/* 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 . */ #include #include #include #include "../../driver.h" #include "../../verbosity.h" #include "../configuration.h" #include "../video_driver.h" #include "../font_driver.h" #include "../common/win32_common.h" #include "../common/d3d11_common.h" #include "../common/dxgi_common.h" #include "../common/d3dcompiler_common.h" #include "../../performance_counters.h" #include "../../menu/menu_driver.h" static void d3d11_set_filtering(void* data, unsigned index, bool smooth) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (smooth) d3d11->frame.texture.sampler = d3d11->sampler_linear; else d3d11->frame.texture.sampler = d3d11->sampler_nearest; } static void d3d11_gfx_set_rotation(void* data, unsigned rotation) { math_matrix_4x4 rot; d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->frame.rotation = rotation; matrix_4x4_rotate_z(rot, d3d11->frame.rotation * (M_PI / 2.0f)); matrix_4x4_multiply(d3d11->mvp, rot, d3d11->ubo_values.mvp); D3D11_MAPPED_SUBRESOURCE mapped_ubo; D3D11MapBuffer(d3d11->ctx, d3d11->frame.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo); *(math_matrix_4x4*)mapped_ubo.pData = d3d11->mvp; D3D11UnmapBuffer(d3d11->ctx, 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; d3d11->resize_viewport = false; } static void d3d11_gfx_free(void* data) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; Release(d3d11->frame.ubo); Release(d3d11->frame.texture.view); Release(d3d11->frame.texture.handle); Release(d3d11->frame.texture.staging); Release(d3d11->frame.vbo); Release(d3d11->menu.texture.handle); Release(d3d11->menu.texture.staging); Release(d3d11->menu.texture.view); Release(d3d11->menu.vbo); Release(d3d11->sprites.shader.vs); Release(d3d11->sprites.shader.ps); Release(d3d11->sprites.shader.gs); Release(d3d11->sprites.shader.layout); Release(d3d11->sprites.shader_font.vs); Release(d3d11->sprites.shader_font.ps); Release(d3d11->sprites.shader_font.gs); Release(d3d11->sprites.shader_font.layout); Release(d3d11->sprites.vbo); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_2]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_3]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_4]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_5]); d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_6]); Release(d3d11->menu_pipeline_vbo); Release(d3d11->blend_pipeline); Release(d3d11->ubo); Release(d3d11->blend_enable); Release(d3d11->blend_disable); Release(d3d11->sampler_nearest); Release(d3d11->sampler_linear); Release(d3d11->state); Release(d3d11->renderTargetView); Release(d3d11->swapChain); font_driver_free_osd(); Release(d3d11->ctx); Release(d3d11->device); win32_monitor_from_window(); win32_destroy_window(); free(d3d11); } static void* d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data) { WNDCLASSEX wndclass = { 0 }; MONITORINFOEX current_mon; HMONITOR hm_to_use; settings_t* settings = config_get_ptr(); d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11)); if (!d3d11) 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, &d3d11->cur_mon_id); d3d11->vp.full_width = video->width; d3d11->vp.full_height = video->height; 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; 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; } dxgi_input_driver(settings->arrays.input_joypad_driver, input, input_data); { UINT flags = 0; D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0; DXGI_SWAP_CHAIN_DESC desc = { .BufferCount = 1, .BufferDesc.Width = d3d11->vp.full_width, .BufferDesc.Height = d3d11->vp.full_height, .BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM, .BufferDesc.RefreshRate.Numerator = 60, .BufferDesc.RefreshRate.Denominator = 1, .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, .OutputWindow = main_window.hwnd, .SampleDesc.Count = 1, .SampleDesc.Quality = 0, .Windowed = TRUE, .SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL, #if 0 .SwapEffect = DXGI_SWAP_EFFECT_DISCARD, .SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL, .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD, #endif }; #ifdef DEBUG flags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, &requested_feature_level, 1, D3D11_SDK_VERSION, &desc, (IDXGISwapChain**)&d3d11->swapChain, &d3d11->device, &d3d11->supportedFeatureLevel, &d3d11->ctx); } { D3D11Texture2D backBuffer; DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer); D3D11CreateTexture2DRenderTargetView( d3d11->device, backBuffer, NULL, &d3d11->renderTargetView); Release(backBuffer); } D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL); 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->resize_viewport = true; d3d11->vsync = video->vsync; d3d11->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM; d3d11->frame.texture.desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, d3d11->format); d3d11->frame.texture.desc.Usage = D3D11_USAGE_DEFAULT; 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_BUFFER_DESC desc = { .ByteWidth = sizeof(d3d11->ubo_values), .Usage = D3D11_USAGE_DYNAMIC, .BindFlags = D3D11_BIND_CONSTANT_BUFFER, .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, }; D3D11_SUBRESOURCE_DATA ubo_data = { &d3d11->ubo_values.mvp }; D3D11CreateBuffer(d3d11->device, &desc, &ubo_data, &d3d11->ubo); D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->frame.ubo); } d3d11_gfx_set_rotation(d3d11, 0); { D3D11_SAMPLER_DESC desc = { .Filter = D3D11_FILTER_MIN_MAG_MIP_POINT, .AddressU = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressV = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressW = D3D11_TEXTURE_ADDRESS_CLAMP, .MaxAnisotropy = 1, .ComparisonFunc = D3D11_COMPARISON_NEVER, .MinLOD = -D3D11_FLOAT32_MAX, .MaxLOD = D3D11_FLOAT32_MAX, }; D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_nearest); desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_linear); } d3d11_set_filtering(d3d11, 0, video->smooth); { 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_BUFFER_DESC desc = { .Usage = D3D11_USAGE_IMMUTABLE, .ByteWidth = sizeof(vertices), .BindFlags = D3D11_BIND_VERTEX_BUFFER, }; D3D11_SUBRESOURCE_DATA vertexData = { vertices }; 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 = 4096; desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity; D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->sprites.vbo); } } { 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), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND])) 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), "VSMain", "PSMain", "GSMain", desc, countof(desc), &d3d11->sprites.shader)) goto error; if (!d3d11_init_shader( d3d11->device, shader, sizeof(shader), "VSMain", "PSMainA8", "GSMain", desc, countof(desc), &d3d11->sprites.shader_font)) goto error; } { 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), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU])) goto error; if (!d3d11_init_shader( d3d11->device, ribbon_simple, sizeof(ribbon_simple), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2])) 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), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3])) goto error; if (!d3d11_init_shader( d3d11->device, snow, sizeof(snow), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_4])) goto error; if (!d3d11_init_shader( d3d11->device, bokeh, sizeof(bokeh), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_5])) goto error; if (!d3d11_init_shader( d3d11->device, snowflake, sizeof(snowflake), "VSMain", "PSMain", NULL, desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6])) goto error; } { D3D11_BLEND_DESC blend_desc = { .AlphaToCoverageEnable = FALSE, .IndependentBlendEnable = FALSE, .RenderTarget[0] = { .BlendEnable = TRUE, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, 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 = { .FillMode = D3D11_FILL_SOLID, .CullMode = D3D11_CULL_NONE, }; D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->state); } D3D11SetState(d3d11->ctx, d3d11->state); font_driver_init_osd(d3d11, false, video->is_threaded, FONT_DRIVER_RENDER_D3D11_API); return d3d11; error: d3d11_gfx_free(d3d11); return NULL; } 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) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (d3d11->resize_chain) { D3D11Texture2D backBuffer; Release(d3d11->renderTargetView); DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, 0, 0); DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer); D3D11CreateTexture2DRenderTargetView( d3d11->device, backBuffer, NULL, &d3d11->renderTargetView); Release(backBuffer); D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL); d3d11->viewport.Width = video_info->width; d3d11->viewport.Height = video_info->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_info->width, &video_info->height); } PERF_START(); D3D11ClearRenderTargetView(d3d11->ctx, d3d11->renderTargetView, d3d11->clearcolor); d3d11_set_shader(d3d11->ctx, &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); if (frame && width && height) { if (d3d11->frame.texture.desc.Width != width || d3d11->frame.texture.desc.Height != height) { d3d11->frame.texture.desc.Width = width; d3d11->frame.texture.desc.Height = height; d3d11_init_texture(d3d11->device, &d3d11->frame.texture); } d3d11_update_texture( d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture); } #if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */ if (d3d11->resize_viewport) #endif d3d11_update_viewport(d3d11, false); D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->frame.texture); D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->frame.vbo, sizeof(d3d11_vertex_t), 0); D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo); D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11Draw(d3d11->ctx, 4, 0); D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); if (d3d11->menu.enabled && d3d11->menu.texture.handle) { if (d3d11->menu.fullscreen) D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->menu.vbo, sizeof(d3d11_vertex_t), 0); D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->menu.texture); D3D11Draw(d3d11->ctx, 4, 0); } D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); d3d11_set_shader(d3d11->ctx, &d3d11->sprites.shader); D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->sprites.vbo, sizeof(d3d11_sprite_t), 0); D3D11SetVShaderConstantBuffer(d3d11->ctx, 0, d3d11->ubo); D3D11SetPShaderConstantBuffer(d3d11->ctx, 0, d3d11->ubo); d3d11->sprites.enabled = true; if (d3d11->menu.enabled) menu_driver_frame(video_info); if (msg && *msg) { font_driver_render_msg(video_info, NULL, msg, NULL); dxgi_update_title(video_info); } d3d11->sprites.enabled = false; DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0); PERF_STOP(); return true; } static void d3d11_gfx_set_nonblock_state(void* data, bool toggle) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; if (!d3d11) return; d3d11->vsync = !toggle; } static bool d3d11_gfx_alive(void* data) { bool quit; d3d11_video_t* d3d11 = (d3d11_video_t*)data; win32_check_window(&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_focus(void* data) { return win32_has_focus(); } static bool d3d11_gfx_suppress_screensaver(void* data, bool enable) { (void)data; (void)enable; return false; } static bool d3d11_gfx_has_windowed(void* data) { (void)data; return true; } static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path) { (void)data; (void)type; (void)path; return false; } static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp) { d3d11_video_t* d3d11 = (d3d11_video_t*)data; *vp = d3d11->vp; } static bool d3d11_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle) { (void)data; (void)buffer; return true; } 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; int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t)); DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_EX_A4R4G4B4_UNORM; if (d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height) { d3d11->menu.texture.desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, 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->ctx, width, height, pitch, format, frame, &d3d11->menu.texture); d3d11->menu.texture.sampler = config_get_ptr()->bools.menu_linear_filter ? d3d11->sampler_linear : d3d11->sampler_nearest; } 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, video_frame_info_t* video_info, 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(video_info, font, msg, params); else printf("OSD msg: %s\n", msg); } } 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)); switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; /* fallthrough */ case TEXTURE_FILTER_LINEAR: texture->sampler = d3d11->sampler_linear; break; case TEXTURE_FILTER_MIPMAP_NEAREST: texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; /* fallthrough */ case TEXTURE_FILTER_NEAREST: texture->sampler = d3d11->sampler_nearest; break; } texture->desc.Width = image->width; texture->desc.Height = image->height; texture->desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, DXGI_FORMAT_B8G8R8A8_UNORM); d3d11_init_texture(d3d11->device, texture); d3d11_update_texture( d3d11->ctx, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, texture); return (uintptr_t)texture; } static void d3d11_gfx_unload_texture(void* data, 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 const video_poke_interface_t d3d11_poke_interface = { NULL, /* set_coords */ NULL, /* set_mvp */ d3d11_gfx_load_texture, d3d11_gfx_unload_texture, NULL, /* set_video_mode */ d3d11_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 */ 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, NULL, /* show_mouse */ NULL, /* grab_mouse_toggle */ NULL, /* get_current_shader */ NULL, /* get_current_software_framebuffer */ NULL, /* get_hw_render_interface */ }; static void d3d11_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface) { *iface = &d3d11_poke_interface; } video_driver_t video_d3d11 = { d3d11_gfx_init, d3d11_gfx_frame, d3d11_gfx_set_nonblock_state, d3d11_gfx_alive, d3d11_gfx_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, d3d11_gfx_read_viewport, NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY NULL, /* overlay_interface */ #endif d3d11_gfx_get_poke_interface, };