/* RetroArch - A frontend for libretro. * Copyright (C) 2014-2018 - Ali Bouhlel * Copyright (C) 2016-2019 - Brad Parker * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ /* Direct3D 10 driver. * * Minimum version : Direct3D 10.0 (2006) * Minimum OS : Windows Vista * Recommended OS : Windows Vista and/or later */ #define CINTERFACE #define COBJMACROS #include #include #include #include #include #include #include "../../driver.h" #include "../../verbosity.h" #include "../../configuration.h" #include "../../retroarch.h" #ifdef HAVE_REWIND #include "../../state_manager.h" #endif #include "../font_driver.h" #include "../common/d3d_common.h" #include "../common/win32_common.h" #include "../common/d3d10_common.h" #include "../common/dxgi_common.h" #include "../common/d3dcompiler_common.h" #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #ifdef HAVE_GFX_WIDGETS #include "../gfx_widgets.h" #endif #ifdef __WINRT__ #error "UWP does not support D3D10" #endif /* Temporary workaround for d3d10 not being able to poll flags during init */ static gfx_ctx_driver_t d3d10_fake_context; static uint32_t d3d10_get_flags(void *data); static void d3d10_clear_scissor(d3d10_video_t *d3d10, unsigned width, unsigned height) { D3D10_RECT scissor_rect; scissor_rect.left = 0; scissor_rect.top = 0; scissor_rect.right = width; scissor_rect.bottom = height; d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &scissor_rect); } #ifdef HAVE_OVERLAY static void d3d10_free_overlays(d3d10_video_t* d3d10) { int i; for (i = 0; i < (unsigned)d3d10->overlays.count; i++) d3d10_release_texture(&d3d10->overlays.textures[i]); Release(d3d10->overlays.vbo); } static void d3d10_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, float h) { d3d10_sprite_t* sprites = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); if (sprites) { sprites[index].pos.x = x; sprites[index].pos.y = y; sprites[index].pos.w = w; sprites[index].pos.h = h; } d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static void d3d10_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h) { d3d10_sprite_t* sprites = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); sprites[index].coords.u = u; sprites[index].coords.v = v; sprites[index].coords.w = w; sprites[index].coords.h = h; d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static void d3d10_overlay_set_alpha(void* data, unsigned index, float mod) { d3d10_sprite_t* sprites = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); if (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]; } d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_images) { int i; D3D10_BUFFER_DESC desc; d3d10_sprite_t* sprites = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; const struct texture_image* images = (const struct texture_image*)image_data; if (!d3d10) return false; d3d10_free_overlays(d3d10); d3d10->overlays.count = num_images; d3d10->overlays.textures = (d3d10_texture_t*)calloc( num_images, sizeof(d3d10_texture_t)); desc.ByteWidth = sizeof(d3d10_sprite_t) * num_images; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, NULL, &d3d10->overlays.vbo); d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_DISCARD, 0, (void**)&sprites); for (i = 0; i < (unsigned)num_images; i++) { d3d10->overlays.textures[i].desc.Width = images[i].width; d3d10->overlays.textures[i].desc.Height = images[i].height; d3d10->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; d3d10_release_texture(&d3d10->overlays.textures[i]); d3d10_init_texture(d3d10->device, &d3d10->overlays.textures[i]); if (d3d10->overlays.textures[i].staging) d3d10_update_texture( d3d10->device, images[i].width, images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, images[i].pixels, &d3d10->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]; } d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); return true; } static void d3d10_overlay_enable(void* data, bool state) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; if (state) d3d10->flags |= D3D10_ST_FLAG_OVERLAYS_ENABLE; else d3d10->flags &= ~D3D10_ST_FLAG_OVERLAYS_ENABLE; win32_show_cursor(d3d10, state); } static void d3d10_overlay_full_screen(void* data, bool enable) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; if (enable) d3d10->flags |= D3D10_ST_FLAG_OVERLAYS_FULLSCREEN; else d3d10->flags &= ~D3D10_ST_FLAG_OVERLAYS_FULLSCREEN; } static void d3d10_get_overlay_interface(void* data, const video_overlay_interface_t** iface) { static const video_overlay_interface_t overlay_interface = { d3d10_overlay_enable, d3d10_overlay_load, d3d10_overlay_tex_geom, d3d10_overlay_vertex_geom, d3d10_overlay_full_screen, d3d10_overlay_set_alpha, }; *iface = &overlay_interface; } static void d3d10_render_overlay(d3d10_video_t *d3d10) { int i; if (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_FULLSCREEN) d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->viewport); else d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->frame.viewport); d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(d3d10->device, 0, d3d10->overlays.vbo, sizeof(d3d10_sprite_t), 0); d3d10->device->lpVtbl->PSSetSamplers(d3d10->device, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); for (i = 0; i < d3d10->overlays.count; i++) { d3d10->device->lpVtbl->PSSetShaderResources(d3d10->device, 0, 1, &d3d10->overlays.textures[i].view); d3d10->device->lpVtbl->Draw(d3d10->device, 1, i); } } #endif static void d3d10_set_filtering(void* data, unsigned index, bool smooth, bool ctx_scaling) { int i; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (smooth) { for (i = 0; i < RARCH_WRAP_MAX; i++) d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_LINEAR][i]; } else { for (i = 0; i < RARCH_WRAP_MAX; i++) d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_NEAREST][i]; } } static void d3d10_gfx_set_rotation(void* data, unsigned rotation) { static math_matrix_4x4 rot = { { 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 1.0f } }; float radians, cosine, sine; void* mapped_ubo = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; radians = rotation * (M_PI / 2.0f); cosine = cosf(radians); sine = sinf(radians); MAT_ELEM_4X4(rot, 0, 0) = cosine; MAT_ELEM_4X4(rot, 0, 1) = -sine; MAT_ELEM_4X4(rot, 1, 0) = sine; MAT_ELEM_4X4(rot, 1, 1) = cosine; matrix_4x4_multiply(d3d10->mvp, rot, d3d10->ubo_values.mvp); d3d10->frame.ubo->lpVtbl->Map(d3d10->frame.ubo, D3D10_MAP_WRITE_DISCARD, 0, (void**)&mapped_ubo); *(math_matrix_4x4*)mapped_ubo = d3d10->mvp; d3d10->frame.ubo->lpVtbl->Unmap(d3d10->frame.ubo); } static void d3d10_update_viewport(d3d10_video_t *d3d10, bool force_full) { video_driver_update_viewport(&d3d10->vp, force_full, d3d10->flags & D3D10_ST_FLAG_KEEP_ASPECT); d3d10->frame.viewport.TopLeftX = d3d10->vp.x; d3d10->frame.viewport.TopLeftY = d3d10->vp.y; d3d10->frame.viewport.Width = d3d10->vp.width; d3d10->frame.viewport.Height = d3d10->vp.height; d3d10->frame.viewport.MaxDepth = 0.0f; d3d10->frame.viewport.MaxDepth = 1.0f; if (d3d10->shader_preset && (d3d10->frame.output_size.x != d3d10->vp.width || d3d10->frame.output_size.y != d3d10->vp.height)) d3d10->flags |= D3D10_ST_FLAG_RESIZE_RTS; d3d10->frame.output_size.x = d3d10->vp.width; d3d10->frame.output_size.y = d3d10->vp.height; d3d10->frame.output_size.z = 1.0f / d3d10->vp.width; d3d10->frame.output_size.w = 1.0f / d3d10->vp.height; d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_VIEWPORT; } static void d3d10_free_shader_preset(d3d10_video_t* d3d10) { int i; if (!d3d10->shader_preset) return; for (i = 0; i < d3d10->shader_preset->passes; i++) { int j; free(d3d10->shader_preset->pass[i].source.string.vertex); free(d3d10->shader_preset->pass[i].source.string.fragment); free(d3d10->pass[i].semantics.textures); d3d10->shader_preset->pass[i].source.string.vertex = NULL; d3d10->shader_preset->pass[i].source.string.fragment = NULL; d3d10->pass[i].semantics.textures = NULL; d3d10_release_shader(&d3d10->pass[i].shader); d3d10_release_texture(&d3d10->pass[i].rt); d3d10_release_texture(&d3d10->pass[i].feedback); for (j = 0; j < SLANG_CBUFFER_MAX; j++) { free(d3d10->pass[i].semantics.cbuffers[j].uniforms); Release(d3d10->pass[i].buffers[j]); } } memset(d3d10->pass, 0, sizeof(d3d10->pass)); /* only free the history textures here */ for (i = 1; i <= (unsigned)d3d10->shader_preset->history_size; i++) d3d10_release_texture(&d3d10->frame.texture[i]); memset( &d3d10->frame.texture[1], 0, sizeof(d3d10->frame.texture[1]) * d3d10->shader_preset->history_size); for (i = 0; i < d3d10->shader_preset->luts; i++) d3d10_release_texture(&d3d10->luts[i]); memset(d3d10->luts, 0, sizeof(d3d10->luts)); free(d3d10->shader_preset); d3d10->shader_preset = NULL; d3d10->flags &= ~(D3D10_ST_FLAG_INIT_HISTORY | D3D10_ST_FLAG_RESIZE_RTS); } static bool d3d10_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path) { #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) unsigned i; d3d10_texture_t* source = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return false; d3d10->device->lpVtbl->Flush(d3d10->device); d3d10_free_shader_preset(d3d10); if (string_is_empty(path)) return true; if (type != RARCH_SHADER_SLANG) { RARCH_WARN("[D3D10]: Only Slang shaders are supported. Falling back to stock.\n"); return false; } d3d10->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d10->shader_preset)); if (!video_shader_load_preset_into_shader(path, d3d10->shader_preset)) goto error; source = &d3d10->frame.texture[0]; for (i = 0; i < d3d10->shader_preset->passes; source = &d3d10->pass[i++].rt) { unsigned j; /* clang-format off */ semantics_map_t semantics_map = { { /* Original */ { &d3d10->frame.texture[0].view, 0, &d3d10->frame.texture[0].size_data, 0}, /* Source */ { &source->view, 0, &source->size_data, 0}, /* OriginalHistory */ { &d3d10->frame.texture[0].view, sizeof(*d3d10->frame.texture), &d3d10->frame.texture[0].size_data, sizeof(*d3d10->frame.texture)}, /* PassOutput */ { &d3d10->pass[0].rt.view, sizeof(*d3d10->pass), &d3d10->pass[0].rt.size_data, sizeof(*d3d10->pass)}, /* PassFeedback */ { &d3d10->pass[0].feedback.view, sizeof(*d3d10->pass), &d3d10->pass[0].feedback.size_data, sizeof(*d3d10->pass)}, /* User */ { &d3d10->luts[0].view, sizeof(*d3d10->luts), &d3d10->luts[0].size_data, sizeof(*d3d10->luts)}, }, { &d3d10->mvp, /* MVP */ &d3d10->pass[i].rt.size_data, /* OutputSize */ &d3d10->frame.output_size, /* FinalViewportSize */ &d3d10->pass[i].frame_count, /* FrameCount */ &d3d10->pass[i].frame_direction, /* FrameDirection */ } }; /* clang-format on */ if (!slang_process( d3d10->shader_preset, i, RARCH_SHADER_HLSL, 40, &semantics_map, &d3d10->pass[i].semantics)) goto error; { static const D3D10_INPUT_ELEMENT_DESC desc[] = { { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; char vs_path[PATH_MAX_LENGTH]; char ps_path[PATH_MAX_LENGTH]; const char *slang_path = d3d10->shader_preset->pass[i].source.path; const char *vs_src = d3d10->shader_preset->pass[i].source.string.vertex; const char *ps_src = d3d10->shader_preset->pass[i].source.string.fragment; strlcpy(vs_path, slang_path, sizeof(vs_path)); strlcpy(ps_path, slang_path, sizeof(ps_path)); strlcat(vs_path, ".vs.hlsl", sizeof(vs_path)); strlcat(ps_path, ".ps.hlsl", sizeof(ps_path)); if (!d3d10_init_shader( d3d10->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc), &d3d10->pass[i].shader)) { } if (!d3d10_init_shader( d3d10->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0, &d3d10->pass[i].shader)) { } free(d3d10->shader_preset->pass[i].source.string.vertex); free(d3d10->shader_preset->pass[i].source.string.fragment); d3d10->shader_preset->pass[i].source.string.vertex = NULL; d3d10->shader_preset->pass[i].source.string.fragment = NULL; if (!d3d10->pass[i].shader.vs || !d3d10->pass[i].shader.ps) goto error; } for (j = 0; j < SLANG_CBUFFER_MAX; j++) { D3D10_BUFFER_DESC desc; desc.ByteWidth = d3d10->pass[i].semantics.cbuffers[j].size; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (!desc.ByteWidth) continue; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, NULL, &d3d10->pass[i].buffers[j]); } } for (i = 0; i < d3d10->shader_preset->luts; i++) { struct texture_image image = { 0 }; image.supports_rgba = true; if (!image_texture_load(&image, d3d10->shader_preset->lut[i].path)) goto error; d3d10->luts[i].desc.Width = image.width; d3d10->luts[i].desc.Height = image.height; d3d10->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; if (d3d10->shader_preset->lut[i].mipmap) d3d10->luts[i].desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS; d3d10_release_texture(&d3d10->luts[i]); d3d10_init_texture(d3d10->device, &d3d10->luts[i]); if (d3d10->luts[i].staging) d3d10_update_texture( d3d10->device, image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels, &d3d10->luts[i]); image_texture_free(&image); } d3d10->flags |= (D3D10_ST_FLAG_INIT_HISTORY | D3D10_ST_FLAG_RESIZE_RTS); return true; error: d3d10_free_shader_preset(d3d10); #endif return false; } static void d3d10_gfx_free(void* data) { int i; #if 0 uint32_t video_st_flags; #endif d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; #ifdef HAVE_OVERLAY d3d10_free_overlays(d3d10); #endif d3d10_free_shader_preset(d3d10); d3d10_release_texture(&d3d10->frame.texture[0]); Release(d3d10->frame.ubo); Release(d3d10->frame.vbo); d3d10_release_texture(&d3d10->menu.texture); Release(d3d10->menu.vbo); d3d10_release_shader(&d3d10->sprites.shader); d3d10_release_shader(&d3d10->sprites.shader_font); Release(d3d10->sprites.vbo); for (i = 0; i < GFX_MAX_SHADERS; i++) d3d10_release_shader(&d3d10->shaders[i]); Release(d3d10->menu_pipeline_vbo); Release(d3d10->blend_pipeline); Release(d3d10->ubo); Release(d3d10->blend_enable); Release(d3d10->blend_disable); for (i = 0; i < RARCH_WRAP_MAX; i++) { Release(d3d10->samplers[RARCH_FILTER_LINEAR][i]); Release(d3d10->samplers[RARCH_FILTER_NEAREST][i]); } Release(d3d10->state); Release(d3d10->renderTargetView); Release(d3d10->swapChain); font_driver_free_osd(); #if 0 video_st_flags = video_driver_get_st_flags(); if (video_st_flags & VIDEO_FLAG_CACHE_CONTEXT) { cached_device_d3d10 = d3d10->device; cached_context = d3d10->context; } else #endif { Release(d3d10->device); } for (i = 0; i < D3D10_MAX_GPU_COUNT; i++) { if (d3d10->adapters[i]) { Release(d3d10->adapters[i]); d3d10->adapters[i] = NULL; } } #ifdef HAVE_MONITOR win32_monitor_from_window(); #endif #ifdef HAVE_WINDOW win32_destroy_window(); #endif free(d3d10); } static bool d3d10_init_swapchain(d3d10_video_t *d3d10, int width, int height, void *corewindow) { UINT flags = 0; DXGI_SWAP_CHAIN_DESC desc = {{0}}; desc.BufferCount = 1; desc.BufferDesc.Width = width; desc.BufferDesc.Height = height; desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.BufferDesc.RefreshRate.Numerator = 60; desc.BufferDesc.RefreshRate.Denominator = 1; desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; #ifdef HAVE_WINDOW desc.OutputWindow = (HWND)corewindow; #endif desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Windowed = TRUE; desc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL; #ifdef DEBUG flags |= D3D10_CREATE_DEVICE_DEBUG; #endif if (FAILED(D3D10CreateDeviceAndSwapChain( (IDXGIAdapter*)d3d10->adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D10_SDK_VERSION, &desc, (IDXGISwapChain**)&d3d10->swapChain, &d3d10->device))) return false; return true; } static void *d3d10_gfx_init(const video_info_t* video, input_driver_t** input, void** input_data) { unsigned i; #ifdef HAVE_MONITOR MONITORINFOEX current_mon; HMONITOR hm_to_use; WNDCLASSEX wndclass = { 0 }; #endif settings_t* settings = config_get_ptr(); d3d10_video_t* d3d10 = (d3d10_video_t*)calloc(1, sizeof(*d3d10)); if (!d3d10) return NULL; #ifdef HAVE_WINDOW win32_window_reset(); #endif #ifdef HAVE_MONITOR win32_monitor_init(); wndclass.lpfnWndProc = wnd_proc_d3d_common; #ifdef HAVE_DINPUT if (string_is_equal(settings->arrays.input_driver, "dinput")) wndclass.lpfnWndProc = wnd_proc_d3d_dinput; #endif #ifdef HAVE_WINRAWINPUT if (string_is_equal(settings->arrays.input_driver, "raw")) wndclass.lpfnWndProc = wnd_proc_d3d_winraw; #endif #ifdef HAVE_WINDOW win32_window_init(&wndclass, true, NULL); #endif win32_monitor_info(¤t_mon, &hm_to_use, &d3d10->cur_mon_id); #endif d3d10->vp.full_width = video->width; d3d10->vp.full_height = video->height; #ifdef HAVE_MONITOR if (!d3d10->vp.full_width) d3d10->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left; if (!d3d10->vp.full_height) d3d10->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top; #endif if (!win32_set_video_mode(d3d10, d3d10->vp.full_width, d3d10->vp.full_height, video->fullscreen)) { RARCH_ERR("[D3D10]: win32_set_video_mode failed.\n"); goto error; } d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data); if (!d3d10_init_swapchain(d3d10, d3d10->vp.full_width, d3d10->vp.full_height, #ifdef HAVE_WINDOW main_window.hwnd #else NULL #endif )) goto error; { D3D10Texture2D backBuffer; d3d10->swapChain->lpVtbl->GetBuffer(d3d10->swapChain, 0, uuidof(ID3D10Texture2D), (void**)&backBuffer); d3d10->device->lpVtbl->CreateRenderTargetView(d3d10->device, (D3D10Resource)backBuffer, NULL, &d3d10->renderTargetView); Release(backBuffer); } d3d10->device->lpVtbl->OMSetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL); video_driver_set_size(d3d10->vp.full_width, d3d10->vp.full_height); d3d10->viewport.Width = d3d10->vp.full_width; d3d10->viewport.Height = d3d10->vp.full_height; d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT; if (video->force_aspect) d3d10->flags |= D3D10_ST_FLAG_KEEP_ASPECT; else d3d10->flags &= ~D3D10_ST_FLAG_KEEP_ASPECT; if (video->vsync) d3d10->flags |= D3D10_ST_FLAG_VSYNC; else d3d10->flags &= ~D3D10_ST_FLAG_VSYNC; d3d10->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM; d3d10->frame.texture[0].desc.Format = d3d10->format; d3d10->frame.texture[0].desc.Usage = D3D10_USAGE_DEFAULT; d3d10->frame.texture[0].desc.Width = 4; d3d10->frame.texture[0].desc.Height = 4; d3d10_release_texture(&d3d10->frame.texture[0]); d3d10_init_texture(d3d10->device, &d3d10->frame.texture[0]); d3d10->menu.texture.desc.Usage = D3D10_USAGE_DEFAULT; matrix_4x4_ortho(d3d10->ubo_values.mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); d3d10->ubo_values.OutputSize.width = d3d10->viewport.Width; d3d10->ubo_values.OutputSize.height = d3d10->viewport.Height; { D3D10_SUBRESOURCE_DATA ubo_data; D3D10_BUFFER_DESC desc; desc.ByteWidth = sizeof(d3d10->ubo_values); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; ubo_data.pSysMem = &d3d10->ubo_values.mvp; ubo_data.SysMemPitch = 0; ubo_data.SysMemSlicePitch = 0; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, &ubo_data, &d3d10->ubo); d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, NULL, &d3d10->frame.ubo); } d3d10_gfx_set_rotation(d3d10, 0); { D3D10_SAMPLER_DESC desc = { D3D10_FILTER_MIN_MAG_MIP_POINT }; desc.MaxAnisotropy = 1; desc.ComparisonFunc = D3D10_COMPARISON_NEVER; desc.MinLOD = -D3D10_FLOAT32_MAX; desc.MaxLOD = D3D10_FLOAT32_MAX; /* Initialize samplers */ for (i = 0; i < RARCH_WRAP_MAX; i++) { switch (i) { case RARCH_WRAP_BORDER: desc.AddressU = D3D10_TEXTURE_ADDRESS_BORDER; break; case RARCH_WRAP_EDGE: desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; break; case RARCH_WRAP_REPEAT: desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; break; case RARCH_WRAP_MIRRORED_REPEAT: desc.AddressU = D3D10_TEXTURE_ADDRESS_MIRROR; break; } desc.AddressV = desc.AddressU; desc.AddressW = desc.AddressU; desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; d3d10->device->lpVtbl->CreateSamplerState(d3d10->device, &desc, &d3d10->samplers[RARCH_FILTER_LINEAR][i]); desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; d3d10->device->lpVtbl->CreateSamplerState(d3d10->device, &desc, &d3d10->samplers[RARCH_FILTER_NEAREST][i]); } } d3d10_set_filtering(d3d10, 0, video->smooth, video->ctx_scaling); { D3D10_BUFFER_DESC desc; D3D10_SUBRESOURCE_DATA vertex_data; d3d10_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 } }, }; vertex_data.pSysMem = vertices; vertex_data.SysMemPitch = 0; vertex_data.SysMemSlicePitch = 0; desc.ByteWidth = sizeof(vertices); desc.Usage = D3D10_USAGE_IMMUTABLE; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, &vertex_data, &d3d10->frame.vbo); desc.Usage = D3D10_USAGE_DYNAMIC; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, &vertex_data, &d3d10->menu.vbo); d3d10->sprites.capacity = 16 * 1024; desc.ByteWidth = sizeof(d3d10_sprite_t) * d3d10->sprites.capacity; d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, NULL, &d3d10->sprites.vbo); } { D3D10_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_vertex_t, color), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; static const char shader[] = #include "d3d_shaders/opaque_sm5.hlsl.h" ; if (!d3d10_init_shader( d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND])) goto error; } { D3D10_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_sprite_t, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_sprite_t, coords), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[0]), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[1]), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[2]), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[3]), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_sprite_t, params), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; static const char shader[] = #include "d3d_shaders/sprite_sm4.hlsl.h" ; if (!d3d10_init_shader( d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc, countof(desc), &d3d10->sprites.shader)) goto error; if (!d3d10_init_shader( d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc, countof(desc), &d3d10->sprites.shader_font)) goto error; } if (string_is_equal(settings->arrays.menu_driver, "xmb")) { { D3D10_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_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 (!d3d10_init_shader( d3d10->device, ribbon, sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU])) goto error; if (!d3d10_init_shader( d3d10->device, ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_2])) goto error; } { D3D10_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord), D3D10_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 (!d3d10_init_shader( d3d10->device, simple_snow, sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_3])) goto error; if (!d3d10_init_shader( d3d10->device, snow, sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_4])) goto error; if (!d3d10_init_shader( d3d10->device, bokeh, sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_5])) goto error; if (!d3d10_init_shader( d3d10->device, snowflake, sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_6])) goto error; } } { D3D10_BLEND_DESC blend_desc = { 0 }; blend_desc.AlphaToCoverageEnable = FALSE; blend_desc.BlendEnable[0] = TRUE; blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; blend_desc.BlendOp = D3D10_BLEND_OP_ADD; blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA; blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_enable); blend_desc.SrcBlend = D3D10_BLEND_ONE; blend_desc.DestBlend = D3D10_BLEND_ONE; d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_pipeline); blend_desc.BlendEnable[0] = FALSE; d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_disable); } { D3D10_RASTERIZER_DESC desc; desc.FillMode = D3D10_FILL_SOLID; desc.CullMode = D3D10_CULL_NONE; desc.FrontCounterClockwise = FALSE; desc.DepthBias = 0; desc.DepthBiasClamp = 0.0f; desc.SlopeScaledDepthBias = 0.0f; desc.DepthClipEnable = FALSE; desc.ScissorEnable = TRUE; desc.MultisampleEnable = FALSE; desc.AntialiasedLineEnable = FALSE; d3d10->device->lpVtbl->CreateRasterizerState(d3d10->device, &desc, &d3d10->state); } d3d10->device->lpVtbl->RSSetState(d3d10->device, d3d10->state); font_driver_init_osd(d3d10, video, false, video->is_threaded, FONT_DRIVER_RENDER_D3D10_API); { d3d10_fake_context.get_flags = d3d10_get_flags; d3d10_fake_context.get_metrics = win32_get_metrics; video_context_driver_set(&d3d10_fake_context); #ifdef HAVE_SLANG const char *shader_preset = video_shader_get_current_shader_preset(); enum rarch_shader_type type = video_shader_parse_type(shader_preset); d3d10_gfx_set_shader(d3d10, type, shader_preset); #endif } #if 0 if (video_driver_get_hw_context()->context_type == RETRO_HW_CONTEXT_DIRECT3D && video_driver_get_hw_context()->version_major == 11) { d3d10->hw.enable = true; d3d10->hw.iface.interface_type = RETRO_HW_RENDER_INTERFACE_D3D10; d3d10->hw.iface.interface_version = RETRO_HW_RENDER_INTERFACE_D3D10_VERSION; d3d10->hw.iface.handle = d3d10; d3d10->hw.iface.device = d3d10->device; d3d10->hw.iface.context = d3d10->context; d3d10->hw.iface.featureLevel = d3d10->supportedFeatureLevel; d3d10->hw.iface.D3DCompile = D3DCompile; } #endif #ifdef __WINRT__ DXGICreateFactory2(&d3d10->factory); #else DXGICreateFactory1(&d3d10->factory); #endif { int i = 0; int gpu_index = settings->ints.d3d10_gpu_index; if (d3d10->gpu_list) string_list_free(d3d10->gpu_list); d3d10->gpu_list = string_list_new(); for (;;) { DXGI_ADAPTER_DESC desc = {0}; union string_list_elem_attr attr = {0}; char str[128]; str[0] = '\0'; #ifdef __WINRT__ if (FAILED(DXGIEnumAdapters2(d3d10->factory, i, &d3d10->adapter))) break; #else if (FAILED(DXGIEnumAdapters1(d3d10->factory, i, &d3d10->adapter))) break; #endif IDXGIAdapter_GetDesc(d3d10->adapter, &desc); utf16_to_char_string((const uint16_t*) desc.Description, str, sizeof(str)); RARCH_LOG("[D3D10]: Found GPU at index %d: \"%s\".\n", i, str); string_list_append(d3d10->gpu_list, str, attr); if (i < D3D10_MAX_GPU_COUNT) d3d10->adapters[i] = d3d10->adapter; i++; } video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D10_API, d3d10->gpu_list); if (0 <= gpu_index && gpu_index <= i && (gpu_index < D3D10_MAX_GPU_COUNT)) { d3d10->current_adapter = d3d10->adapters[gpu_index]; d3d10->adapter = d3d10->current_adapter; RARCH_LOG("[D3D10]: Using GPU index %d.\n", gpu_index); video_driver_set_gpu_device_string(d3d10->gpu_list->elems[gpu_index].data); } else { RARCH_WARN("[D3D10]: Invalid GPU index %d, using first device found.\n", gpu_index); d3d10->current_adapter = d3d10->adapters[0]; d3d10->adapter = d3d10->current_adapter; } } return d3d10; error: d3d10_gfx_free(d3d10); return NULL; } static void d3d10_init_history(d3d10_video_t* d3d10, unsigned width, unsigned height) { int i; /* TODO/FIXME: 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 */ for (i = 0; i < (int)d3d10->shader_preset->history_size + 1; i++) { d3d10->frame.texture[i].desc.Width = width; d3d10->frame.texture[i].desc.Height = height; d3d10->frame.texture[i].desc.Format = d3d10->frame.texture[0].desc.Format; d3d10->frame.texture[i].desc.Usage = d3d10->frame.texture[0].desc.Usage; d3d10_release_texture(&d3d10->frame.texture[i]); d3d10_init_texture(d3d10->device, &d3d10->frame.texture[i]); /* TODO/FIXME: clear texture ? */ } d3d10->flags &= ~D3D10_ST_FLAG_INIT_HISTORY; } static void d3d10_init_render_targets(d3d10_video_t* d3d10, unsigned width, unsigned height) { int i; for (i = 0; i < d3d10->shader_preset->passes; i++) { struct video_shader_pass* pass = &d3d10->shader_preset->pass[i]; if (pass->fbo.flags & FBO_SCALE_FLAG_VALID) { switch (pass->fbo.type_x) { case RARCH_SCALE_INPUT: width *= pass->fbo.scale_x; break; case RARCH_SCALE_VIEWPORT: width = d3d10->vp.width * pass->fbo.scale_x; break; case RARCH_SCALE_ABSOLUTE: width = pass->fbo.abs_x; break; default: break; } if (!width) width = d3d10->vp.width; switch (pass->fbo.type_y) { case RARCH_SCALE_INPUT: height *= pass->fbo.scale_y; break; case RARCH_SCALE_VIEWPORT: height = d3d10->vp.height * pass->fbo.scale_y; break; case RARCH_SCALE_ABSOLUTE: height = pass->fbo.abs_y; break; default: break; } if (!height) height = d3d10->vp.height; } else if (i == (d3d10->shader_preset->passes - 1)) { width = d3d10->vp.width; height = d3d10->vp.height; } RARCH_LOG("[D3D10]: Updating framebuffer size %ux%u.\n", width, height); if ((i != (d3d10->shader_preset->passes - 1)) || (width != d3d10->vp.width) || (height != d3d10->vp.height)) { d3d10->pass[i].viewport.Width = width; d3d10->pass[i].viewport.Height = height; d3d10->pass[i].viewport.MaxDepth = 1.0; d3d10->pass[i].rt.desc.Width = width; d3d10->pass[i].rt.desc.Height = height; d3d10->pass[i].rt.desc.BindFlags = D3D10_BIND_RENDER_TARGET; d3d10->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d10->pass[i].semantics.format); d3d10_release_texture(&d3d10->pass[i].rt); d3d10_init_texture(d3d10->device, &d3d10->pass[i].rt); if (pass->feedback) { d3d10->pass[i].feedback.desc = d3d10->pass[i].rt.desc; d3d10_release_texture(&d3d10->pass[i].feedback); d3d10_init_texture(d3d10->device, &d3d10->pass[i].feedback); /* TODO/FIXME: do we need to clear it to black here ? */ } } else { d3d10->pass[i].rt.size_data.x = width; d3d10->pass[i].rt.size_data.y = height; d3d10->pass[i].rt.size_data.z = 1.0f / width; d3d10->pass[i].rt.size_data.w = 1.0f / height; } } d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_RTS; } static bool d3d10_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; d3d10_texture_t* texture = NULL; d3d10_video_t * d3d10 = (d3d10_video_t*)data; D3D10Device context = d3d10->device; unsigned video_width = video_info->width; unsigned video_height = video_info->height; bool statistics_show = video_info->statistics_show; struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; const char *stat_text = video_info->stat_text; bool menu_is_alive = video_info->menu_is_alive; bool overlay_behind_menu = video_info->overlay_behind_menu; #ifdef HAVE_GFX_WIDGETS bool widgets_active = video_info->widgets_active; #endif if (d3d10->flags & D3D10_ST_FLAG_RESIZE_CHAIN) { D3D10Texture2D backBuffer; Release(d3d10->renderTargetView); DXGIResizeBuffers(d3d10->swapChain, 0, 0, 0, (DXGI_FORMAT)0, 0); d3d10->swapChain->lpVtbl->GetBuffer(d3d10->swapChain, 0, uuidof(ID3D10Texture2D), (void**)&backBuffer); d3d10->device->lpVtbl->CreateRenderTargetView(d3d10->device, (D3D10Resource)backBuffer, NULL, &d3d10->renderTargetView); Release(backBuffer); d3d10->device->lpVtbl->OMSetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL); d3d10->viewport.Width = video_width; d3d10->viewport.Height = video_height; d3d10->ubo_values.OutputSize.width = d3d10->viewport.Width; d3d10->ubo_values.OutputSize.height = d3d10->viewport.Height; d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_CHAIN; d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT; video_driver_set_size(video_width, video_height); } #if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */ if (d3d10->resize_viewport) #endif d3d10_update_viewport(d3d10, false); context->lpVtbl->IASetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); #if 0 if (d3d10->hw.enable) { context->lpVtbl->OMSetRenderTargets(context, 1, &d3d10->renderTargetView, NULL); context->lpVtbl->RSSetState(context, d3d10->state); } #endif if (frame && width && height) { if (d3d10->shader_preset) { if (d3d10->frame.texture[0].desc.Width != width || d3d10->frame.texture[0].desc.Height != height) d3d10->flags |= D3D10_ST_FLAG_RESIZE_RTS; if (d3d10->flags & D3D10_ST_FLAG_RESIZE_RTS) { int i; /* Release all render targets first to avoid memory fragmentation */ for (i = 0; i < (int) d3d10->shader_preset->passes; i++) { d3d10_release_texture(&d3d10->pass[i].rt); d3d10_release_texture(&d3d10->pass[i].feedback); memset(&d3d10->pass[i].rt, 0, sizeof(d3d10->pass[i].rt)); memset(&d3d10->pass[i].feedback, 0, sizeof(d3d10->pass[i].feedback)); } } if (d3d10->shader_preset->history_size) { if (d3d10->flags & D3D10_ST_FLAG_INIT_HISTORY) d3d10_init_history(d3d10, width, height); else { int k; /* TODO/FIXME: what about frame-duping ? * maybe clone d3d10_texture_t with AddRef */ d3d10_texture_t tmp = d3d10->frame.texture[d3d10->shader_preset->history_size]; for (k = d3d10->shader_preset->history_size; k > 0; k--) d3d10->frame.texture[k] = d3d10->frame.texture[k - 1]; d3d10->frame.texture[0] = tmp; } } } /* either no history, or we moved a texture of a different size in the front slot */ if (d3d10->frame.texture[0].desc.Width != width || d3d10->frame.texture[0].desc.Height != height) { d3d10->frame.texture[0].desc.Width = width; d3d10->frame.texture[0].desc.Height = height; d3d10_release_texture(&d3d10->frame.texture[0]); d3d10_init_texture(d3d10->device, &d3d10->frame.texture[0]); } if (d3d10->flags & D3D10_ST_FLAG_RESIZE_RTS) d3d10_init_render_targets(d3d10, width, height); if (frame != RETRO_HW_FRAME_BUFFER_VALID) if (d3d10->frame.texture[0].staging) d3d10_update_texture( d3d10->device, width, height, pitch, d3d10->format, frame, &d3d10->frame.texture[0]); } D3D10SetVertexBuffer(context, 0, d3d10->frame.vbo, sizeof(d3d10_vertex_t), 0); context->lpVtbl->OMSetBlendState(context, d3d10->blend_disable, NULL, D3D10_DEFAULT_SAMPLE_MASK); texture = d3d10->frame.texture; if (d3d10->shader_preset) { for (i = 0; i < d3d10->shader_preset->passes; i++) { if (d3d10->shader_preset->pass[i].feedback) { d3d10_texture_t tmp = d3d10->pass[i].feedback; d3d10->pass[i].feedback = d3d10->pass[i].rt; d3d10->pass[i].rt = tmp; } } for (i = 0; i < d3d10->shader_preset->passes; i++) { int j; d3d10_set_shader(context, &d3d10->pass[i].shader); if (d3d10->shader_preset->pass[i].frame_count_mod) d3d10->pass[i].frame_count = frame_count % d3d10->shader_preset->pass[i].frame_count_mod; else d3d10->pass[i].frame_count = frame_count; #ifdef HAVE_REWIND d3d10->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1; #else d3d10->pass[i].frame_direction = 1; #endif for (j = 0; j < SLANG_CBUFFER_MAX; j++) { D3D10Buffer buffer = d3d10->pass[i].buffers[j]; cbuffer_sem_t* buffer_sem = &d3d10->pass[i].semantics.cbuffers[j]; if (buffer_sem->stage_mask && buffer_sem->uniforms) { void* uniform_data = NULL; uniform_sem_t* uniform = buffer_sem->uniforms; buffer->lpVtbl->Map(buffer, D3D10_MAP_WRITE_DISCARD, 0, (void**)&uniform_data); while (uniform->size) { if (uniform->data) memcpy((uint8_t*)uniform_data + uniform->offset, uniform->data, uniform->size); uniform++; } buffer->lpVtbl->Unmap(buffer); if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK) context->lpVtbl->VSSetConstantBuffers(context, buffer_sem->binding, 1, &buffer); if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK) context->lpVtbl->PSSetConstantBuffers(context, buffer_sem->binding, 1, &buffer); } } { D3D10RenderTargetView null_rt = NULL; context->lpVtbl->OMSetRenderTargets(context, 1, &null_rt, NULL); } { D3D10ShaderResourceView textures[SLANG_NUM_BINDINGS] = { NULL }; D3D10SamplerState samplers[SLANG_NUM_BINDINGS] = { NULL }; texture_sem_t* texture_sem = d3d10->pass[i].semantics.textures; while (texture_sem->stage_mask) { int binding = texture_sem->binding; textures[binding] = *(D3D10ShaderResourceView*)texture_sem->texture_data; samplers[binding] = d3d10->samplers[texture_sem->filter][texture_sem->wrap]; texture_sem++; } #if 0 if (d3d10->hw.enable && (i == 0)) context->lpVtbl->PSSetShaderResources(context, 1, SLANG_NUM_BINDINGS - 1, textures + 1); else #endif context->lpVtbl->PSSetShaderResources(context, 0, SLANG_NUM_BINDINGS, textures); context->lpVtbl->PSSetSamplers(context, 0, SLANG_NUM_BINDINGS, samplers); } if (d3d10->pass[i].rt.handle) { context->lpVtbl->OMSetRenderTargets(context, 1, &d3d10->pass[i].rt.rt_view, NULL); context->lpVtbl->RSSetViewports(context, 1, &d3d10->pass[i].viewport); context->lpVtbl->Draw(context, 4, 0); texture = &d3d10->pass[i].rt; } else { texture = NULL; break; } } context->lpVtbl->OMSetRenderTargets(context, 1, &d3d10->renderTargetView, NULL); } if (texture) { d3d10_set_shader(context, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]); #if 0 /* TODO/FIXME */ if (!d3d10->hw.enable || d3d10->shader_preset) #endif context->lpVtbl->PSSetShaderResources(context, 0, 1, &texture->view); context->lpVtbl->PSSetSamplers(context, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d10->frame.ubo); } context->lpVtbl->ClearRenderTargetView(context, d3d10->renderTargetView, d3d10->clearcolor); context->lpVtbl->RSSetViewports(context, 1, &d3d10->frame.viewport); d3d10_clear_scissor(d3d10, video_width, video_height); context->lpVtbl->Draw(context, 4, 0); context->lpVtbl->OMSetBlendState(context, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); if ( (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE) && d3d10->menu.texture.handle) { if (d3d10->flags & D3D10_ST_FLAG_MENU_FULLSCREEN) context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport); d3d10_set_shader(context, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]); D3D10SetVertexBuffer(context, 0, d3d10->menu.vbo, sizeof(d3d10_vertex_t), 0); context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d10->ubo); d3d10_set_texture_and_sampler(context, 0, &d3d10->menu.texture); context->lpVtbl->Draw(context, 4, 0); } d3d10_set_shader(context, &d3d10->sprites.shader); context->lpVtbl->IASetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); context->lpVtbl->VSSetConstantBuffers(context, 0, 1, (ID3D10Buffer ** const)&d3d10->ubo); context->lpVtbl->PSSetConstantBuffers(context, 0, 1, (ID3D10Buffer ** const)&d3d10->ubo); d3d10->flags |= D3D10_ST_FLAG_SPRITES_ENABLE; #ifdef HAVE_OVERLAY if ( (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_ENABLE) && overlay_behind_menu) d3d10_render_overlay(d3d10); #endif #ifdef HAVE_MENU #ifndef HAVE_GFX_WIDGETS if (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE) #endif { context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport); D3D10SetVertexBuffer(context, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); } #endif #ifdef HAVE_MENU if (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE) menu_driver_frame(menu_is_alive, video_info); else #endif if (statistics_show) { if (osd_params) { context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport); d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(context, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); font_driver_render_msg(d3d10, stat_text, (const struct font_params*)osd_params, NULL); } } #ifdef HAVE_OVERLAY if ( (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_ENABLE) && !overlay_behind_menu) d3d10_render_overlay(d3d10); #endif #ifdef HAVE_GFX_WIDGETS if (widgets_active) gfx_widgets_frame(video_info); #endif if (msg && *msg) { d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->viewport); d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); font_driver_render_msg(d3d10, msg, NULL, NULL); } d3d10->flags &= ~D3D10_ST_FLAG_SPRITES_ENABLE; #ifndef __WINRT__ win32_update_title(); #endif DXGIPresent(d3d10->swapChain, d3d10->swap_interval, 0); return true; } static void d3d10_gfx_set_nonblock_state(void* data, bool toggle, bool adaptive_vsync_enabled, unsigned swap_interval) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; if (toggle) { d3d10->flags &= ~D3D10_ST_FLAG_VSYNC; d3d10->swap_interval = 0; } else { d3d10->flags |= D3D10_ST_FLAG_VSYNC; d3d10->swap_interval = swap_interval; } } static bool d3d10_gfx_alive(void* data) { bool quit; bool resize_chain = false; d3d10_video_t* d3d10 = (d3d10_video_t*)data; win32_check_window(NULL, &quit, &resize_chain, &d3d10->vp.full_width, &d3d10->vp.full_height); if (resize_chain) d3d10->flags |= D3D10_ST_FLAG_RESIZE_CHAIN; else d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_CHAIN; if ( (d3d10->flags & D3D10_ST_FLAG_RESIZE_CHAIN) && (d3d10->vp.full_width != 0) && (d3d10->vp.full_height != 0)) video_driver_set_size(d3d10->vp.full_width, d3d10->vp.full_height); return !quit; } static bool d3d10_gfx_suppress_screensaver(void* data, bool enable) { return false; } static bool d3d10_gfx_has_windowed(void* data) { return true; } static struct video_shader* d3d10_gfx_get_current_shader(void* data) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return NULL; return d3d10->shader_preset; } static void d3d10_gfx_viewport_info(void* data, struct video_viewport* vp) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; *vp = d3d10->vp; } static void d3d10_set_menu_texture_frame( void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; settings_t* settings = config_get_ptr(); DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM; if ( d3d10->menu.texture.desc.Width != width || d3d10->menu.texture.desc.Height != height) { d3d10->menu.texture.desc.Format = format; d3d10->menu.texture.desc.Width = width; d3d10->menu.texture.desc.Height = height; d3d10_release_texture(&d3d10->menu.texture); d3d10_init_texture(d3d10->device, &d3d10->menu.texture); } if (d3d10->menu.texture.staging) d3d10_update_texture(d3d10->device, width, height, 0, format, frame, &d3d10->menu.texture); d3d10->menu.texture.sampler = d3d10->samplers [settings->bools.menu_linear_filter ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT]; } static void d3d10_set_menu_texture_enable( void* data, bool state, bool fullscreen) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; if (state) d3d10->flags |= D3D10_ST_FLAG_MENU_ENABLE; else d3d10->flags &= ~D3D10_ST_FLAG_MENU_ENABLE; if (fullscreen) d3d10->flags |= D3D10_ST_FLAG_MENU_FULLSCREEN; else d3d10->flags &= ~D3D10_ST_FLAG_MENU_FULLSCREEN; } static void d3d10_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (!d3d10) return; d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT | D3D10_ST_FLAG_KEEP_ASPECT; } static void d3d10_gfx_apply_state_changes(void* data) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (d3d10) d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT; } static void d3d10_gfx_set_osd_msg( void* data, const char* msg, const void* params, void* font) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; if (d3d10) { if (d3d10->flags & D3D10_ST_FLAG_SPRITES_ENABLE) font_driver_render_msg(d3d10, msg, (const struct font_params*)params, font); } } static uintptr_t d3d10_gfx_load_texture( void* video_data, void* data, bool threaded, enum texture_filter_type filter_type) { d3d10_texture_t* texture = NULL; d3d10_video_t* d3d10 = (d3d10_video_t*)video_data; struct texture_image* image = (struct texture_image*)data; if (!d3d10) return 0; texture = (d3d10_texture_t*)calloc(1, sizeof(*texture)); if (!texture) return 0; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: texture->desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS; /* fallthrough */ case TEXTURE_FILTER_LINEAR: texture->sampler = d3d10->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE]; break; case TEXTURE_FILTER_MIPMAP_NEAREST: texture->desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS; /* fallthrough */ case TEXTURE_FILTER_NEAREST: texture->sampler = d3d10->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; d3d10_release_texture(texture); d3d10_init_texture(d3d10->device, texture); if (texture->staging) d3d10_update_texture( d3d10->device, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, texture); return (uintptr_t)texture; } static void d3d10_gfx_unload_texture(void* data, bool threaded, uintptr_t handle) { d3d10_texture_t* texture = (d3d10_texture_t*)handle; if (!texture) return; Release(texture->view); Release(texture->staging); Release(texture->handle); free(texture); } #if 0 static bool d3d10_get_hw_render_interface(void* data, const struct retro_hw_render_interface** iface) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; *iface = (const struct retro_hw_render_interface*)&d3d10->hw.iface; return d3d10->hw.enable; } #endif static uint32_t d3d10_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING); BIT32_SET(flags, GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED); #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG); #endif return flags; } #ifndef __WINRT__ static void d3d10_get_video_output_size(void *data, unsigned *width, unsigned *height, char *desc, size_t desc_len) { win32_get_video_output_size(width, height, desc, desc_len); } static void d3d10_get_video_output_prev(void *data) { unsigned width = 0; unsigned height = 0; win32_get_video_output_prev(&width, &height); } static void d3d10_get_video_output_next(void *data) { unsigned width = 0; unsigned height = 0; win32_get_video_output_next(&width, &height); } #endif static const video_poke_interface_t d3d10_poke_interface = { d3d10_get_flags, d3d10_gfx_load_texture, d3d10_gfx_unload_texture, NULL, /* set_video_mode */ #ifndef __WINRT__ win32_get_refresh_rate, #else /* UWP does not expose this information easily */ NULL, #endif d3d10_set_filtering, #ifdef __WINRT__ NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ #else d3d10_get_video_output_size, d3d10_get_video_output_prev, d3d10_get_video_output_next, #endif NULL, /* get_current_framebuffer */ NULL, /* get_proc_address */ d3d10_gfx_set_aspect_ratio, d3d10_gfx_apply_state_changes, d3d10_set_menu_texture_frame, d3d10_set_menu_texture_enable, d3d10_gfx_set_osd_msg, win32_show_cursor, NULL, /* grab_mouse_toggle */ d3d10_gfx_get_current_shader, NULL, /* get_current_software_framebuffer */ #if 0 d3d10_get_hw_render_interface, #else NULL, /* get_hw_render_interface */ #endif NULL, /* set_hdr_max_nits */ NULL, /* set_hdr_paper_white_nits */ NULL, /* set_hdr_contrast */ NULL /* set_hdr_expand_gamut */ }; static void d3d10_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface) { *iface = &d3d10_poke_interface; } #if defined(HAVE_GFX_WIDGETS) static bool d3d10_gfx_widgets_enabled(void *data) { (void)data; return true; } #endif video_driver_t video_d3d10 = { d3d10_gfx_init, d3d10_gfx_frame, d3d10_gfx_set_nonblock_state, d3d10_gfx_alive, win32_has_focus, d3d10_gfx_suppress_screensaver, d3d10_gfx_has_windowed, d3d10_gfx_set_shader, d3d10_gfx_free, "d3d10", NULL, /* set_viewport */ d3d10_gfx_set_rotation, d3d10_gfx_viewport_info, NULL, /* read_viewport */ NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d10_get_overlay_interface, #endif #ifdef HAVE_VIDEO_LAYOUT NULL, #endif d3d10_gfx_get_poke_interface, NULL, /* d3d10_wrap_type_to_enum */ #if defined(HAVE_GFX_WIDGETS) d3d10_gfx_widgets_enabled #endif };