->hdr.support, d3d11->chain_bit_depth, d3d11->chain_color_space, d3d11->hdr.max_output_nits, d3d11->hdr.min_output_nits, d3d11->hdr.max_cll, d3d11->hdr.max_fall); #endif } { D3D11Texture2D back_buffer; DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &back_buffer); D3D11CreateTexture2DRenderTargetView(d3d11->device, back_buffer, NULL, &rtv); Release(back_buffer); } /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */ #if 0 if (d3d11->resize_viewport) #endif d3d11_update_viewport(d3d11, false); if (frame && width && height) { D3D11Texture2D hw_texture = NULL; if (frame == RETRO_HW_FRAME_BUFFER_VALID) { D3D11_SHADER_RESOURCE_VIEW_DESC hw_desc; D3D11ShaderResourceView hw_view = NULL; D3D11GetPShaderResources(context, 0, 1, &hw_view); D3D11GetShaderResourceViewDesc(hw_view, &hw_desc); D3D11GetShaderResourceViewTexture2D(hw_view, &hw_texture); if (d3d11->frame.texture[0].desc.Format != hw_desc.Format) { d3d11->frame.texture[0].desc.Width = width; d3d11->frame.texture[0].desc.Height = height; d3d11->frame.texture[0].desc.Format = hw_desc.Format; d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]); d3d11->init_history = true; } Release(hw_view); } if (d3d11->shader_preset) { if (d3d11->frame.texture[0].desc.Width != width || d3d11->frame.texture[0].desc.Height != height) d3d11->resize_render_targets = true; if (d3d11->resize_render_targets) { /* release all render targets first to avoid memory fragmentation */ for (i = 0; i < d3d11->shader_preset->passes; i++) { d3d11_release_texture(&d3d11->pass[i].rt); d3d11_release_texture(&d3d11->pass[i].feedback); memset(&d3d11->pass[i].rt, 0, sizeof(d3d11->pass[i].rt)); memset(&d3d11->pass[i].feedback, 0, sizeof(d3d11->pass[i].feedback)); } } if (d3d11->shader_preset->history_size) { if (d3d11->init_history) d3d11_init_history(d3d11, width, height); else { int k; d3d11_texture_t tmp = d3d11->frame.texture[d3d11->shader_preset->history_size]; for (k = d3d11->shader_preset->history_size; k > 0; k--) d3d11->frame.texture[k] = d3d11->frame.texture[k - 1]; d3d11->frame.texture[0] = tmp; } } } /* either no history, or we moved a texture of a different size in the front slot */ if (d3d11->frame.texture[0].desc.Width != width || d3d11->frame.texture[0].desc.Height != height) { d3d11->frame.texture[0].desc.Width = width; d3d11->frame.texture[0].desc.Height = height; d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]); } if (d3d11->resize_render_targets) d3d11_init_render_targets(d3d11, width, height); if (hw_texture) { D3D11_BOX frame_box = { 0, 0, 0, width, height, 1 }; D3D11CopyTexture2DSubresourceRegion( context, d3d11->frame.texture[0].handle, 0, 0, 0, 0, hw_texture, 0, &frame_box); Release(hw_texture); hw_texture = NULL; } else d3d11_update_texture( context, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture[0]); } D3D11SetRasterizerState(context, d3d11->scissor_disabled); D3D11SetBlendState(context, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11SetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); { UINT stride = sizeof(d3d11_vertex_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->frame.vbo, &stride, &offset); } texture = d3d11->frame.texture; if (d3d11->shader_preset) { for (i = 0; i < d3d11->shader_preset->passes; i++) { if (d3d11->shader_preset->pass[i].feedback) { d3d11_texture_t tmp = d3d11->pass[i].feedback; d3d11->pass[i].feedback = d3d11->pass[i].rt; d3d11->pass[i].rt = tmp; } } for (i = 0; i < d3d11->shader_preset->passes; i++) { unsigned j; d3d11_set_shader(context, &d3d11->pass[i].shader); if (d3d11->shader_preset->pass[i].frame_count_mod) d3d11->pass[i].frame_count = frame_count % d3d11->shader_preset->pass[i].frame_count_mod; else d3d11->pass[i].frame_count = frame_count; #ifdef HAVE_REWIND d3d11->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1; #else d3d11->pass[i].frame_direction = 1; #endif for (j = 0; j < SLANG_CBUFFER_MAX; j++) { D3D11Buffer buffer = d3d11->pass[i].buffers[j]; cbuffer_sem_t* buffer_sem = &d3d11->pass[i].semantics.cbuffers[j]; if (buffer_sem->stage_mask && buffer_sem->uniforms) { D3D11_MAPPED_SUBRESOURCE res; uniform_sem_t* uniform = buffer_sem->uniforms; D3D11MapBuffer(context, buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res); while (uniform->size) { if (uniform->data) memcpy((uint8_t*)res.pData + uniform->offset, uniform->data, uniform->size); uniform++; } D3D11UnmapBuffer(context, buffer, 0); if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK) D3D11SetVShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer); if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK) D3D11SetPShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer); } } { D3D11RenderTargetView null_rt = NULL; D3D11SetRenderTargets(context, 1, &null_rt, NULL); } { D3D11ShaderResourceView textures[SLANG_NUM_BINDINGS] = { NULL }; D3D11SamplerState samplers[SLANG_NUM_BINDINGS] = { NULL }; texture_sem_t *texture_sem = d3d11->pass[i].semantics.textures; while (texture_sem->stage_mask) { int binding = texture_sem->binding; textures[binding] = *(D3D11ShaderResourceView*)texture_sem->texture_data; samplers[binding] = d3d11->samplers[texture_sem->filter][texture_sem->wrap]; texture_sem++; } D3D11SetPShaderResources(context, 0, SLANG_NUM_BINDINGS, textures); D3D11SetPShaderSamplers(context, 0, SLANG_NUM_BINDINGS, samplers); } if (!d3d11->pass[i].rt.handle) { texture = NULL; break; } D3D11SetRenderTargets(context, 1, &d3d11->pass[i].rt.rt_view, NULL); D3D11SetViewports(context, 1, &d3d11->pass[i].viewport); D3D11Draw(context, 4, 0); texture = &d3d11->pass[i].rt; } } #ifdef HAVE_DXGI_HDR if(d3d11->hdr.enable && use_back_buffer) { D3D11SetRenderTargets(context, 1, &d3d11->back_buffer.rt_view, NULL); D3D11ClearRenderTargetView(context, d3d11->back_buffer.rt_view, d3d11->clearcolor); } else #endif { D3D11SetRenderTargets(context, 1, &rtv, NULL); D3D11ClearRenderTargetView(context, rtv, d3d11->clearcolor); } D3D11SetViewports(context, 1, &d3d11->frame.viewport); if (texture) { d3d11_set_shader(context, &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); D3D11SetPShaderResources(context, 0, 1, &texture->view); D3D11SetPShaderSamplers( context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo); } D3D11Draw(context, 4, 0); D3D11SetRasterizerState(context, d3d11->scissor_enabled); D3D11SetScissorRects(d3d11->context, 1, &d3d11->scissor); D3D11SetBlendState(context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); #ifdef HAVE_MENU if (d3d11->menu.enabled && d3d11->menu.texture.handle) { if (d3d11->menu.fullscreen) D3D11SetViewports(context, 1, &d3d11->viewport); d3d11_set_shader(context, &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); { UINT stride = sizeof(d3d11_vertex_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->menu.vbo, &stride, &offset); } D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo); { d3d11_texture_t *texture = (d3d11_texture_t*)&d3d11->menu.texture; D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view); D3D11SetPShaderSamplers(d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler); } D3D11Draw(context, 4, 0); } #endif D3D11SetViewports(context, 1, &d3d11->viewport); d3d11_set_shader(context, &d3d11->sprites.shader); D3D11SetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo); D3D11SetPShaderConstantBuffers(context, 0, 1, &d3d11->ubo); { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->sprites.vbo, &stride, &offset); } d3d11->sprites.enabled = true; #ifdef HAVE_OVERLAY if (d3d11->overlays.enabled && overlay_behind_menu) d3d11_render_overlay(d3d11); #endif #ifdef HAVE_MENU #ifndef HAVE_GFX_WIDGETS if (d3d11->menu.enabled) #endif { D3D11SetViewports(context, 1, &d3d11->viewport); { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->sprites.vbo, &stride, &offset); } } #endif #ifdef HAVE_MENU if (d3d11->menu.enabled) menu_driver_frame(menu_is_alive, video_info); else #endif if (statistics_show) { if (osd_params) { D3D11SetViewports(context, 1, &d3d11->viewport); D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->sprites.vbo, &stride, &offset); } font_driver_render_msg(d3d11, stat_text, (const struct font_params*)osd_params, NULL); } } #ifdef HAVE_OVERLAY if (d3d11->overlays.enabled && !overlay_behind_menu) d3d11_render_overlay(d3d11); #endif #ifdef HAVE_GFX_WIDGETS if (widgets_active) { D3D11SetViewports(context, 1, &d3d11->viewport); gfx_widgets_frame(video_info); } #endif if (msg && *msg) { UINT stride = sizeof(d3d11_sprite_t); UINT offset = 0; D3D11SetViewports(context, 1, &d3d11->viewport); D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11SetVertexBuffers(context, 0, 1, &d3d11->sprites.vbo, &stride, &offset); font_driver_render_msg(d3d11, msg, NULL, NULL); } d3d11->sprites.enabled = false; #if defined(_WIN32) && !defined(__WINRT__) win32_update_title(); #endif #ifdef HAVE_DXGI_HDR /* Copy over back buffer to swap chain render targets */ if(d3d11->hdr.enable && use_back_buffer) { ID3D11ShaderResourceView* nullSRV[1] = {NULL}; D3D11SetRenderTargets(context, 1, &rtv, NULL); D3D11ClearRenderTargetView(context, rtv, d3d11->clearcolor); D3D11SetViewports(context, 1, &d3d11->viewport); D3D11SetScissorRects(context, 1, &d3d11->scissor); d3d11_set_shader(context, &d3d11->shaders[VIDEO_SHADER_STOCK_HDR]); D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->hdr.ubo); D3D11SetPShaderResources(context, 0, 1, &d3d11->back_buffer.view); D3D11SetPShaderSamplers(context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); D3D11SetPShaderConstantBuffers(context, 0, 1, &d3d11->hdr.ubo); { UINT stride = sizeof(d3d11_vertex_t); UINT offset = 0; D3D11SetVertexBuffers(context, 0, 1, &d3d11->frame.vbo, &stride, &offset); } D3D11SetRasterizerState(context, d3d11->scissor_disabled); D3D11SetBlendState(context, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11SetPrimitiveTopology(context, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D11Draw(context, 4, 0); D3D11SetPShaderResources(context, 0, 1, nullSRV); D3D11SetRasterizerState(context, d3d11->scissor_enabled); D3D11SetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11SetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); } #endif DXGIPresent(d3d11->swapChain, d3d11->swap_interval, present_flags); Release(rtv); return true; } static void d3d11_gfx_set_nonblock_state(void* data, bool toggle, bool adaptive_vsync_enabled, unsigned swap_interval) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->vsync = !toggle; d3d11->swap_interval = (!toggle) ? swap_interval : 0; } static bool d3d11_gfx_alive(void* data) { bool quit; d3d11_video_t* d3d11 = (d3d11_video_t*)data; win32_check_window(NULL, &quit, &d3d11->resize_chain, &d3d11->vp.full_width, &d3d11->vp.full_height); if ( d3d11->resize_chain && d3d11->vp.full_width != 0 && d3d11->vp.full_height != 0) video_driver_set_size(d3d11->vp.full_width, d3d11->vp.full_height); return !quit; } static bool d3d11_gfx_suppress_screensaver(void* data, bool enable) { return false; } static bool d3d11_gfx_has_windowed(void* data) { return true; } static struct video_shader* d3d11_gfx_get_current_shader(void* data) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return NULL; return d3d11->shader_preset; } static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; *vp = d3d11->vp; } static void d3d11_set_menu_texture_frame( void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; settings_t* settings = config_get_ptr(); bool menu_linear_filter = settings->bools.menu_linear_filter; DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM; if ( d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height) { d3d11->menu.texture.desc.Format = format; d3d11->menu.texture.desc.Width = width; d3d11->menu.texture.desc.Height = height; d3d11_init_texture(d3d11->device, &d3d11->menu.texture); } d3d11_update_texture(d3d11->context, width, height, 0, format, frame, &d3d11->menu.texture); d3d11->menu.texture.sampler = d3d11->samplers [menu_linear_filter ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT]; } static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->menu.enabled = state; d3d11->menu.fullscreen = full_screen; } static void d3d11_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->keep_aspect = true; d3d11->resize_viewport = true; } static void d3d11_gfx_apply_state_changes(void* data) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (d3d11) d3d11->resize_viewport = true; } static void d3d11_gfx_set_osd_msg( void* data, const char* msg, const void* params, void* font) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (d3d11) if (d3d11->sprites.enabled) font_driver_render_msg(d3d11, msg, (const struct font_params*)params, font); } static uintptr_t d3d11_gfx_load_texture( void* video_data, void* data, bool threaded, enum texture_filter_type filter_type) { d3d11_texture_t* texture = NULL; d3d11_video_t* d3d11 = (d3d11_video_t*)video_data; struct texture_image* image = (struct texture_image*)data; if (!d3d11) return 0; texture = (d3d11_texture_t*)calloc(1, sizeof(*texture)); if (!texture) return 0; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: #ifndef __WINRT__ texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; #endif /* fallthrough */ case TEXTURE_FILTER_LINEAR: texture->sampler = d3d11->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE]; break; case TEXTURE_FILTER_MIPMAP_NEAREST: #ifndef __WINRT__ texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; #endif /* fallthrough */ case TEXTURE_FILTER_NEAREST: texture->sampler = d3d11->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; d3d11_init_texture(d3d11->device, texture); d3d11_update_texture( d3d11->context, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, texture); return (uintptr_t)texture; } static void d3d11_gfx_unload_texture(void* data, bool threaded, uintptr_t handle) { d3d11_texture_t* texture = (d3d11_texture_t*)handle; if (!texture) return; Release(texture->view); Release(texture->staging); Release(texture->handle); free(texture); } static bool d3d11_get_hw_render_interface( void* data, const struct retro_hw_render_interface** iface) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; *iface = (const struct retro_hw_render_interface*) &d3d11->hw.iface; return d3d11->hw.enable; } #ifndef __WINRT__ static void d3d11_get_video_output_size(void *data, unsigned *width, unsigned *height, char *desc, size_t desc_len) { win32_get_video_output_size(width, height, desc, desc_len); } static void d3d11_get_video_output_prev(void *data) { unsigned width = 0; unsigned height = 0; win32_get_video_output_prev(&width, &height); } static void d3d11_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 d3d11_poke_interface = { d3d11_get_flags, d3d11_gfx_load_texture, d3d11_gfx_unload_texture, NULL, /* set_video_mode */ #ifndef __WINRT__ win32_get_refresh_rate, #else /* UWP does not expose this information easily */ NULL, #endif d3d11_set_filtering, #ifdef __WINRT__ NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ #else d3d11_get_video_output_size, d3d11_get_video_output_prev, d3d11_get_video_output_next, #endif NULL, /* get_current_framebuffer */ NULL, /* get_proc_address */ d3d11_gfx_set_aspect_ratio, d3d11_gfx_apply_state_changes, d3d11_set_menu_texture_frame, d3d11_set_menu_texture_enable, d3d11_gfx_set_osd_msg, win32_show_cursor, NULL, /* grab_mouse_toggle */ d3d11_gfx_get_current_shader, NULL, /* get_current_software_framebuffer */ d3d11_get_hw_render_interface, #ifdef HAVE_DXGI_HDR d3d11_set_hdr_max_nits, d3d11_set_hdr_paper_white_nits, d3d11_set_hdr_contrast, d3d11_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 d3d11_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface) { *iface = &d3d11_poke_interface; } #if defined(HAVE_GFX_WIDGETS) static bool d3d11_gfx_widgets_enabled(void *data) { return true; } #endif video_driver_t video_d3d11 = { d3d11_gfx_init, d3d11_gfx_frame, d3d11_gfx_set_nonblock_state, d3d11_gfx_alive, win32_has_focus, d3d11_gfx_suppress_screensaver, d3d11_gfx_has_windowed, d3d11_gfx_set_shader, d3d11_gfx_free, "d3d11", NULL, /* set_viewport */ d3d11_gfx_set_rotation, d3d11_gfx_viewport_info, NULL, /* read_viewport */ NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d11_get_overlay_interface, #endif #ifdef HAVE_VIDEO_LAYOUT NULL, #endif d3d11_gfx_get_poke_interface, NULL, /* d3d11_wrap_type_to_enum */ #if defined(HAVE_GFX_WIDGETS) d3d11_gfx_widgets_enabled #endif };