/* 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
#include
#include
#include "../video_driver.h"
#include "../font_driver.h"
#include "../common/win32_common.h"
#include "../common/dxgi_common.h"
#include "../common/d3d12_common.h"
#include "../common/d3dcompiler_common.h"
#include "../../menu/menu_driver.h"
#include "../../driver.h"
#include "../../verbosity.h"
#include "../../configuration.h"
#include "wiiu/wiiu_dbg.h"
static void d3d12_gfx_sync(d3d12_video_t* d3d12)
{
if (D3D12GetCompletedValue(d3d12->queue.fence) < d3d12->queue.fenceValue)
{
D3D12SetEventOnCompletion(
d3d12->queue.fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent);
WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE);
}
}
#ifdef HAVE_OVERLAY
static void d3d12_free_overlays(d3d12_video_t* d3d12)
{
unsigned i;
for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
d3d12_release_texture(&d3d12->overlays.textures[i]);
Release(d3d12->overlays.vbo);
}
static void
d3d12_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, float h)
{
d3d12_sprite_t* sprites = NULL;
D3D12_RANGE range = { 0, 0 };
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].pos.x = x;
sprites[index].pos.y = y;
sprites[index].pos.w = w;
sprites[index].pos.h = h;
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static void d3d12_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h)
{
d3d12_sprite_t* sprites = NULL;
D3D12_RANGE range = { 0, 0 };
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].coords.u = u;
sprites[index].coords.v = v;
sprites[index].coords.w = w;
sprites[index].coords.h = h;
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod)
{
d3d12_sprite_t* sprites = NULL;
D3D12_RANGE range = { 0, 0 };
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
sprites[index].colors[0] = DXGI_COLOR_RGBA(0xFF, 0xFF, 0xFF, mod * 0xFF);
sprites[index].colors[1] = sprites[index].colors[0];
sprites[index].colors[2] = sprites[index].colors[0];
sprites[index].colors[3] = sprites[index].colors[0];
range.Begin = index * sizeof(*sprites);
range.End = range.Begin + sizeof(*sprites);
D3D12Unmap(d3d12->overlays.vbo, 0, &range);
}
static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images)
{
unsigned i;
d3d12_sprite_t* sprites = NULL;
D3D12_RANGE range = { 0, 0 };
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
const struct texture_image* images = (const struct texture_image*)image_data;
if (!d3d12)
return false;
d3d12_gfx_sync(d3d12);
d3d12_free_overlays(d3d12);
d3d12->overlays.count = num_images;
d3d12->overlays.textures = (d3d12_texture_t*)calloc(num_images, sizeof(d3d12_texture_t));
d3d12->overlays.count = num_images;
d3d12->overlays.vbo_view.SizeInBytes = sizeof(d3d12_sprite_t) * d3d12->overlays.count;
d3d12->overlays.vbo_view.StrideInBytes = sizeof(d3d12_sprite_t);
d3d12->overlays.vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->overlays.vbo_view.SizeInBytes, &d3d12->overlays.vbo);
D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites);
for (i = 0; i < num_images; i++)
{
d3d12->overlays.textures[i].desc.Width = images[i].width;
d3d12->overlays.textures[i].desc.Height = images[i].height;
d3d12->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
d3d12->overlays.textures[i].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->overlays.textures[i]);
d3d12_update_texture(
images[i].width, images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, images[i].pixels,
&d3d12->overlays.textures[i]);
sprites[i].pos.x = 0.0f;
sprites[i].pos.y = 0.0f;
sprites[i].pos.w = 1.0f;
sprites[i].pos.h = 1.0f;
sprites[i].coords.u = 0.0f;
sprites[i].coords.v = 0.0f;
sprites[i].coords.w = 1.0f;
sprites[i].coords.h = 1.0f;
sprites[i].params.scaling = 1;
sprites[i].params.rotation = 0;
sprites[i].colors[0] = 0xFFFFFFFF;
sprites[i].colors[1] = sprites[i].colors[0];
sprites[i].colors[2] = sprites[i].colors[0];
sprites[i].colors[3] = sprites[i].colors[0];
}
D3D12Unmap(d3d12->overlays.vbo, 0, NULL);
return true;
}
static void d3d12_overlay_enable(void* data, bool state)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12->overlays.enabled = state;
win32_show_cursor(state);
}
static void d3d12_overlay_full_screen(void* data, bool enable)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12->overlays.fullscreen = enable;
}
static void d3d12_get_overlay_interface(void* data, const video_overlay_interface_t** iface)
{
static const video_overlay_interface_t overlay_interface = {
d3d12_overlay_enable, d3d12_overlay_load, d3d12_overlay_tex_geom,
d3d12_overlay_vertex_geom, d3d12_overlay_full_screen, d3d12_overlay_set_alpha,
};
*iface = &overlay_interface;
}
#endif
static void d3d12_set_filtering(void* data, unsigned index, bool smooth)
{
int i;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
if (smooth)
d3d12->samplers[RARCH_FILTER_UNSPEC][i] = d3d12->samplers[RARCH_FILTER_LINEAR][i];
else
d3d12->samplers[RARCH_FILTER_UNSPEC][i] = d3d12->samplers[RARCH_FILTER_NEAREST][i];
}
}
static void d3d12_gfx_set_rotation(void* data, unsigned rotation)
{
math_matrix_4x4 rot;
math_matrix_4x4* mvp;
D3D12_RANGE read_range = { 0, 0 };
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12_gfx_sync(d3d12);
d3d12->frame.rotation = rotation;
matrix_4x4_rotate_z(rot, d3d12->frame.rotation * (M_PI / 2.0f));
matrix_4x4_multiply(d3d12->mvp, rot, d3d12->mvp_no_rot);
D3D12Map(d3d12->frame.ubo, 0, &read_range, (void**)&mvp);
*mvp = d3d12->mvp;
D3D12Unmap(d3d12->frame.ubo, 0, NULL);
}
static void d3d12_update_viewport(void* data, bool force_full)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
video_driver_update_viewport(&d3d12->vp, force_full, d3d12->keep_aspect);
d3d12->frame.viewport.TopLeftX = d3d12->vp.x;
d3d12->frame.viewport.TopLeftY = d3d12->vp.y;
d3d12->frame.viewport.Width = d3d12->vp.width;
d3d12->frame.viewport.Height = d3d12->vp.height;
d3d12->frame.viewport.MaxDepth = 0.0f;
d3d12->frame.viewport.MaxDepth = 1.0f;
/* having to add vp.x and vp.y here doesn't make any sense */
d3d12->frame.scissorRect.top = 0;
d3d12->frame.scissorRect.left = 0;
d3d12->frame.scissorRect.right = d3d12->vp.x + d3d12->vp.width;
d3d12->frame.scissorRect.bottom = d3d12->vp.y + d3d12->vp.height;
if (d3d12->shader_preset && (d3d12->frame.output_size.x != d3d12->vp.width ||
d3d12->frame.output_size.y != d3d12->vp.height))
d3d12->resize_render_targets = true;
d3d12->frame.output_size.x = d3d12->vp.width;
d3d12->frame.output_size.y = d3d12->vp.height;
d3d12->frame.output_size.z = 1.0f / d3d12->vp.width;
d3d12->frame.output_size.w = 1.0f / d3d12->vp.height;
d3d12->resize_viewport = false;
}
static void d3d12_free_shader_preset(d3d12_video_t* d3d12)
{
unsigned i;
if (!d3d12->shader_preset)
return;
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
unsigned j;
free(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
free(d3d12->pass[i].semantics.textures);
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12_release_texture(&d3d12->pass[i].feedback);
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
free(d3d12->pass[i].semantics.cbuffers[j].uniforms);
Release(d3d12->pass[i].buffers[j]);
}
Release(d3d12->pass[i].pipe);
}
memset(d3d12->pass, 0, sizeof(d3d12->pass));
/* only free the history textures here */
for (i = 1; i <= (unsigned)d3d12->shader_preset->history_size; i++)
d3d12_release_texture(&d3d12->frame.texture[i]);
memset(
&d3d12->frame.texture[1], 0,
sizeof(d3d12->frame.texture[1]) * d3d12->shader_preset->history_size);
for (i = 0; i < d3d12->shader_preset->luts; i++)
d3d12_release_texture(&d3d12->luts[i]);
memset(d3d12->luts, 0, sizeof(d3d12->luts));
free(d3d12->shader_preset);
d3d12->shader_preset = NULL;
d3d12->init_history = false;
d3d12->resize_render_targets = false;
}
static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
unsigned i;
d3d12_texture_t* source;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return false;
d3d12_gfx_sync(d3d12);
d3d12_free_shader_preset(d3d12);
if (!path)
return true;
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("Only .slang or .slangp shaders are supported. Falling back to stock.\n");
return false;
}
config_file_t* conf = config_file_new(path);
if (!conf)
return false;
d3d12->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d12->shader_preset));
if (!video_shader_read_conf_cgp(conf, d3d12->shader_preset))
goto error;
video_shader_resolve_relative(d3d12->shader_preset, path);
source = &d3d12->frame.texture[0];
for (i = 0; i < d3d12->shader_preset->passes; source = &d3d12->pass[i++].rt)
{
unsigned j;
/* clang-format off */
semantics_map_t semantics_map = {
{
/* Original */
{ &d3d12->frame.texture[0], 0,
&d3d12->frame.texture[0].size_data, 0},
/* Source */
{ source, 0,
&source->size_data, 0},
/* OriginalHistory */
{ &d3d12->frame.texture[0], sizeof(*d3d12->frame.texture),
&d3d12->frame.texture[0].size_data, sizeof(*d3d12->frame.texture)},
/* PassOutput */
{ &d3d12->pass[0].rt, sizeof(*d3d12->pass),
&d3d12->pass[0].rt.size_data, sizeof(*d3d12->pass)},
/* PassFeedback */
{ &d3d12->pass[0].feedback, sizeof(*d3d12->pass),
&d3d12->pass[0].feedback.size_data, sizeof(*d3d12->pass)},
/* User */
{ &d3d12->luts[0], sizeof(*d3d12->luts),
&d3d12->luts[0].size_data, sizeof(*d3d12->luts)},
},
{
&d3d12->mvp, /* MVP */
&d3d12->pass[i].rt.size_data, /* OutputSize */
&d3d12->frame.output_size, /* FinalViewportSize */
&d3d12->pass[i].frame_count, /* FrameCount */
}
};
/* clang-format on */
if (!slang_process(
d3d12->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map,
&d3d12->pass[i].semantics))
goto error;
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.sl_rootSignature };
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
#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];
char ps_path[PATH_MAX_LENGTH];
const char* slang_path = d3d12->shader_preset->pass[i].source.path;
const char* vs_src = d3d12->shader_preset->pass[i].source.string.vertex;
const char* ps_src = d3d12->shader_preset->pass[i].source.string.fragment;
int base_len = strlen(slang_path) - strlen(".slang");
if (base_len <= 0)
base_len = strlen(slang_path);
strncpy(vs_path, slang_path, base_len);
strncpy(ps_path, slang_path, base_len);
strncpy(vs_path + base_len, vs_ext, sizeof(vs_ext));
strncpy(ps_path + base_len, ps_ext, sizeof(ps_ext));
if (!d3d_compile(vs_src, 0, vs_path, "main", "vs_5_0", &vs_code))
save_hlsl = true;
if (!d3d_compile(ps_src, 0, ps_path, "main", "ps_5_0", &ps_code))
save_hlsl = true;
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
if (i == d3d12->shader_preset->passes - 1)
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
else
desc.RTVFormats[0] = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe))
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(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
d3d12->shader_preset->pass[i].source.string.vertex = NULL;
d3d12->shader_preset->pass[i].source.string.fragment = NULL;
Release(vs_code);
Release(ps_code);
if (!d3d12->pass[i].pipe)
goto error;
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->desc.srv_heap.gpu.ptr + i * SLANG_NUM_SEMANTICS * d3d12->desc.srv_heap.stride;
d3d12->pass[i].samplers.ptr = d3d12->desc.sampler_heap.gpu.ptr +
i * SLANG_NUM_SEMANTICS * d3d12->desc.sampler_heap.stride;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
if (!d3d12->pass[i].semantics.cbuffers[j].size)
continue;
d3d12->pass[i].buffer_view[j].SizeInBytes = d3d12->pass[i].semantics.cbuffers[j].size;
d3d12->pass[i].buffer_view[j].BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->pass[i].buffer_view[j].SizeInBytes,
&d3d12->pass[i].buffers[j]);
}
}
for (i = 0; i < d3d12->shader_preset->luts; i++)
{
struct texture_image image = { 0 };
image.supports_rgba = true;
if (!image_texture_load(&image, d3d12->shader_preset->lut[i].path))
goto error;
d3d12->luts[i].desc.Width = image.width;
d3d12->luts[i].desc.Height = image.height;
d3d12->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
d3d12->luts[i].srv_heap = &d3d12->desc.srv_heap;
if (d3d12->shader_preset->lut[i].mipmap)
d3d12->luts[i].desc.MipLevels = UINT16_MAX;
d3d12_init_texture(d3d12->device, &d3d12->luts[i]);
d3d12_update_texture(
image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d12->luts[i]);
image_texture_free(&image);
}
video_shader_resolve_current_parameters(conf, d3d12->shader_preset);
config_file_free(conf);
d3d12->resize_render_targets = true;
d3d12->init_history = true;
return true;
error:
d3d12_free_shader_preset(d3d12);
#endif
return false;
}
static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
D3DBlob cs_code = NULL;
settings_t * settings = config_get_ptr();
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.rootSignature };
desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
{
static const char shader[] =
#include "../drivers/d3d_shaders/opaque_sm5.hlsl.h"
;
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_vertex_t, color),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
if (!d3d_compile(shader, sizeof(shader), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
{
static const char shader[] =
#include "d3d_shaders/sprite_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_sprite_t, pos),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d12_sprite_t, coords),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[0]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[1]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[2]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d12_sprite_t, colors[3]),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_sprite_t, params),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
if (!d3d_compile(shader, sizeof(shader), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d_compile(shader, sizeof(shader), NULL, "GSMain", "gs_5_0", &gs_code))
goto error;
desc.BlendState.RenderTarget[0].BlendEnable = false;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_noblend))
goto error;
desc.BlendState.RenderTarget[0].BlendEnable = true;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_blend))
goto error;
Release(ps_code);
ps_code = NULL;
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMainA8", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_font))
goto error;
Release(vs_code);
Release(ps_code);
Release(gs_code);
vs_code = NULL;
ps_code = NULL;
gs_code = NULL;
}
if (string_is_equal(settings->arrays.menu_driver, "xmb"))
{
{
static const char ribbon[] =
#include "d3d_shaders/ribbon_sm4.hlsl.h"
;
static const char ribbon_simple[] =
#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(ribbon_simple, sizeof(ribbon_simple), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_2]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
{
static const char simple_snow[] =
#include "d3d_shaders/simple_snow_sm4.hlsl.h"
;
static const char snow[] =
#include "d3d_shaders/snow_sm4.hlsl.h"
;
static const char bokeh[] =
#include "d3d_shaders/bokeh_sm4.hlsl.h"
;
static const char snowflake[] =
#include "d3d_shaders/snowflake_sm4.hlsl.h"
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_3]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(snow, sizeof(snow), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(snow, sizeof(snow), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_4]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(bokeh, sizeof(bokeh), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(bokeh, sizeof(bokeh), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_5]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
if (!d3d_compile(snowflake, sizeof(snowflake), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
if (!d3d_compile(snowflake, sizeof(snowflake), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_6]))
goto error;
Release(vs_code);
Release(ps_code);
vs_code = NULL;
ps_code = NULL;
}
}
{
static const char shader[] =
#include "d3d_shaders/mimpapgen_sm5.h"
;
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = { d3d12->desc.cs_rootSignature };
if (!d3d_compile(shader, sizeof(shader), NULL, "CSMain", "cs_5_0", &cs_code))
goto error;
desc.CS.pShaderBytecode = D3DGetBufferPointer(cs_code);
desc.CS.BytecodeLength = D3DGetBufferSize(cs_code);
if (!D3D12CreateComputePipelineState(d3d12->device, &desc, &d3d12->mipmapgen_pipe))
Release(cs_code);
cs_code = NULL;
}
return true;
error:
Release(vs_code);
Release(ps_code);
Release(gs_code);
Release(cs_code);
return false;
}
static void d3d12_gfx_free(void* data)
{
unsigned i;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12_gfx_sync(d3d12);
#ifdef HAVE_OVERLAY
d3d12_free_overlays(d3d12);
#endif
d3d12_free_shader_preset(d3d12);
font_driver_free_osd();
Release(d3d12->sprites.vbo);
Release(d3d12->menu_pipeline_vbo);
Release(d3d12->frame.ubo);
Release(d3d12->frame.vbo);
Release(d3d12->frame.texture[0].handle);
Release(d3d12->frame.texture[0].upload_buffer);
Release(d3d12->menu.vbo);
Release(d3d12->menu.texture.handle);
Release(d3d12->menu.texture.upload_buffer);
free(d3d12->desc.sampler_heap.map);
free(d3d12->desc.srv_heap.map);
free(d3d12->desc.rtv_heap.map);
Release(d3d12->desc.sampler_heap.handle);
Release(d3d12->desc.srv_heap.handle);
Release(d3d12->desc.rtv_heap.handle);
Release(d3d12->desc.cs_rootSignature);
Release(d3d12->desc.sl_rootSignature);
Release(d3d12->desc.rootSignature);
Release(d3d12->ubo);
for (i = 0; i < GFX_MAX_SHADERS; i++)
Release(d3d12->pipes[i]);
Release(d3d12->mipmapgen_pipe);
Release(d3d12->sprites.pipe_blend);
Release(d3d12->sprites.pipe_noblend);
Release(d3d12->sprites.pipe_font);
Release(d3d12->queue.fence);
Release(d3d12->chain.renderTargets[0]);
Release(d3d12->chain.renderTargets[1]);
Release(d3d12->chain.handle);
Release(d3d12->queue.cmd);
Release(d3d12->queue.allocator);
Release(d3d12->queue.handle);
Release(d3d12->factory);
Release(d3d12->device);
Release(d3d12->adapter);
win32_monitor_from_window();
win32_destroy_window();
free(d3d12);
}
static void*
d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
{
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
WNDCLASSEX wndclass = { 0 };
settings_t* settings = config_get_ptr();
d3d12_video_t* d3d12 = (d3d12_video_t*)calloc(1, sizeof(*d3d12));
if (!d3d12)
return NULL;
win32_window_reset();
win32_monitor_init();
wndclass.lpfnWndProc = WndProcD3D;
win32_window_init(&wndclass, true, NULL);
win32_monitor_info(¤t_mon, &hm_to_use, &d3d12->cur_mon_id);
d3d12->vp.full_width = video->width;
d3d12->vp.full_height = video->height;
if (!d3d12->vp.full_width)
d3d12->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left;
if (!d3d12->vp.full_height)
d3d12->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top;
if (!win32_set_video_mode(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, video->fullscreen))
{
RARCH_ERR("[D3D12]: win32_set_video_mode failed.\n");
goto error;
}
dxgi_input_driver(settings->arrays.input_joypad_driver, input, input_data);
if (!d3d12_init_base(d3d12))
goto error;
if (!d3d12_init_descriptors(d3d12))
goto error;
if (!d3d12_gfx_init_pipelines(d3d12))
goto error;
if (!d3d12_init_queue(d3d12))
goto error;
if (!d3d12_init_swapchain(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, main_window.hwnd))
goto error;
d3d12_init_samplers(d3d12);
d3d12_set_filtering(d3d12, 0, video->smooth);
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->frame.vbo_view, &d3d12->frame.vbo);
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->menu.vbo_view, &d3d12->menu.vbo);
d3d12->sprites.capacity = 4096;
d3d12->sprites.vbo_view.SizeInBytes = sizeof(d3d12_sprite_t) * d3d12->sprites.capacity;
d3d12->sprites.vbo_view.StrideInBytes = sizeof(d3d12_sprite_t);
d3d12->sprites.vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->sprites.vbo_view.SizeInBytes, &d3d12->sprites.vbo);
d3d12->ubo_view.SizeInBytes = sizeof(d3d12_uniform_t);
d3d12->ubo_view.BufferLocation =
d3d12_create_buffer(d3d12->device, d3d12->ubo_view.SizeInBytes, &d3d12->ubo);
d3d12->frame.ubo_view.SizeInBytes = sizeof(d3d12_uniform_t);
d3d12->frame.ubo_view.BufferLocation =
d3d12_create_buffer(d3d12->device, d3d12->frame.ubo_view.SizeInBytes, &d3d12->frame.ubo);
matrix_4x4_ortho(d3d12->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
d3d12->ubo_values.mvp = d3d12->mvp_no_rot;
d3d12->ubo_values.OutputSize.width = d3d12->chain.viewport.Width;
d3d12->ubo_values.OutputSize.height = d3d12->chain.viewport.Height;
{
math_matrix_4x4* mvp;
D3D12_RANGE read_range = { 0, 0 };
D3D12Map(d3d12->ubo, 0, &read_range, (void**)&mvp);
*mvp = d3d12->mvp_no_rot;
D3D12Unmap(d3d12->ubo, 0, NULL);
}
d3d12_gfx_set_rotation(d3d12, 0);
video_driver_set_size(&d3d12->vp.full_width, &d3d12->vp.full_height);
d3d12->chain.viewport.Width = d3d12->vp.full_width;
d3d12->chain.viewport.Height = d3d12->vp.full_height;
d3d12->resize_viewport = true;
d3d12->keep_aspect = video->force_aspect;
d3d12->chain.vsync = video->vsync;
d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d12->frame.texture[0].desc.Format = d3d12->format;
d3d12->frame.texture[0].desc.Width = 4;
d3d12->frame.texture[0].desc.Height = 4;
d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
font_driver_init_osd(d3d12, false, video->is_threaded, FONT_DRIVER_RENDER_D3D12_API);
if (settings->bools.video_shader_enable)
{
const char* ext = path_get_extension(settings->paths.path_shader);
if (ext && !strcmp(ext, "slangp"))
d3d12_gfx_set_shader(d3d12, RARCH_SHADER_SLANG, settings->paths.path_shader);
}
return d3d12;
error:
RARCH_ERR("[D3D12]: failed to init video driver.\n");
d3d12_gfx_free(d3d12);
return NULL;
}
static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
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(d3d12->shader_preset);
for (i = 0; i < (unsigned)d3d12->shader_preset->history_size + 1; i++)
{
d3d12->frame.texture[i].desc.Width = width;
d3d12->frame.texture[i].desc.Height = height;
d3d12->frame.texture[i].desc.Format = d3d12->frame.texture[0].desc.Format;
d3d12->frame.texture[i].desc.MipLevels = d3d12->frame.texture[0].desc.MipLevels;
d3d12->frame.texture[i].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[i]);
/* todo: clear texture ? */
}
d3d12->init_history = false;
}
static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
unsigned i;
assert(d3d12->shader_preset);
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d12->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 = d3d12->vp.width * pass->fbo.scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
width = pass->fbo.abs_x;
break;
default:
break;
}
if (!width)
width = d3d12->vp.width;
switch (pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
height *= pass->fbo.scale_y;
break;
case RARCH_SCALE_VIEWPORT:
height = d3d12->vp.height * pass->fbo.scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
height = pass->fbo.abs_y;
break;
default:
break;
}
if (!height)
height = d3d12->vp.height;
}
else if (i == (d3d12->shader_preset->passes - 1))
{
width = d3d12->vp.width;
height = d3d12->vp.height;
}
RARCH_LOG("[d3d12]: Updating framebuffer size %u x %u.\n", width, height);
if ((i != (d3d12->shader_preset->passes - 1)) || (width != d3d12->vp.width) ||
(height != d3d12->vp.height))
{
d3d12->pass[i].viewport.Width = width;
d3d12->pass[i].viewport.Height = height;
d3d12->pass[i].viewport.MaxDepth = 1.0;
d3d12->pass[i].scissorRect.right = width;
d3d12->pass[i].scissorRect.bottom = height;
d3d12->pass[i].rt.desc.Width = width;
d3d12->pass[i].rt.desc.Height = height;
d3d12->pass[i].rt.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->pass[i].rt.srv_heap = &d3d12->desc.srv_heap;
d3d12->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
d3d12_init_texture(d3d12->device, &d3d12->pass[i].rt);
if (pass->feedback)
{
d3d12->pass[i].feedback.desc = d3d12->pass[i].rt.desc;
d3d12->pass[i].feedback.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->pass[i].feedback);
/* todo: do we need to clear it to black here ? */
}
}
else
{
d3d12->pass[i].rt.size_data.x = width;
d3d12->pass[i].rt.size_data.y = height;
d3d12->pass[i].rt.size_data.z = 1.0f / width;
d3d12->pass[i].rt.size_data.w = 1.0f / height;
}
d3d12->pass[i].sampler = d3d12->samplers[pass->filter][pass->wrap];
}
d3d12->resize_render_targets = false;
#if 0
error:
d3d12_free_shader_preset(d3d12);
return false;
#endif
}
static bool d3d12_gfx_frame(
void* data,
const void* frame,
unsigned width,
unsigned height,
uint64_t frame_count,
unsigned pitch,
const char* msg,
video_frame_info_t* video_info)
{
unsigned i;
d3d12_texture_t* texture = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12_gfx_sync(d3d12);
PERF_START();
if (d3d12->resize_chain)
{
unsigned i;
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
Release(d3d12->chain.renderTargets[i]);
DXGIResizeBuffers(d3d12->chain.handle, 0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
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 = video_info->width;
d3d12->chain.viewport.Height = video_info->height;
d3d12->chain.scissorRect.right = video_info->width;
d3d12->chain.scissorRect.bottom = video_info->height;
d3d12->resize_chain = false;
d3d12->resize_viewport = true;
d3d12->ubo_values.OutputSize.width = d3d12->chain.viewport.Width;
d3d12->ubo_values.OutputSize.height = d3d12->chain.viewport.Height;
video_driver_set_size(&video_info->width, &video_info->height);
}
D3D12ResetCommandAllocator(d3d12->queue.allocator);
D3D12ResetGraphicsCommandList(
d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
{
D3D12DescriptorHeap desc_heaps[] = { d3d12->desc.srv_heap.handle,
d3d12->desc.sampler_heap.handle };
D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps);
}
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d12->resize_viewport)
#endif
d3d12_update_viewport(d3d12, false);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (frame && width && height)
{
if (d3d12->shader_preset)
{
if (d3d12->shader_preset->luts && d3d12->luts[0].dirty)
for (i = 0; i < d3d12->shader_preset->luts; i++)
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->luts[i],
video_info->userdata);
if (d3d12->frame.texture[0].desc.Width != width ||
d3d12->frame.texture[0].desc.Height != height)
d3d12->resize_render_targets = true;
if (d3d12->resize_render_targets)
{
/* release all render targets first to avoid memory fragmentation */
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12->pass[i].rt.handle = NULL;
d3d12_release_texture(&d3d12->pass[i].feedback);
d3d12->pass[i].feedback.handle = NULL;
}
}
if (d3d12->shader_preset->history_size)
{
if (d3d12->init_history)
d3d12_init_history(d3d12, width, height);
else
{
int k;
/* todo: what about frame-duping ?
* maybe clone d3d12_texture_t with AddRef */
d3d12_texture_t tmp = d3d12->frame.texture[d3d12->shader_preset->history_size];
for (k = d3d12->shader_preset->history_size; k > 0; k--)
d3d12->frame.texture[k] = d3d12->frame.texture[k - 1];
d3d12->frame.texture[0] = tmp;
}
}
}
/* either no history, or we moved a texture of a different size in the front slot */
if (d3d12->frame.texture[0].desc.Width != width ||
d3d12->frame.texture[0].desc.Height != height)
{
d3d12->frame.texture[0].desc.Width = width;
d3d12->frame.texture[0].desc.Height = height;
d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
}
if (d3d12->resize_render_targets)
d3d12_init_render_targets(d3d12, width, height);
d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture[0]);
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.texture[0],
video_info->userdata);
}
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
texture = d3d12->frame.texture;
if (d3d12->shader_preset)
{
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.sl_rootSignature);
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
if (d3d12->shader_preset->pass[i].feedback)
{
d3d12_texture_t tmp = d3d12->pass[i].feedback;
d3d12->pass[i].feedback = d3d12->pass[i].rt;
d3d12->pass[i].rt = tmp;
}
}
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
unsigned j;
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pass[i].pipe);
if (d3d12->shader_preset->pass[i].frame_count_mod)
d3d12->pass[i].frame_count =
frame_count % d3d12->shader_preset->pass[i].frame_count_mod;
else
d3d12->pass[i].frame_count = frame_count;
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
cbuffer_sem_t* buffer_sem = &d3d12->pass[i].semantics.cbuffers[j];
if (buffer_sem->stage_mask && buffer_sem->uniforms)
{
D3D12_RANGE range = { 0, 0 };
uint8_t* mapped_data = NULL;
uniform_sem_t* uniform = buffer_sem->uniforms;
D3D12Map(d3d12->pass[i].buffers[j], 0, &range, (void**)&mapped_data);
while (uniform->size)
{
if (uniform->data)
memcpy(mapped_data + uniform->offset, uniform->data, uniform->size);
uniform++;
}
D3D12Unmap(d3d12->pass[i].buffers[j], 0, NULL);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, j == SLANG_CBUFFER_UBO ? ROOT_ID_UBO : ROOT_ID_PC,
d3d12->pass[i].buffer_view[j].BufferLocation);
}
}
#if 0
D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, NULL, FALSE, NULL);
#endif
{
texture_sem_t* texture_sem = d3d12->pass[i].semantics.textures;
while (texture_sem->stage_mask)
{
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].textures.ptr - d3d12->desc.srv_heap.gpu.ptr +
d3d12->desc.srv_heap.cpu.ptr +
texture_sem->binding * d3d12->desc.srv_heap.stride
};
d3d12_texture_t* tex = (d3d12_texture_t*)texture_sem->texture_data;
D3D12_SHADER_RESOURCE_VIEW_DESC desc = { tex->desc.Format };
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = tex->desc.MipLevels;
D3D12CreateShaderResourceView(d3d12->device,
tex->handle, &desc, handle);
}
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].samplers.ptr - d3d12->desc.sampler_heap.gpu.ptr +
d3d12->desc.sampler_heap.cpu.ptr +
texture_sem->binding * d3d12->desc.sampler_heap.stride
};
D3D12_SAMPLER_DESC desc = { D3D12_FILTER_MIN_MAG_MIP_LINEAR };
if (texture_sem->filter == RARCH_FILTER_NEAREST)
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
switch (texture_sem->wrap)
{
default:
case RARCH_WRAP_BORDER:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
break;
case RARCH_WRAP_EDGE:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
break;
case RARCH_WRAP_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
break;
case RARCH_WRAP_MIRRORED_REPEAT:
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
break;
}
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc.MinLOD = -D3D12_FLOAT32_MAX;
desc.MaxLOD = D3D12_FLOAT32_MAX;
D3D12CreateSampler(d3d12->device, &desc, handle);
}
texture_sem++;
}
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_TEXTURE_T, d3d12->pass[i].textures);
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_SAMPLER_T, d3d12->pass[i].samplers);
}
if (d3d12->pass[i].rt.handle)
{
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->pass[i].rt.handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, &d3d12->pass[i].rt.rt_view, FALSE, NULL);
#if 0
D3D12ClearRenderTargetView(
d3d12->queue.cmd, d3d12->pass[i].rt.rt_view, d3d12->chain.clearcolor, 0, NULL);
#endif
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->pass[i].viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->pass[i].scissorRect);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->pass[i].rt.handle, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture = &d3d12->pass[i].rt;
}
else
{
texture = NULL;
break;
}
}
}
if (texture)
{
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.texture[0]);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, ROOT_ID_UBO, d3d12->frame.ubo_view.BufferLocation);
}
d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle);
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12OMSetRenderTargets(
d3d12->queue.cmd, 1, &d3d12->chain.desc_handles[d3d12->chain.frame_index], FALSE, NULL);
D3D12ClearRenderTargetView(
d3d12->queue.cmd, d3d12->chain.desc_handles[d3d12->chain.frame_index],
d3d12->chain.clearcolor, 0, NULL);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature);
if (d3d12->menu.enabled && d3d12->menu.texture.handle)
{
if (d3d12->menu.texture.dirty)
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->menu.texture,
video_info->userdata);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, ROOT_ID_UBO, d3d12->ubo_view.BufferLocation);
if (d3d12->menu.fullscreen)
{
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
}
d3d12_set_texture_and_sampler(d3d12->queue.cmd, &d3d12->menu.texture);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->menu.vbo_view);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
}
d3d12->sprites.pipe = d3d12->sprites.pipe_noblend;
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
d3d12->sprites.enabled = true;
if (d3d12->menu.enabled)
{
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view);
menu_driver_frame(video_info);
}
else if (video_info->statistics_show)
{
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
if (osd_params)
{
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view);
font_driver_render_msg(video_info, NULL, video_info->stat_text,
(const struct font_params*)&video_info->osd_stat_params);
}
}
#ifdef HAVE_OVERLAY
if (d3d12->overlays.enabled)
{
if (d3d12->overlays.fullscreen)
{
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
}
else
{
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect);
}
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->overlays.vbo_view);
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend);
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_SAMPLER_T,
d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
{
if (d3d12->overlays.textures[i].dirty)
d3d12_upload_texture(d3d12->queue.cmd,
&d3d12->overlays.textures[i],
video_info->userdata);
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_TEXTURE_T, d3d12->overlays.textures[i].gpu_descriptor[0]);
D3D12DrawInstanced(d3d12->queue.cmd, 1, 1, i, 0);
}
}
#endif
if (msg && *msg)
{
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view);
font_driver_render_msg(video_info, NULL, msg, NULL);
dxgi_update_title(video_info);
}
d3d12->sprites.enabled = false;
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
D3D12CloseGraphicsCommandList(d3d12->queue.cmd);
D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd);
D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue);
PERF_STOP();
#if 1
DXGIPresent(d3d12->chain.handle, !!d3d12->chain.vsync, 0);
#else
DXGI_PRESENT_PARAMETERS pp = { 0 };
DXGIPresent1(d3d12->swapchain, 0, 0, &pp);
#endif
return true;
}
static void d3d12_gfx_set_nonblock_state(void* data, bool toggle)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12->chain.vsync = !toggle;
}
static bool d3d12_gfx_alive(void* data)
{
bool quit;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
win32_check_window(&quit, &d3d12->resize_chain, &d3d12->vp.full_width, &d3d12->vp.full_height);
if (d3d12->resize_chain && d3d12->vp.full_width != 0 && d3d12->vp.full_height != 0)
video_driver_set_size(&d3d12->vp.full_width, &d3d12->vp.full_height);
return !quit;
}
static bool d3d12_gfx_focus(void* data) { return win32_has_focus(); }
static bool d3d12_gfx_suppress_screensaver(void* data, bool enable)
{
(void)data;
(void)enable;
return false;
}
static bool d3d12_gfx_has_windowed(void* data)
{
(void)data;
return true;
}
static struct video_shader* d3d12_gfx_get_current_shader(void* data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return NULL;
return d3d12->shader_preset;
}
static void d3d12_gfx_viewport_info(void* data, struct video_viewport* vp)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
*vp = d3d12->vp;
}
static bool d3d12_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle)
{
(void)data;
(void)buffer;
return true;
}
static void d3d12_set_menu_texture_frame(
void* data, const void* frame, bool rgb32,
unsigned width, unsigned height, float alpha)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
settings_t* settings = config_get_ptr();
int pitch = width *
(rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM
: (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
if (
d3d12->menu.texture.desc.Width != width ||
d3d12->menu.texture.desc.Height != height)
{
d3d12->menu.texture.desc.Width = width;
d3d12->menu.texture.desc.Height = height;
d3d12->menu.texture.desc.Format = format;
d3d12->menu.texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->menu.texture);
}
d3d12_update_texture(width, height, pitch,
format, frame, &d3d12->menu.texture);
d3d12->menu.alpha = alpha;
{
D3D12_RANGE read_range = { 0, 0 };
d3d12_vertex_t* v = NULL;
D3D12Map(d3d12->menu.vbo, 0, &read_range, (void**)&v);
v[0].color[3] = alpha;
v[1].color[3] = alpha;
v[2].color[3] = alpha;
v[3].color[3] = alpha;
D3D12Unmap(d3d12->menu.vbo, 0, NULL);
}
d3d12->menu.texture.sampler = settings->bools.menu_linear_filter
? d3d12->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_DEFAULT]
: d3d12->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
}
static void d3d12_set_menu_texture_enable(void* data,
bool state, bool full_screen)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12->menu.enabled = state;
d3d12->menu.fullscreen = full_screen;
}
static void d3d12_gfx_show_mouse(void* data, bool state)
{
win32_show_cursor(state);
}
static void d3d12_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12->keep_aspect = true;
d3d12->resize_viewport = true;
}
static void d3d12_gfx_apply_state_changes(void* data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12)
d3d12->resize_viewport = true;
}
static void d3d12_gfx_set_osd_msg(
void* data, video_frame_info_t* video_info,
const char* msg, const void* params, void* font)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !d3d12->sprites.enabled)
return;
font_driver_render_msg(video_info, font, msg,
(const struct font_params*)params);
}
static uintptr_t d3d12_gfx_load_texture(
void* video_data, void* data, bool threaded,
enum texture_filter_type filter_type)
{
d3d12_texture_t* texture = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)video_data;
struct texture_image* image = (struct texture_image*)data;
if (!d3d12)
return 0;
texture = (d3d12_texture_t*)calloc(1, sizeof(*texture));
if (!texture)
return 0;
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
texture->desc.MipLevels = UINT16_MAX;
case TEXTURE_FILTER_LINEAR:
texture->sampler = d3d12->samplers[
RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE];
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
texture->desc.MipLevels = UINT16_MAX;
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d12->samplers[
RARCH_FILTER_NEAREST][RARCH_WRAP_EDGE];
break;
}
texture->desc.Width = image->width;
texture->desc.Height = image->height;
texture->desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texture->srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, texture);
d3d12_update_texture(
image->width, image->height, 0,
DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, texture);
return (uintptr_t)texture;
}
static void d3d12_gfx_unload_texture(void* data, uintptr_t handle)
{
d3d12_texture_t* texture = (d3d12_texture_t*)handle;
if (!texture)
return;
d3d12_gfx_sync((d3d12_video_t*)data);
d3d12_release_texture(texture);
free(texture);
}
static uint32_t d3d12_get_flags(void *data)
{
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
return flags;
}
static const video_poke_interface_t d3d12_poke_interface = {
d3d12_get_flags,
NULL, /* set_coords */
NULL, /* set_mvp */
d3d12_gfx_load_texture,
d3d12_gfx_unload_texture,
NULL, /* set_video_mode */
win32_get_refresh_rate,
d3d12_set_filtering,
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d12_gfx_set_aspect_ratio,
d3d12_gfx_apply_state_changes,
d3d12_set_menu_texture_frame,
d3d12_set_menu_texture_enable,
d3d12_gfx_set_osd_msg,
d3d12_gfx_show_mouse,
NULL, /* grab_mouse_toggle */
d3d12_gfx_get_current_shader,
NULL, /* get_current_software_framebuffer */
NULL, /* get_hw_render_interface */
};
static void d3d12_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
{
*iface = &d3d12_poke_interface;
}
video_driver_t video_d3d12 = {
d3d12_gfx_init,
d3d12_gfx_frame,
d3d12_gfx_set_nonblock_state,
d3d12_gfx_alive,
d3d12_gfx_focus,
d3d12_gfx_suppress_screensaver,
d3d12_gfx_has_windowed,
d3d12_gfx_set_shader,
d3d12_gfx_free,
"d3d12",
NULL, /* set_viewport */
d3d12_gfx_set_rotation,
d3d12_gfx_viewport_info,
d3d12_gfx_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d12_get_overlay_interface,
#endif
d3d12_gfx_get_poke_interface,
};