/* 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 .
*/
#ifndef _D3D12_DEFINES_H_
#define _D3D12_DEFINES_H_
#include
#include
#include
#include
#include "dxgi_common.h"
#include
#include
#include "../common/d3dcompiler_common.h"
#include "../drivers_shader/slang_process.h"
#define D3D12_MAX_GPU_COUNT 16
#define D3D12_RESOURCE_TRANSITION(cmd, resource, state_before, state_after) \
{ \
D3D12_RESOURCE_BARRIER _barrier; \
_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; \
_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; \
_barrier.Transition.pResource = resource; \
_barrier.Transition.StateBefore = state_before; \
_barrier.Transition.StateAfter = state_after; \
_barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; \
cmd->lpVtbl->ResourceBarrier(cmd, 1, &_barrier); \
}
enum d3d12_video_flags
{
D3D12_ST_FLAG_RESIZE_CHAIN = (1 << 0),
D3D12_ST_FLAG_KEEP_ASPECT = (1 << 1),
D3D12_ST_FLAG_RESIZE_VIEWPORT = (1 << 2),
D3D12_ST_FLAG_RESIZE_RTS = (1 << 3),
D3D12_ST_FLAG_INIT_HISTORY = (1 << 4),
D3D12_ST_FLAG_OVERLAYS_ENABLE = (1 << 5),
D3D12_ST_FLAG_OVERLAYS_FULLSCREEN = (1 << 6),
D3D12_ST_FLAG_SPRITES_ENABLE = (1 << 7),
D3D12_ST_FLAG_MENU_ENABLE = (1 << 8),
D3D12_ST_FLAG_MENU_FULLSCREEN = (1 << 9),
D3D12_ST_FLAG_HDR_SUPPORT = (1 << 10),
D3D12_ST_FLAG_HDR_ENABLE = (1 << 11),
D3D12_ST_FLAG_VSYNC = (1 << 12),
D3D12_ST_FLAG_WAITABLE_SWAPCHAINS = (1 << 13),
D3D12_ST_FLAG_WAIT_FOR_VBLANK = (1 << 14),
D3D12_ST_FLAG_HW_IFACE_ENABLE = (1 << 15),
D3D12_ST_FLAG_FRAME_DUPE_LOCK = (1 << 16)
};
typedef enum
{
ROOT_ID_TEXTURE_T = 0,
ROOT_ID_SAMPLER_T,
ROOT_ID_UBO,
ROOT_ID_PC,
ROOT_ID_MAX
} root_signature_parameter_index_t;
typedef enum
{
CS_ROOT_ID_TEXTURE_T = 0,
CS_ROOT_ID_UAV_T,
CS_ROOT_ID_CONSTANTS,
CS_ROOT_ID_MAX
} compute_root_index_t;
typedef const ID3D12PipelineState* D3D12PipelineStateRef;
/* auto-generated */
typedef ID3D12Object* D3D12Object;
typedef ID3D12DeviceChild* D3D12DeviceChild;
typedef ID3D12RootSignature* D3D12RootSignature;
typedef ID3D12RootSignatureDeserializer* D3D12RootSignatureDeserializer;
typedef ID3D12VersionedRootSignatureDeserializer* D3D12VersionedRootSignatureDeserializer;
typedef ID3D12Pageable* D3D12Pageable;
typedef ID3D12Heap* D3D12Heap;
typedef ID3D12Resource* D3D12Resource;
typedef ID3D12CommandAllocator* D3D12CommandAllocator;
typedef ID3D12Fence* D3D12Fence;
typedef ID3D12PipelineState* D3D12PipelineState;
typedef ID3D12DescriptorHeap* D3D12DescriptorHeap;
typedef ID3D12QueryHeap* D3D12QueryHeap;
typedef ID3D12CommandSignature* D3D12CommandSignature;
typedef ID3D12CommandList* D3D12CommandList;
typedef ID3D12GraphicsCommandList* D3D12GraphicsCommandList;
typedef ID3D12CommandQueue* D3D12CommandQueue;
typedef ID3D12Device* D3D12Device;
typedef ID3D12PipelineLibrary* D3D12PipelineLibrary;
#ifdef DEBUG
typedef ID3D12Debug* D3D12Debug;
typedef ID3D12DebugDevice* D3D12DebugDevice;
typedef ID3D12DebugCommandQueue* D3D12DebugCommandQueue;
typedef ID3D12DebugCommandList* D3D12DebugCommandList;
#ifdef DEVICE_DEBUG
typedef ID3D12DeviceRemovedExtendedDataSettings* D3D12DeviceRemovedExtendedDataSettings;
#endif /* DEVICE_DEBUG */
#endif
typedef ID3D12InfoQueue* D3D12InfoQueue;
typedef struct d3d12_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d12_vertex_t;
typedef struct
{
struct
{
float x, y, w, h;
} pos;
struct
{
float u, v, w, h;
} coords;
struct
{
float scaling;
float rotation;
} params;
UINT32 colors[4];
} d3d12_sprite_t;
typedef struct
{
D3D12DescriptorHeap handle; /* descriptor pool */
D3D12_DESCRIPTOR_HEAP_DESC desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu; /* descriptor */
D3D12_GPU_DESCRIPTOR_HANDLE gpu; /* descriptor */
UINT stride;
bool* map;
int start;
} d3d12_descriptor_heap_t;
typedef struct
{
D3D12Resource handle;
D3D12Resource upload_buffer;
D3D12_RESOURCE_DESC desc;
/* the first view is srv, the rest are mip levels uavs */
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12_CPU_DESCRIPTOR_HANDLE rt_view;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
UINT64 row_size_in_bytes;
UINT64 total_bytes;
d3d12_descriptor_heap_t* srv_heap;
float4_t size_data;
bool dirty;
} d3d12_texture_t;
#ifndef ALIGN
#ifdef _MSC_VER
#define ALIGN(x) __declspec(align(x))
#else
#define ALIGN(x) __attribute__((aligned(x)))
#endif
#endif
typedef struct ALIGN(16)
{
math_matrix_4x4 mvp;
struct
{
float width;
float height;
} OutputSize;
float time;
} d3d12_uniform_t;
typedef struct
{
unsigned cur_mon_id;
#ifdef __WINRT__
DXGIFactory2 factory;
#else
DXGIFactory1 factory;
#endif
DXGIAdapter adapter;
D3D12Device device;
#ifdef DEVICE_DEBUG
#ifdef DEBUG
D3D12DebugDevice debug_device;
D3D12InfoQueue info_queue;
D3D12DeviceRemovedExtendedDataSettings device_removed_info;
#endif /* DEBUG */
#endif /* DEVICE_DEBUG */
struct retro_hw_render_interface_d3d12 hw_iface;
D3D12Resource hw_render_texture;
DXGI_FORMAT hw_render_texture_format;
IDXGIAdapter1 *adapters[D3D12_MAX_GPU_COUNT];
struct string_list *gpu_list;
struct
{
D3D12CommandQueue handle;
D3D12CommandAllocator allocator;
D3D12GraphicsCommandList cmd;
D3D12Fence fence;
HANDLE fenceEvent;
UINT64 fenceValue;
} queue;
struct
{
D3D12RootSignature cs_rootSignature; /* descriptor layout */
D3D12RootSignature sl_rootSignature; /* descriptor layout */
D3D12RootSignature rootSignature; /* descriptor layout */
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
d3d12_descriptor_heap_t sampler_heap;
} desc;
struct
{
HANDLE frameLatencyWaitableObject;
DXGISwapChain handle;
D3D12Resource renderTargets[2];
#ifdef HAVE_DXGI_HDR
d3d12_texture_t back_buffer;
#endif
D3D12_CPU_DESCRIPTOR_HANDLE desc_handles[2];
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
float clearcolor[4];
int frame_index;
unsigned swap_interval;
#ifdef HAVE_DXGI_HDR
enum dxgi_swapchain_bit_depth bit_depth;
DXGI_COLOR_SPACE_TYPE color_space;
DXGI_FORMAT formats[DXGI_SWAPCHAIN_BIT_DEPTH_COUNT];
#endif
} chain;
struct
{
d3d12_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
float4_t output_size;
int rotation;
} frame;
#ifdef HAVE_DXGI_HDR
struct
{
dxgi_hdr_uniform_t ubo_values;
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
float max_output_nits;
float min_output_nits;
float max_cll;
float max_fall;
} hdr;
#endif
struct
{
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t texture;
float alpha;
} menu;
struct
{
D3D12PipelineStateRef pipe;
D3D12PipelineState pipe_blend;
D3D12PipelineState pipe_noblend;
D3D12PipelineState pipe_font;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
int offset;
int capacity;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t* textures;
int count;
} overlays;
#endif
struct
{
D3D12PipelineState pipe;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12Resource buffers[SLANG_CBUFFER_MAX];
D3D12_CONSTANT_BUFFER_VIEW_DESC buffer_view[SLANG_CBUFFER_MAX];
d3d12_texture_t rt;
d3d12_texture_t feedback;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
pass_semantics_t semantics;
uint32_t frame_count;
int32_t frame_direction;
uint32_t rotation;
uint32_t total_subframes;
uint32_t current_subframe;
D3D12_GPU_DESCRIPTOR_HANDLE textures;
D3D12_GPU_DESCRIPTOR_HANDLE samplers;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
d3d12_texture_t luts[GFX_MAX_TEXTURES];
D3D12PipelineState pipes[GFX_MAX_SHADERS];
D3D12PipelineState mipmapgen_pipe;
d3d12_uniform_t ubo_values;
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
DXGI_FORMAT format;
D3D12_GPU_DESCRIPTOR_HANDLE samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
math_matrix_4x4 mvp, mvp_no_rot, identity;
struct video_viewport vp;
D3D12Resource menu_pipeline_vbo;
D3D12_VERTEX_BUFFER_VIEW menu_pipeline_vbo_view;
#ifdef DEBUG
D3D12Debug debugController;
#endif
uint32_t flags;
} d3d12_video_t;
/* end of auto-generated */
#endif