/* 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 "../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_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->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; d3d12->resize_viewport = false; } static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12) { D3DBlob vs_code = NULL; D3DBlob ps_code = NULL; D3DBlob gs_code = NULL; D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { 0 }; desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc; desc.pRootSignature = d3d12->desc.rootSignature; 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; } { 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 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; } return true; error: Release(vs_code); Release(ps_code); Release(gs_code); return false; } static void d3d12_gfx_free(void* data) { unsigned i; d3d12_video_t* d3d12 = (d3d12_video_t*)data; 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.handle); Release(d3d12->frame.texture.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.sl_rootSignature); Release(d3d12->desc.rootSignature); Release(d3d12->ubo); for (i = 0; i < GFX_MAX_SHADERS; i++) Release(d3d12->pipes[i]); 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) { WNDCLASSEX wndclass = { 0 }; MONITORINFOEX current_mon; HMONITOR hm_to_use; 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.desc.Format = d3d12->format; font_driver_init_osd(d3d12, false, video->is_threaded, FONT_DRIVER_RENDER_D3D12_API); return d3d12; error: RARCH_ERR("[D3D12]: failed to init video driver.\n"); d3d12_gfx_free(d3d12); return NULL; } 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) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; 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.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle); 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); } PERF_START(); D3D12ResetCommandAllocator(d3d12->queue.allocator); D3D12ResetGraphicsCommandList( d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]); D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature); { D3D12DescriptorHeap desc_heaps[] = { d3d12->desc.srv_heap.handle, d3d12->desc.sampler_heap.handle }; D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps); } 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); D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); if (data && width && height) { if (d3d12->frame.texture.desc.Width != width || d3d12->frame.texture.desc.Height != height) { d3d12->frame.texture.desc.Width = width; d3d12->frame.texture.desc.Height = height; d3d12->frame.texture.srv_heap = &d3d12->desc.srv_heap; d3d12_init_texture(d3d12->device, &d3d12->frame.texture); } d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture); d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.texture); } #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); D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect); D3D12SetGraphicsRootConstantBufferView( d3d12->queue.cmd, ROOT_ID_UBO, d3d12->frame.ubo_view.BufferLocation); d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.texture); d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view); D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); if (d3d12->menu.enabled && d3d12->menu.texture.handle) { if (d3d12->menu.texture.dirty) d3d12_upload_texture(d3d12->queue.cmd, &d3d12->menu.texture); 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); } D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); d3d12->sprites.pipe = d3d12->sprites.pipe_noblend; D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe); D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view); d3d12->sprites.enabled = true; #if 1 if (d3d12->menu.enabled) menu_driver_frame(video_info); #endif if (msg && *msg) { 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); #if 1 DXGIPresent(d3d12->chain.handle, !!d3d12->chain.vsync, 0); #else DXGI_PRESENT_PARAMETERS pp = { 0 }; DXGIPresent1(d3d12->swapchain, 0, 0, &pp); #endif /* wait_for_previous_frame */ D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, d3d12->queue.fenceValue); if (D3D12GetCompletedValue(d3d12->queue.fence) < d3d12->queue.fenceValue) { D3D12SetEventOnCompletion( d3d12->queue.fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent); WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE); } d3d12->queue.fenceValue++; d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle); PERF_STOP(); if (msg && *msg) dxgi_update_title(video_info); 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 bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path) { (void)data; (void)type; (void)path; return false; } 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; 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; 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 = config_get_ptr()->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; d3d12->menu.enabled = state; d3d12->menu.fullscreen = full_screen; } 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) { if (d3d12->sprites.enabled) font_driver_render_msg(video_info, font, msg, params); else printf("OSD msg: %s\n", msg); } } 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; /* todo : mipmapping */ switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: /* fallthrough */ case TEXTURE_FILTER_LINEAR: texture->sampler = d3d12->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE]; break; case TEXTURE_FILTER_MIPMAP_NEAREST: /* fallthrough */ 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_release_texture(texture); free(texture); } static const video_poke_interface_t d3d12_poke_interface = { NULL, /* set_coords */ NULL, /* set_mvp */ d3d12_gfx_load_texture, d3d12_gfx_unload_texture, NULL, /* set_video_mode */ 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, NULL, /* show_mouse */ NULL, /* grab_mouse_toggle */ NULL, /* 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 NULL, /* overlay_interface */ #endif d3d12_gfx_get_poke_interface, };