/* 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 12 driver. * * Minimum version : Direct3D 12.0 (2015) * Minimum OS : Windows 7, Windows 8 * Recommended OS : Windows 10 */ #define CINTERFACE #include #include #include #include #include #include #include #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #ifdef HAVE_GFX_WIDGETS #include "../gfx_widgets.h" #endif #include "../../driver.h" #include "../../verbosity.h" #include "../../configuration.h" #include "../../retroarch.h" #include "../font_driver.h" #include "../common/win32_common.h" #include "../../performance_counters.h" #include "../../menu/menu_driver.h" #include "../video_shader_parse.h" #include "../drivers_shader/slang_process.h" #ifdef HAVE_REWIND #include "../../state_manager.h" #endif #include "../common/d3d_common.h" #include "../common/dxgi_common.h" #include "../common/d3d12_common.h" #include "../common/d3dcompiler_common.h" #ifdef HAVE_SLANG #include "../drivers_shader/slang_process.h" #endif #ifdef __WINRT__ #include "../../uwp/uwp_func.h" #endif static D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_enable_desc = { TRUE, FALSE, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_LOGIC_OP_NOOP, D3D12_COLOR_WRITE_ENABLE_ALL, }; static D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_disable_desc = { FALSE, FALSE, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_LOGIC_OP_NOOP, D3D12_COLOR_WRITE_ENABLE_ALL, }; /* Temporary workaround for d3d12 not being able to poll flags during init */ static gfx_ctx_driver_t d3d12_fake_context; static uint32_t d3d12_get_flags(void *data); static void d3d12_gfx_sync(d3d12_video_t* d3d12) { 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); } } #ifdef HAVE_OVERLAY static void d3d12_free_overlays(d3d12_video_t* d3d12) { unsigned i; for (i = 0; i < (unsigned)d3d12->overlays.count; i++) d3d12_release_texture(&d3d12->overlays.textures[i]); Release(d3d12->overlays.vbo); } static void d3d12_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, float h) { D3D12_RANGE range; d3d12_sprite_t* sprites = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; range.Begin = 0; range.End = 0; D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites); sprites[index].pos.x = x; sprites[index].pos.y = y; sprites[index].pos.w = w; sprites[index].pos.h = h; range.Begin = index * sizeof(*sprites); range.End = range.Begin + sizeof(*sprites); D3D12Unmap(d3d12->overlays.vbo, 0, &range); } static void d3d12_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h) { D3D12_RANGE range; d3d12_sprite_t* sprites = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; range.Begin = 0; range.End = 0; D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites); sprites[index].coords.u = u; sprites[index].coords.v = v; sprites[index].coords.w = w; sprites[index].coords.h = h; range.Begin = index * sizeof(*sprites); range.End = range.Begin + sizeof(*sprites); D3D12Unmap(d3d12->overlays.vbo, 0, &range); } static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod) { D3D12_RANGE range; d3d12_sprite_t* sprites = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; range.Begin = 0; range.End = 0; D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites); sprites[index].colors[0] = DXGI_COLOR_RGBA(0xFF, 0xFF, 0xFF, mod * 0xFF); sprites[index].colors[1] = sprites[index].colors[0]; sprites[index].colors[2] = sprites[index].colors[0]; sprites[index].colors[3] = sprites[index].colors[0]; range.Begin = index * sizeof(*sprites); range.End = range.Begin + sizeof(*sprites); D3D12Unmap(d3d12->overlays.vbo, 0, &range); } static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images) { D3D12_RANGE range; unsigned i; d3d12_sprite_t* sprites = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; const struct texture_image* images = (const struct texture_image*)image_data; if (!d3d12) return false; d3d12_gfx_sync(d3d12); d3d12_free_overlays(d3d12); d3d12->overlays.count = num_images; d3d12->overlays.textures = (d3d12_texture_t*)calloc(num_images, sizeof(d3d12_texture_t)); d3d12->overlays.count = num_images; d3d12->overlays.vbo_view.SizeInBytes = sizeof(d3d12_sprite_t) * d3d12->overlays.count; d3d12->overlays.vbo_view.StrideInBytes = sizeof(d3d12_sprite_t); d3d12->overlays.vbo_view.BufferLocation = d3d12_create_buffer( d3d12->device, d3d12->overlays.vbo_view.SizeInBytes, &d3d12->overlays.vbo); range.Begin = 0; range.End = 0; D3D12Map(d3d12->overlays.vbo, 0, &range, (void**)&sprites); for (i = 0; i < num_images; i++) { d3d12->overlays.textures[i].desc.Width = images[i].width; d3d12->overlays.textures[i].desc.Height = images[i].height; d3d12->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; d3d12->overlays.textures[i].srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->overlays.textures[i]); d3d12_init_texture(d3d12->device, &d3d12->overlays.textures[i]); d3d12_update_texture( images[i].width, images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, images[i].pixels, &d3d12->overlays.textures[i]); sprites[i].pos.x = 0.0f; sprites[i].pos.y = 0.0f; sprites[i].pos.w = 1.0f; sprites[i].pos.h = 1.0f; sprites[i].coords.u = 0.0f; sprites[i].coords.v = 0.0f; sprites[i].coords.w = 1.0f; sprites[i].coords.h = 1.0f; sprites[i].params.scaling = 1; sprites[i].params.rotation = 0; sprites[i].colors[0] = 0xFFFFFFFF; sprites[i].colors[1] = sprites[i].colors[0]; sprites[i].colors[2] = sprites[i].colors[0]; sprites[i].colors[3] = sprites[i].colors[0]; } D3D12Unmap(d3d12->overlays.vbo, 0, NULL); return true; } static void d3d12_overlay_enable(void* data, bool state) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; d3d12->overlays.enabled = state; win32_show_cursor(d3d12, state); } static void d3d12_overlay_full_screen(void* data, bool enable) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; d3d12->overlays.fullscreen = enable; } static void d3d12_get_overlay_interface(void* data, const video_overlay_interface_t** iface) { static const video_overlay_interface_t overlay_interface = { d3d12_overlay_enable, d3d12_overlay_load, d3d12_overlay_tex_geom, d3d12_overlay_vertex_geom, d3d12_overlay_full_screen, d3d12_overlay_set_alpha, }; *iface = &overlay_interface; } static void d3d12_render_overlay(d3d12_video_t *d3d12) { unsigned i; if (d3d12->overlays.fullscreen) { D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); } else { D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect); } D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->overlays.vbo_view); D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend); D3D12SetGraphicsRootDescriptorTable( d3d12->queue.cmd, ROOT_ID_SAMPLER_T, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); for (i = 0; i < (unsigned)d3d12->overlays.count; i++) { if (d3d12->overlays.textures[i].dirty) d3d12_upload_texture(d3d12->queue.cmd, &d3d12->overlays.textures[i], d3d12); D3D12SetGraphicsRootDescriptorTable( d3d12->queue.cmd, ROOT_ID_TEXTURE_T, d3d12->overlays.textures[i].gpu_descriptor[0]); D3D12DrawInstanced(d3d12->queue.cmd, 1, 1, i, 0); } } #endif #ifdef HAVE_DXGI_HDR static void d3d12_set_hdr_max_nits(void* data, float max_nits) { D3D12_RANGE read_range; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12_video_t *d3d12 = (d3d12_video_t*)data; d3d12->hdr.max_output_nits = max_nits; d3d12->hdr.ubo_values.max_nits = max_nits; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); dxgi_set_hdr_metadata( d3d12->chain.handle, d3d12->hdr.support, d3d12->chain.bit_depth, d3d12->chain.color_space, d3d12->hdr.max_output_nits, d3d12->hdr.min_output_nits, d3d12->hdr.max_cll, d3d12->hdr.max_fall); } static void d3d12_set_hdr_paper_white_nits(void* data, float paper_white_nits) { D3D12_RANGE read_range; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12_video_t *d3d12 = (d3d12_video_t*)data; d3d12->hdr.ubo_values.paper_white_nits = paper_white_nits; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } static void d3d12_set_hdr_contrast(void* data, float contrast) { D3D12_RANGE read_range; d3d12_video_t *d3d12 = (d3d12_video_t*)data; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12->hdr.ubo_values.contrast = contrast; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } static void d3d12_set_hdr_expand_gamut(void* data, bool expand_gamut) { D3D12_RANGE read_range; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12_video_t *d3d12 = (d3d12_video_t*)data; d3d12->hdr.ubo_values.expand_gamut = expand_gamut ? 1.0f : 0.0f; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } static void d3d12_set_hdr_inverse_tonemap(d3d12_video_t* d3d12, bool inverse_tonemap) { D3D12_RANGE read_range; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12->hdr.ubo_values.inverse_tonemap = inverse_tonemap ? 1.0f : 0.0f; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } static void d3d12_set_hdr10(d3d12_video_t* d3d12, bool hdr10) { D3D12_RANGE read_range; dxgi_hdr_uniform_t *mapped_ubo = NULL; d3d12->hdr.ubo_values.hdr10 = hdr10 ? 1.0f : 0.0f; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } #endif static void d3d12_set_filtering(void* data, unsigned index, bool smooth, bool ctx_scaling) { 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* mvp; 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; D3D12_RANGE read_range; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; d3d12_gfx_sync(d3d12); d3d12->frame.rotation = rotation; radians = d3d12->frame.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(d3d12->mvp, rot, d3d12->mvp_no_rot); read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->frame.ubo, 0, &read_range, (void**)&mvp); *mvp = d3d12->mvp; D3D12Unmap(d3d12->frame.ubo, 0, NULL); } static void d3d12_update_viewport(d3d12_video_t *d3d12, bool force_full) { video_driver_update_viewport(&d3d12->vp, force_full, d3d12->keep_aspect); d3d12->frame.viewport.TopLeftX = d3d12->vp.x; d3d12->frame.viewport.TopLeftY = d3d12->vp.y; d3d12->frame.viewport.Width = d3d12->vp.width; d3d12->frame.viewport.Height = d3d12->vp.height; d3d12->frame.viewport.MaxDepth = 0.0f; d3d12->frame.viewport.MaxDepth = 1.0f; /* having to add vp.x and vp.y here doesn't make any sense */ d3d12->frame.scissorRect.top = 0; d3d12->frame.scissorRect.left = 0; d3d12->frame.scissorRect.right = d3d12->vp.x + d3d12->vp.width; d3d12->frame.scissorRect.bottom = d3d12->vp.y + d3d12->vp.height; if (d3d12->shader_preset && (d3d12->frame.output_size.x != d3d12->vp.width || d3d12->frame.output_size.y != d3d12->vp.height)) d3d12->resize_render_targets = true; d3d12->frame.output_size.x = d3d12->vp.width; d3d12->frame.output_size.y = d3d12->vp.height; d3d12->frame.output_size.z = 1.0f / d3d12->vp.width; d3d12->frame.output_size.w = 1.0f / d3d12->vp.height; d3d12->resize_viewport = false; } static void d3d12_free_shader_preset(d3d12_video_t* d3d12) { unsigned i; if (!d3d12->shader_preset) return; for (i = 0; i < d3d12->shader_preset->passes; i++) { unsigned j; free(d3d12->shader_preset->pass[i].source.string.vertex); free(d3d12->shader_preset->pass[i].source.string.fragment); free(d3d12->pass[i].semantics.textures); d3d12->shader_preset->pass[i].source.string.vertex = NULL; d3d12->shader_preset->pass[i].source.string.fragment = NULL; d3d12->pass[i].semantics.textures = NULL; d3d12_release_texture(&d3d12->pass[i].rt); d3d12_release_texture(&d3d12->pass[i].feedback); for (j = 0; j < SLANG_CBUFFER_MAX; j++) { free(d3d12->pass[i].semantics.cbuffers[j].uniforms); d3d12->pass[i].semantics.cbuffers[j].uniforms = NULL; Release(d3d12->pass[i].buffers[j]); } Release(d3d12->pass[i].pipe); } memset(d3d12->pass, 0, sizeof(d3d12->pass)); /* only free the history textures here */ for (i = 1; i <= (unsigned)d3d12->shader_preset->history_size; i++) d3d12_release_texture(&d3d12->frame.texture[i]); memset( &d3d12->frame.texture[1], 0, sizeof(d3d12->frame.texture[1]) * d3d12->shader_preset->history_size); for (i = 0; i < d3d12->shader_preset->luts; i++) d3d12_release_texture(&d3d12->luts[i]); memset(d3d12->luts, 0, sizeof(d3d12->luts)); free(d3d12->shader_preset); d3d12->shader_preset = NULL; d3d12->init_history = false; d3d12->resize_render_targets = false; } static void d3d12_init_pipeline( D3D12Device device, D3DBlob vs_code, D3DBlob ps_code, D3DBlob gs_code, D3D12_GRAPHICS_PIPELINE_STATE_DESC* desc, D3D12PipelineState* out) { if (vs_code) { desc->VS.pShaderBytecode = vs_code->lpVtbl->GetBufferPointer(vs_code); desc->VS.BytecodeLength = vs_code->lpVtbl->GetBufferSize(vs_code); } else { desc->VS.pShaderBytecode = NULL; desc->VS.BytecodeLength = 0; } if (ps_code) { desc->PS.pShaderBytecode = ps_code->lpVtbl->GetBufferPointer(ps_code); desc->PS.BytecodeLength = ps_code->lpVtbl->GetBufferSize(ps_code); } else { desc->PS.pShaderBytecode = NULL; desc->PS.BytecodeLength = 0; } if (gs_code) { desc->GS.pShaderBytecode = gs_code->lpVtbl->GetBufferPointer(gs_code); desc->GS.BytecodeLength = gs_code->lpVtbl->GetBufferSize(gs_code); } else { desc->GS.pShaderBytecode = NULL; desc->GS.BytecodeLength = 0; } desc->SampleMask = UINT_MAX; desc->RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; desc->RasterizerState.CullMode = D3D12_CULL_MODE_NONE; desc->NumRenderTargets = 1; desc->SampleDesc.Count = 1; D3D12CreateGraphicsPipelineState(device, desc, out); } static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path) { #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) unsigned i; d3d12_texture_t* source = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return false; d3d12_gfx_sync(d3d12); d3d12_free_shader_preset(d3d12); if (string_is_empty(path)) return true; if (type != RARCH_SHADER_SLANG) { RARCH_WARN("[D3D12]: Only Slang shaders are supported. Falling back to stock.\n"); return false; } d3d12->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d12->shader_preset)); if (!video_shader_load_preset_into_shader(path, d3d12->shader_preset)) goto error; source = &d3d12->frame.texture[0]; for (i = 0; i < d3d12->shader_preset->passes; source = &d3d12->pass[i++].rt) { unsigned j; /* clang-format off */ semantics_map_t semantics_map = { { /* Original */ { &d3d12->frame.texture[0], 0, &d3d12->frame.texture[0].size_data, 0}, /* Source */ { source, 0, &source->size_data, 0}, /* OriginalHistory */ { &d3d12->frame.texture[0], sizeof(*d3d12->frame.texture), &d3d12->frame.texture[0].size_data, sizeof(*d3d12->frame.texture)}, /* PassOutput */ { &d3d12->pass[0].rt, sizeof(*d3d12->pass), &d3d12->pass[0].rt.size_data, sizeof(*d3d12->pass)}, /* PassFeedback */ { &d3d12->pass[0].feedback, sizeof(*d3d12->pass), &d3d12->pass[0].feedback.size_data, sizeof(*d3d12->pass)}, /* User */ { &d3d12->luts[0], sizeof(*d3d12->luts), &d3d12->luts[0].size_data, sizeof(*d3d12->luts)}, }, { &d3d12->mvp, /* MVP */ &d3d12->pass[i].rt.size_data, /* OutputSize */ &d3d12->frame.output_size, /* FinalViewportSize */ &d3d12->pass[i].frame_count, /* FrameCount */ &d3d12->pass[i].frame_direction, /* FrameDirection */ } }; /* clang-format on */ if (!slang_process( d3d12->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map, &d3d12->pass[i].semantics)) goto error; { D3DBlob vs_code = NULL; D3DBlob ps_code = NULL; D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.sl_rootSignature }; static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = { { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; char vs_path[PATH_MAX_LENGTH]; char ps_path[PATH_MAX_LENGTH]; const char *slang_path = d3d12->shader_preset->pass[i].source.path; const char *vs_src = d3d12->shader_preset->pass[i].source.string.vertex; const char *ps_src = d3d12->shader_preset->pass[i].source.string.fragment; 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 (!d3d_compile(vs_src, 0, vs_path, "main", "vs_5_0", &vs_code)){ } if (!d3d_compile(ps_src, 0, ps_path, "main", "ps_5_0", &ps_code)){ } desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; if (i == d3d12->shader_preset->passes - 1) desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; else desc.RTVFormats[0] = glslang_format_to_dxgi(d3d12->pass[i].semantics.format); desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; desc.InputLayout.pInputElementDescs = inputElementDesc; desc.InputLayout.NumElements = countof(inputElementDesc); d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe); free(d3d12->shader_preset->pass[i].source.string.vertex); free(d3d12->shader_preset->pass[i].source.string.fragment); d3d12->shader_preset->pass[i].source.string.vertex = NULL; d3d12->shader_preset->pass[i].source.string.fragment = NULL; Release(vs_code); Release(ps_code); if (!d3d12->pass[i].pipe) goto error; #ifdef HAVE_DXGI_HDR d3d12->pass[i].rt.rt_view.ptr = d3d12->desc.rtv_heap.cpu.ptr + (countof(d3d12->chain.renderTargets) + 1 + (2 * i)) * d3d12->desc.rtv_heap.stride; #else d3d12->pass[i].rt.rt_view.ptr = d3d12->desc.rtv_heap.cpu.ptr + (countof(d3d12->chain.renderTargets) + (2 * i)) * d3d12->desc.rtv_heap.stride; #endif d3d12->pass[i].feedback.rt_view.ptr = d3d12->pass[i].rt.rt_view.ptr + d3d12->desc.rtv_heap.stride; d3d12->pass[i].textures.ptr = d3d12->desc.srv_heap.gpu.ptr + i * SLANG_NUM_SEMANTICS * d3d12->desc.srv_heap.stride; d3d12->pass[i].samplers.ptr = d3d12->desc.sampler_heap.gpu.ptr + i * SLANG_NUM_SEMANTICS * d3d12->desc.sampler_heap.stride; } for (j = 0; j < SLANG_CBUFFER_MAX; j++) { if (!d3d12->pass[i].semantics.cbuffers[j].size) continue; d3d12->pass[i].buffer_view[j].SizeInBytes = d3d12->pass[i].semantics.cbuffers[j].size; d3d12->pass[i].buffer_view[j].BufferLocation = d3d12_create_buffer( d3d12->device, d3d12->pass[i].buffer_view[j].SizeInBytes, &d3d12->pass[i].buffers[j]); } } #ifdef HAVE_DXGI_HDR if (d3d12->hdr.enable) { if(d3d12->shader_preset && d3d12->shader_preset->passes && (d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format == SLANG_FORMAT_A2B10G10R10_UNORM_PACK32)) { /* If the last shader pass uses a RGB10A2 back buffer and hdr has been enabled assume we want to skip the inverse tonemapper and hdr10 conversion */ d3d12_set_hdr_inverse_tonemap(d3d12, false); d3d12_set_hdr10(d3d12, false); d3d12->resize_chain = true; } else if(d3d12->shader_preset && d3d12->shader_preset->passes && (d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format == SLANG_FORMAT_R16G16B16A16_SFLOAT)) { /* If the last shader pass uses a RGBA16 back buffer and hdr has been enabled assume we want to skip the inverse tonemapper */ d3d12_set_hdr_inverse_tonemap(d3d12, false); d3d12_set_hdr10(d3d12, true); d3d12->resize_chain = true; } else { d3d12_set_hdr_inverse_tonemap(d3d12, true); d3d12_set_hdr10(d3d12, true); } } #endif // HAVE_DXGI_HDR for (i = 0; i < d3d12->shader_preset->luts; i++) { struct texture_image image = { 0 }; image.supports_rgba = true; if (!image_texture_load(&image, d3d12->shader_preset->lut[i].path)) goto error; d3d12->luts[i].desc.Width = image.width; d3d12->luts[i].desc.Height = image.height; d3d12->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; d3d12->luts[i].srv_heap = &d3d12->desc.srv_heap; if (d3d12->shader_preset->lut[i].mipmap) d3d12->luts[i].desc.MipLevels = UINT16_MAX; d3d12_release_texture(&d3d12->luts[i]); d3d12_init_texture(d3d12->device, &d3d12->luts[i]); d3d12_update_texture( image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels, &d3d12->luts[i]); image_texture_free(&image); } d3d12->resize_render_targets = true; d3d12->init_history = true; return true; error: d3d12_free_shader_preset(d3d12); #endif return false; } static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12) { D3DBlob vs_code = NULL; D3DBlob ps_code = NULL; D3DBlob gs_code = NULL; D3DBlob cs_code = NULL; settings_t * settings = config_get_ptr(); D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.rootSignature }; desc.BlendState.RenderTarget[0] = d3d12_blend_disable_desc; #ifdef HAVE_DXGI_HDR desc.RTVFormats[0] = DXGI_FORMAT_R10G10B10A2_UNORM; { static const char shader[] = #include "d3d_shaders/hdr_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); d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_STOCK_HDR]); Release(vs_code); Release(ps_code); vs_code = NULL; ps_code = NULL; } #endif desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc; desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; { static const char shader[] = #include "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); d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]); 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); d3d12_init_pipeline( d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_noblend); desc.BlendState.RenderTarget[0].BlendEnable = true; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_blend); Release(ps_code); ps_code = NULL; if (!d3d_compile(shader, sizeof(shader), NULL, "PSMainA8", "ps_5_0", &ps_code)) goto error; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe_font); Release(vs_code); Release(ps_code); Release(gs_code); vs_code = NULL; ps_code = NULL; gs_code = NULL; } if (string_is_equal(settings->arrays.menu_driver, "xmb")) { { static const char ribbon[] = #include "d3d_shaders/ribbon_sm4.hlsl.h" ; static const char ribbon_simple[] = #include "d3d_shaders/ribbon_simple_sm4.hlsl.h" ; D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE; desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE; desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; desc.InputLayout.pInputElementDescs = inputElementDesc; desc.InputLayout.NumElements = countof(inputElementDesc); if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "VSMain", "vs_5_0", &vs_code)) goto error; if (!d3d_compile(ribbon, sizeof(ribbon), NULL, "PSMain", "ps_5_0", &ps_code)) goto error; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU]); 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; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_2]); Release(vs_code); Release(ps_code); vs_code = NULL; ps_code = NULL; } { static const char simple_snow[] = #include "d3d_shaders/simple_snow_sm4.hlsl.h" ; static const char snow[] = #include "d3d_shaders/snow_sm4.hlsl.h" ; static const char bokeh[] = #include "d3d_shaders/bokeh_sm4.hlsl.h" ; static const char snowflake[] = #include "d3d_shaders/snowflake_sm4.hlsl.h" ; D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; desc.InputLayout.pInputElementDescs = inputElementDesc; desc.InputLayout.NumElements = countof(inputElementDesc); if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "VSMain", "vs_5_0", &vs_code)) goto error; if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "PSMain", "ps_5_0", &ps_code)) goto error; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_3]); 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; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_4]); 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; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_5]); 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; d3d12_init_pipeline( d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_6]); Release(vs_code); Release(ps_code); vs_code = NULL; ps_code = NULL; } } { static const char shader[] = #include "d3d_shaders/mipmapgen_sm5.h" ; D3D12_COMPUTE_PIPELINE_STATE_DESC desc = { d3d12->desc.cs_rootSignature }; if (!d3d_compile(shader, sizeof(shader), NULL, "CSMain", "cs_5_0", &cs_code)) goto error; desc.CS.pShaderBytecode = cs_code->lpVtbl->GetBufferPointer(cs_code); desc.CS.BytecodeLength = cs_code->lpVtbl->GetBufferSize(cs_code); if (FAILED(D3D12CreateComputePipelineState(d3d12->device, &desc, &d3d12->mipmapgen_pipe))) Release(cs_code); cs_code = NULL; } return true; error: Release(vs_code); Release(ps_code); Release(gs_code); Release(cs_code); return false; } static void d3d12_gfx_free(void* data) { unsigned i; d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; d3d12_gfx_sync(d3d12); #ifdef HAVE_OVERLAY d3d12_free_overlays(d3d12); #endif d3d12_free_shader_preset(d3d12); font_driver_free_osd(); Release(d3d12->sprites.vbo); Release(d3d12->menu_pipeline_vbo); #ifdef HAVE_DXGI_HDR Release(d3d12->hdr.ubo); #endif Release(d3d12->frame.ubo); Release(d3d12->frame.vbo); Release(d3d12->frame.texture[0].handle); Release(d3d12->frame.texture[0].upload_buffer); Release(d3d12->menu.vbo); Release(d3d12->menu.texture.handle); Release(d3d12->menu.texture.upload_buffer); #ifdef HAVE_DXGI_HDR d3d12_release_texture(&d3d12->chain.back_buffer); d3d12->chain.back_buffer.handle = NULL; #endif free(d3d12->desc.sampler_heap.map); free(d3d12->desc.srv_heap.map); free(d3d12->desc.rtv_heap.map); Release(d3d12->desc.sampler_heap.handle); Release(d3d12->desc.srv_heap.handle); Release(d3d12->desc.rtv_heap.handle); Release(d3d12->desc.cs_rootSignature); Release(d3d12->desc.sl_rootSignature); Release(d3d12->desc.rootSignature); Release(d3d12->ubo); for (i = 0; i < GFX_MAX_SHADERS; i++) Release(d3d12->pipes[i]); Release(d3d12->mipmapgen_pipe); Release(d3d12->sprites.pipe_blend); Release(d3d12->sprites.pipe_noblend); Release(d3d12->sprites.pipe_font); Release(d3d12->queue.fence); Release(d3d12->chain.renderTargets[0]); Release(d3d12->chain.renderTargets[1]); Release(d3d12->chain.handle); Release(d3d12->queue.cmd); Release(d3d12->queue.allocator); Release(d3d12->queue.handle); Release(d3d12->factory); Release(d3d12->device); Release(d3d12->adapter); for (i = 0; i < D3D12_MAX_GPU_COUNT; i++) { if (d3d12->adapters[i]) { Release(d3d12->adapters[i]); d3d12->adapters[i] = NULL; } } #ifdef HAVE_DXGI_HDR video_driver_unset_hdr_support(); #endif #ifdef HAVE_MONITOR win32_monitor_from_window(); #endif #ifdef HAVE_WINDOW win32_destroy_window(); #endif free(d3d12); } static bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, void* corewindow) { unsigned i; HRESULT hr; HWND hwnd = (HWND)corewindow; #ifdef __WINRT__ DXGI_SWAP_CHAIN_DESC1 desc = {{0}}; #else DXGI_SWAP_CHAIN_DESC desc = {{0}}; #endif #ifdef HAVE_DXGI_HDR DXGI_COLOR_SPACE_TYPE color_space; #endif #ifdef HAVE_DXGI_HDR d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_8] = DXGI_FORMAT_R8G8B8A8_UNORM; d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_10] = DXGI_FORMAT_R10G10B10A2_UNORM; d3d12->chain.formats[DXGI_SWAPCHAIN_BIT_DEPTH_16] = DXGI_FORMAT_R16G16B16A16_UNORM; if (!(d3d12->hdr.support = dxgi_check_display_hdr_support(d3d12->factory, hwnd))) d3d12->hdr.enable = false; d3d12->chain.bit_depth = d3d12->hdr.enable ? DXGI_SWAPCHAIN_BIT_DEPTH_10 : DXGI_SWAPCHAIN_BIT_DEPTH_8; #endif desc.BufferCount = countof(d3d12->chain.renderTargets); desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; #ifdef __WINRT__ desc.Width = width; desc.Height = height; #else desc.BufferDesc.Width = width; desc.BufferDesc.Height = height; desc.BufferDesc.RefreshRate.Numerator = 0; desc.BufferDesc.RefreshRate.Denominator = 1; #endif #ifdef HAVE_DXGI_HDR #ifdef __WINRT__ desc.Format = d3d12->chain.formats[d3d12->chain.bit_depth]; #else desc.BufferDesc.Format = d3d12->chain.formats[d3d12->chain.bit_depth]; #endif #else #ifdef __WINRT__ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; #else desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; #endif #endif desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; #ifdef HAVE_WINDOW desc.OutputWindow = hwnd; desc.Windowed = TRUE; #endif desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; if (d3d12->chain.waitable_swapchains) desc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; #ifdef __WINRT__ hr = DXGICreateSwapChainForCoreWindow(d3d12->factory, d3d12->queue.handle, corewindow, &desc, NULL, &d3d12->chain.handle); #else hr = DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle); #endif if (FAILED(hr)) { RARCH_ERR("[D3D12]: Failed to create the swap chain (0x%08X)\n", hr); return false; } if (d3d12->chain.waitable_swapchains && (d3d12->chain.frameLatencyWaitableObject = DXGIGetFrameLatencyWaitableObject(d3d12->chain.handle))) { settings_t* settings = config_get_ptr(); UINT max_latency = settings->uints.video_max_frame_latency; UINT cur_latency = 0; if (max_latency == 0) { d3d12->chain.wait_for_vblank = true; max_latency = 1; } else d3d12->chain.wait_for_vblank = false; DXGISetMaximumFrameLatency(d3d12->chain.handle, max_latency); DXGIGetMaximumFrameLatency(d3d12->chain.handle, &cur_latency); RARCH_LOG("[D3D12]: Requesting %u maximum frame latency, using %u.\n", max_latency, cur_latency); } #ifdef HAVE_WINDOW DXGIMakeWindowAssociation(d3d12->factory, hwnd, DXGI_MWA_NO_ALT_ENTER); #endif #ifdef HAVE_DXGI_HDR /* Check display HDR support and initialize ST.2084 support to match the display's support. */ color_space = d3d12->hdr.enable ? DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 : DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; dxgi_swapchain_color_space(d3d12->chain.handle, &d3d12->chain.color_space, color_space); dxgi_set_hdr_metadata( d3d12->chain.handle, d3d12->hdr.support, d3d12->chain.bit_depth, d3d12->chain.color_space, d3d12->hdr.max_output_nits, d3d12->hdr.min_output_nits, d3d12->hdr.max_cll, d3d12->hdr.max_fall); #endif d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle); 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]); } #ifdef HAVE_DXGI_HDR memset(&d3d12->chain.back_buffer, 0, sizeof(d3d12->chain.back_buffer)); d3d12->chain.back_buffer.desc.Width = width; d3d12->chain.back_buffer.desc.Height = height; d3d12->chain.back_buffer.desc.Format = d3d12->shader_preset && d3d12->shader_preset->passes ? glslang_format_to_dxgi(d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM; d3d12->chain.back_buffer.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; d3d12->chain.back_buffer.srv_heap = &d3d12->desc.srv_heap; d3d12->chain.back_buffer.rt_view.ptr = d3d12->desc.rtv_heap.cpu.ptr + (countof(d3d12->chain.renderTargets)) * d3d12->desc.rtv_heap.stride; d3d12_release_texture(&d3d12->chain.back_buffer); d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer); #endif d3d12->chain.viewport.Width = width; d3d12->chain.viewport.Height = height; d3d12->chain.scissorRect.right = width; d3d12->chain.scissorRect.bottom = height; return true; } static void d3d12_init_base(d3d12_video_t* d3d12) { int i = 0; DXGIAdapter adapter = NULL; #ifdef DEBUG #ifdef __WINRT__ if (SUCCEEDED(D3D12GetDebugInterface_(&d3d12->debugController))) d3d12->debugController->lpVtbl->EnableDebugLayer(&d3d12->debugController); #else if (SUCCEEDED(D3D12GetDebugInterface_(&d3d12->debugController))) d3d12->debugController->lpVtbl->EnableDebugLayer(d3d12->debugController); #endif #endif #ifdef __WINRT__ DXGICreateFactory2(&d3d12->factory); #else DXGICreateFactory(&d3d12->factory); #endif { settings_t *settings = config_get_ptr(); int gpu_index = settings->ints.d3d12_gpu_index; if (d3d12->gpu_list) string_list_free(d3d12->gpu_list); d3d12->gpu_list = string_list_new(); for (;;) { char str[128]; union string_list_elem_attr attr; DXGI_ADAPTER_DESC desc = {0}; attr.i = 0; str[0] = '\0'; #ifdef __WINRT__ if (FAILED(DXGIEnumAdapters2(d3d12->factory, i, &adapter))) break; #else if (FAILED(DXGIEnumAdapters(d3d12->factory, i, &adapter))) break; #endif adapter->lpVtbl->GetDesc(adapter, &desc); utf16_to_char_string((const uint16_t*)desc.Description, str, sizeof(str)); RARCH_LOG("[D3D12]: Found GPU at index %d: \"%s\".\n", i, str); string_list_append(d3d12->gpu_list, str, attr); if (i < D3D12_MAX_GPU_COUNT) { AddRef(adapter); d3d12->adapters[i] = adapter; } Release(adapter); adapter = NULL; i++; if (i >= D3D12_MAX_GPU_COUNT) break; } video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D12_API, d3d12->gpu_list); if (0 <= gpu_index && gpu_index <= i && gpu_index < D3D12_MAX_GPU_COUNT) { d3d12->adapter = d3d12->adapters[gpu_index]; AddRef(d3d12->adapter); RARCH_LOG("[D3D12]: Using GPU index %d.\n", gpu_index); video_driver_set_gpu_device_string( d3d12->gpu_list->elems[gpu_index].data); } else { RARCH_WARN("[D3D12]: Invalid GPU index %d, using first device found.\n", gpu_index); d3d12->adapter = d3d12->adapters[0]; AddRef(d3d12->adapter); } if (!SUCCEEDED(D3D12CreateDevice_(d3d12->adapter, D3D_FEATURE_LEVEL_11_0, &d3d12->device))) RARCH_WARN("[D3D12]: Could not create D3D12 device.\n"); } } static inline void d3d12_release_descriptor_heap(d3d12_descriptor_heap_t* heap) { free(heap->map); Release(heap->handle); } static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap_t* out) { D3D12CreateDescriptorHeap(device, &out->desc, &out->handle); out->cpu = D3D12GetCPUDescriptorHandleForHeapStart(out->handle); out->gpu = D3D12GetGPUDescriptorHandleForHeapStart(out->handle); out->stride = D3D12GetDescriptorHandleIncrementSize(device, out->desc.Type); out->map = (bool*)calloc(out->desc.NumDescriptors, sizeof(bool)); } static bool d3d12_create_root_signature( D3D12Device device, D3D12_ROOT_SIGNATURE_DESC* desc, D3D12RootSignature* out) { D3DBlob signature, error; D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error); if (error) { RARCH_ERR( "[D3D12]: CreateRootSignature failed : %s\n", (const char*)error->lpVtbl->GetBufferPointer(error)); Release(error); return false; } D3D12CreateRootSignature( device, 0, signature->lpVtbl->GetBufferPointer(signature), signature->lpVtbl->GetBufferSize(signature), out); Release(signature); return true; } static void d3d12_init_descriptors(d3d12_video_t* d3d12) { int i, j; D3D12_ROOT_SIGNATURE_DESC desc; D3D12_DESCRIPTOR_RANGE srv_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } }; D3D12_DESCRIPTOR_RANGE uav_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1 } }; D3D12_DESCRIPTOR_RANGE sampler_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } }; D3D12_STATIC_SAMPLER_DESC static_sampler = { D3D12_FILTER_MIN_MAG_MIP_POINT }; D3D12_ROOT_PARAMETER root_params[ROOT_ID_MAX]; D3D12_ROOT_PARAMETER cs_root_params[CS_ROOT_ID_MAX]; root_params[ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_params[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl); root_params[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl; root_params[ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_params[ROOT_ID_SAMPLER_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_params[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_tbl); root_params[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_tbl; root_params[ROOT_ID_SAMPLER_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_params[ROOT_ID_UBO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_params[ROOT_ID_UBO].Descriptor.RegisterSpace = 0; root_params[ROOT_ID_UBO].Descriptor.ShaderRegister = 0; root_params[ROOT_ID_UBO].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_params[ROOT_ID_PC].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_params[ROOT_ID_PC].Descriptor.RegisterSpace = 0; root_params[ROOT_ID_PC].Descriptor.ShaderRegister = 1; root_params[ROOT_ID_PC].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; desc.NumParameters = countof(root_params); desc.pParameters = root_params; desc.NumStaticSamplers = 0; desc.pStaticSamplers = NULL; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.rootSignature); srv_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS; sampler_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS; d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.sl_rootSignature); cs_root_params[CS_ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; cs_root_params[CS_ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl); cs_root_params[CS_ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl; cs_root_params[CS_ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; cs_root_params[CS_ROOT_ID_UAV_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; cs_root_params[CS_ROOT_ID_UAV_T].DescriptorTable.NumDescriptorRanges = countof(uav_tbl); cs_root_params[CS_ROOT_ID_UAV_T].DescriptorTable.pDescriptorRanges = uav_tbl; cs_root_params[CS_ROOT_ID_UAV_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; cs_root_params[CS_ROOT_ID_CONSTANTS].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.Num32BitValues = 3; cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.RegisterSpace = 0; cs_root_params[CS_ROOT_ID_CONSTANTS].Constants.ShaderRegister = 0; cs_root_params[CS_ROOT_ID_CONSTANTS].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; desc.NumParameters = countof(cs_root_params); desc.pParameters = cs_root_params; desc.NumStaticSamplers = 1; desc.pStaticSamplers = &static_sampler; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.cs_rootSignature); d3d12->desc.rtv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets) + GFX_MAX_SHADERS * 2; d3d12->desc.rtv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap); d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; d3d12->desc.srv_heap.desc.NumDescriptors = SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 2048; d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap); d3d12->desc.sampler_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; d3d12->desc.sampler_heap.desc.NumDescriptors = SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 2 * RARCH_WRAP_MAX; d3d12->desc.sampler_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.sampler_heap); for (i = 0; i < countof(d3d12->chain.renderTargets); i++) { d3d12->chain.desc_handles[i].ptr = d3d12->desc.rtv_heap.cpu.ptr + i * d3d12->desc.rtv_heap.stride; } for (i = 0; i < GFX_MAX_SHADERS; i++) { d3d12->pass[i].rt.rt_view.ptr = d3d12->desc.rtv_heap.cpu.ptr + (countof(d3d12->chain.renderTargets) + (2 * i)) * d3d12->desc.rtv_heap.stride; d3d12->pass[i].feedback.rt_view.ptr = d3d12->pass[i].rt.rt_view.ptr + d3d12->desc.rtv_heap.stride; d3d12->pass[i].textures.ptr = d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap).ptr - d3d12->desc.srv_heap.cpu.ptr + d3d12->desc.srv_heap.gpu.ptr; d3d12->pass[i].samplers.ptr = d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap).ptr - d3d12->desc.sampler_heap.cpu.ptr + d3d12->desc.sampler_heap.gpu.ptr; for (j = 1; j < SLANG_NUM_BINDINGS; j++) { d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap); d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap); } } } static INLINE D3D12_GPU_DESCRIPTOR_HANDLE d3d12_create_sampler(D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap) { D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = d3d12_descriptor_heap_slot_alloc(heap); gpu_handle.ptr = cpu_handle.ptr - heap->cpu.ptr + heap->gpu.ptr; D3D12CreateSampler(device, desc, cpu_handle); return gpu_handle; } static void d3d12_init_samplers(d3d12_video_t* d3d12) { int i; D3D12_SAMPLER_DESC desc; desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; desc.MipLODBias = 0.0f; desc.MaxAnisotropy = 1; desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; desc.BorderColor[0] = desc.BorderColor[1] = desc.BorderColor[2] = desc.BorderColor[3] = 0.0f; desc.MinLOD = -D3D12_FLOAT32_MAX; desc.MaxLOD = D3D12_FLOAT32_MAX; for (i = 0; i < RARCH_WRAP_MAX; i++) { switch (i) { default: case RARCH_WRAP_BORDER: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; break; case RARCH_WRAP_EDGE: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; break; case RARCH_WRAP_REPEAT: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; break; case RARCH_WRAP_MIRRORED_REPEAT: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_MIRROR; break; } desc.AddressV = desc.AddressU; desc.AddressW = desc.AddressU; desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; d3d12->samplers[RARCH_FILTER_LINEAR][i] = d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap); desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; d3d12->samplers[RARCH_FILTER_NEAREST][i] = d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap); } } static void d3d12_init_queue(d3d12_video_t* d3d12) { { static const D3D12_COMMAND_QUEUE_DESC desc = { D3D12_COMMAND_LIST_TYPE_DIRECT, 0, D3D12_COMMAND_QUEUE_FLAG_NONE, 0 }; D3D12CreateCommandQueue( d3d12->device, (D3D12_COMMAND_QUEUE_DESC*)&desc, &d3d12->queue.handle); } D3D12CreateCommandAllocator( d3d12->device, D3D12_COMMAND_LIST_TYPE_DIRECT, &d3d12->queue.allocator); D3D12CreateGraphicsCommandList( d3d12->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND], &d3d12->queue.cmd); D3D12CloseGraphicsCommandList(d3d12->queue.cmd); D3D12CreateFence(d3d12->device, 0, D3D12_FENCE_FLAG_NONE, &d3d12->queue.fence); d3d12->queue.fenceValue = 0; d3d12->queue.fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); } static void d3d12_create_fullscreen_quad_vbo( D3D12Device device, D3D12_VERTEX_BUFFER_VIEW* view, D3D12Resource* vbo) { D3D12_RANGE read_range; void *vertex_data_begin = NULL; static const d3d12_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 } }, }; view->SizeInBytes = sizeof(vertices); view->StrideInBytes = sizeof(*vertices); view->BufferLocation = d3d12_create_buffer(device, view->SizeInBytes, vbo); read_range.Begin = 0; read_range.End = 0; D3D12Map(*vbo, 0, &read_range, &vertex_data_begin); memcpy(vertex_data_begin, vertices, sizeof(vertices)); D3D12Unmap(*vbo, 0, NULL); } static void *d3d12_gfx_init(const video_info_t* video, input_driver_t** input, void** input_data) { #ifdef HAVE_MONITOR MONITORINFOEX current_mon; HMONITOR hm_to_use; WNDCLASSEX wndclass = { 0 }; #endif settings_t* settings = config_get_ptr(); d3d12_video_t* d3d12 = (d3d12_video_t*)calloc(1, sizeof(*d3d12)); if (!d3d12) 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, &d3d12->cur_mon_id); #endif d3d12->vp.full_width = video->width; d3d12->vp.full_height = video->height; #ifdef HAVE_MONITOR 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; #endif 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; } #ifdef HAVE_DXGI_HDR d3d12->hdr.enable = settings->bools.video_hdr_enable; d3d12->hdr.max_output_nits = settings->floats.video_hdr_max_nits; d3d12->hdr.min_output_nits = 0.001f; d3d12->hdr.max_cll = 0.0f; d3d12->hdr.max_fall = 0.0f; #endif d3d12->chain.waitable_swapchains = settings->bools.video_waitable_swapchains; d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data); d3d12_init_base(d3d12); d3d12_init_descriptors(d3d12); if (!d3d12_gfx_init_pipelines(d3d12)) goto error; d3d12_init_queue(d3d12); #ifdef __WINRT__ if (!d3d12_init_swapchain(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, uwp_get_corewindow())) goto error; #else if (!d3d12_init_swapchain(d3d12, d3d12->vp.full_width, d3d12->vp.full_height, main_window.hwnd)) goto error; #endif d3d12_init_samplers(d3d12); d3d12_set_filtering(d3d12, 0, video->smooth, video->ctx_scaling); 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 = 16 * 1024; 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; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->ubo, 0, &read_range, (void**)&mvp); *mvp = d3d12->mvp_no_rot; D3D12Unmap(d3d12->ubo, 0, NULL); } #ifdef HAVE_DXGI_HDR d3d12->hdr.ubo_view.SizeInBytes = sizeof(dxgi_hdr_uniform_t); d3d12->hdr.ubo_view.BufferLocation = d3d12_create_buffer(d3d12->device, d3d12->hdr.ubo_view.SizeInBytes, &d3d12->hdr.ubo); d3d12->hdr.ubo_values.mvp = d3d12->mvp_no_rot; d3d12->hdr.ubo_values.max_nits = settings->floats.video_hdr_max_nits; d3d12->hdr.ubo_values.paper_white_nits = settings->floats.video_hdr_paper_white_nits; d3d12->hdr.ubo_values.contrast = VIDEO_HDR_MAX_CONTRAST - settings->floats.video_hdr_display_contrast; d3d12->hdr.ubo_values.expand_gamut = settings->bools.video_hdr_expand_gamut; d3d12->hdr.ubo_values.inverse_tonemap = 1.0f; /* Use this to turn on/off the inverse tonemap */ d3d12->hdr.ubo_values.hdr10 = 1.0f; /* Use this to turn on/off the hdr10 */ { dxgi_hdr_uniform_t* mapped_ubo; D3D12_RANGE read_range; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->hdr.ubo, 0, &read_range, (void**)&mapped_ubo); *mapped_ubo = d3d12->hdr.ubo_values; D3D12Unmap(d3d12->hdr.ubo, 0, NULL); } #endif d3d12_gfx_set_rotation(d3d12, 0); video_driver_set_size(d3d12->vp.full_width, d3d12->vp.full_height); d3d12->chain.viewport.Width = d3d12->vp.full_width; d3d12->chain.viewport.Height = d3d12->vp.full_height; d3d12->resize_viewport = true; d3d12->keep_aspect = video->force_aspect; d3d12->chain.vsync = video->vsync; d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM; d3d12->frame.texture[0].desc.Format = d3d12->format; d3d12->frame.texture[0].desc.Width = 4; d3d12->frame.texture[0].desc.Height = 4; d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->frame.texture[0]); d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]); font_driver_init_osd(d3d12, video, false, video->is_threaded, FONT_DRIVER_RENDER_D3D12_API); { d3d12_fake_context.get_flags = d3d12_get_flags; d3d12_fake_context.get_metrics = win32_get_metrics; video_context_driver_set(&d3d12_fake_context); const char *shader_preset = retroarch_get_shader_preset(); enum rarch_shader_type type = video_shader_parse_type(shader_preset); d3d12_gfx_set_shader(d3d12, type, shader_preset); } return d3d12; error: RARCH_ERR("[D3D12]: Failed to init video driver.\n"); d3d12_gfx_free(d3d12); return NULL; } static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned height) { unsigned i; /* TODO/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 */ assert(d3d12->shader_preset); for (i = 0; i < (unsigned)d3d12->shader_preset->history_size + 1; i++) { d3d12->frame.texture[i].desc.Width = width; d3d12->frame.texture[i].desc.Height = height; d3d12->frame.texture[i].desc.Format = d3d12->frame.texture[0].desc.Format; d3d12->frame.texture[i].desc.MipLevels = d3d12->frame.texture[0].desc.MipLevels; d3d12->frame.texture[i].srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->frame.texture[i]); d3d12_init_texture(d3d12->device, &d3d12->frame.texture[i]); /* TODO/FIXME: clear texture ? */ } d3d12->init_history = false; } static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsigned height) { unsigned i; assert(d3d12->shader_preset); for (i = 0; i < d3d12->shader_preset->passes; i++) { struct video_shader_pass* pass = &d3d12->shader_preset->pass[i]; if (pass->fbo.valid) { switch (pass->fbo.type_x) { case RARCH_SCALE_INPUT: width *= pass->fbo.scale_x; break; case RARCH_SCALE_VIEWPORT: width = d3d12->vp.width * pass->fbo.scale_x; break; case RARCH_SCALE_ABSOLUTE: width = pass->fbo.abs_x; break; default: break; } if (!width) width = d3d12->vp.width; switch (pass->fbo.type_y) { case RARCH_SCALE_INPUT: height *= pass->fbo.scale_y; break; case RARCH_SCALE_VIEWPORT: height = d3d12->vp.height * pass->fbo.scale_y; break; case RARCH_SCALE_ABSOLUTE: height = pass->fbo.abs_y; break; default: break; } if (!height) height = d3d12->vp.height; } else if (i == (d3d12->shader_preset->passes - 1)) { width = d3d12->vp.width; height = d3d12->vp.height; } RARCH_LOG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height); if ((i != (d3d12->shader_preset->passes - 1)) || (width != d3d12->vp.width) || (height != d3d12->vp.height)) { d3d12->pass[i].viewport.Width = width; d3d12->pass[i].viewport.Height = height; d3d12->pass[i].viewport.MaxDepth = 1.0; d3d12->pass[i].scissorRect.right = width; d3d12->pass[i].scissorRect.bottom = height; d3d12->pass[i].rt.desc.Width = width; d3d12->pass[i].rt.desc.Height = height; d3d12->pass[i].rt.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; d3d12->pass[i].rt.srv_heap = &d3d12->desc.srv_heap; d3d12->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d12->pass[i].semantics.format); d3d12_release_texture(&d3d12->pass[i].rt); d3d12_init_texture(d3d12->device, &d3d12->pass[i].rt); if (pass->feedback) { d3d12->pass[i].feedback.desc = d3d12->pass[i].rt.desc; d3d12->pass[i].feedback.srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->pass[i].feedback); d3d12_init_texture(d3d12->device, &d3d12->pass[i].feedback); /* TODO/FIXME: do we need to clear it to black here ? */ } } else { d3d12->pass[i].rt.size_data.x = width; d3d12->pass[i].rt.size_data.y = height; d3d12->pass[i].rt.size_data.z = 1.0f / width; d3d12->pass[i].rt.size_data.w = 1.0f / height; } d3d12->pass[i].sampler = d3d12->samplers[pass->filter][pass->wrap]; } d3d12->resize_render_targets = false; } static bool d3d12_gfx_frame( void* data, const void* frame, unsigned width, unsigned height, uint64_t frame_count, unsigned pitch, const char* msg, video_frame_info_t* video_info) { unsigned i; d3d12_texture_t* texture = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)data; bool vsync = d3d12->chain.vsync; bool wait_for_vblank = d3d12->chain.wait_for_vblank; unsigned sync_interval = (vsync) ? d3d12->chain.swap_interval : 0; unsigned present_flags = (vsync) ? 0 : DXGI_PRESENT_ALLOW_TEARING; const char *stat_text = video_info->stat_text; bool statistics_show = video_info->statistics_show; unsigned video_width = video_info->width; unsigned video_height = video_info->height; struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; 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 #ifdef HAVE_DXGI_HDR bool video_hdr_enable = video_info->hdr_enable; DXGI_FORMAT back_buffer_format = d3d12->shader_preset && d3d12->shader_preset->passes ? glslang_format_to_dxgi(d3d12->pass[d3d12->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM; bool use_back_buffer = back_buffer_format != d3d12->chain.formats[d3d12->chain.bit_depth]; #endif d3d12_gfx_sync(d3d12); #ifdef HAVE_DXGI_HDR if (d3d12->resize_chain || (d3d12->hdr.enable != video_hdr_enable)) #else if (d3d12->resize_chain) #endif { #ifdef HAVE_DXGI_HDR d3d12->hdr.enable = video_hdr_enable; #endif for (i = 0; i < countof(d3d12->chain.renderTargets); i++) Release(d3d12->chain.renderTargets[i]); #ifdef HAVE_DXGI_HDR if (d3d12->hdr.enable) { d3d12_release_texture(&d3d12->chain.back_buffer); d3d12->chain.back_buffer.handle = NULL; } DXGIResizeBuffers(d3d12->chain.handle, countof(d3d12->chain.renderTargets), video_width, video_height, d3d12->chain.formats[d3d12->chain.bit_depth], DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING); #else DXGIResizeBuffers(d3d12->chain.handle, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING); #endif for (i = 0; i < countof(d3d12->chain.renderTargets); i++) { DXGIGetSwapChainBuffer(d3d12->chain.handle, i, &d3d12->chain.renderTargets[i]); D3D12CreateRenderTargetView( d3d12->device, d3d12->chain.renderTargets[i], NULL, d3d12->chain.desc_handles[i]); } d3d12->chain.viewport.Width = video_width; d3d12->chain.viewport.Height = video_height; d3d12->chain.scissorRect.right = video_width; d3d12->chain.scissorRect.bottom = video_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_width, video_height); #ifdef HAVE_DXGI_HDR #ifdef __WINRT__ if (!(d3d12->hdr.support = dxgi_check_display_hdr_support(d3d12->factory, uwp_get_corewindow()))) d3d12->hdr.enable = false; #else if (!(d3d12->hdr.support = dxgi_check_display_hdr_support(d3d12->factory, main_window.hwnd))) d3d12->hdr.enable = false; #endif if(d3d12->hdr.enable) { memset(&d3d12->chain.back_buffer, 0, sizeof(d3d12->chain.back_buffer)); d3d12->chain.back_buffer.desc.Width = video_width; d3d12->chain.back_buffer.desc.Height = video_height; d3d12->chain.back_buffer.desc.Format = back_buffer_format; d3d12->chain.back_buffer.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; d3d12->chain.back_buffer.srv_heap = &d3d12->desc.srv_heap; d3d12->chain.back_buffer.rt_view.ptr = d3d12->desc.rtv_heap.cpu.ptr + countof(d3d12->chain.renderTargets) * d3d12->desc.rtv_heap.stride; d3d12_release_texture(&d3d12->chain.back_buffer); d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer); dxgi_swapchain_color_space(d3d12->chain.handle, &d3d12->chain.color_space, DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020); d3d12->chain.bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_10; } else { dxgi_swapchain_color_space(d3d12->chain.handle, &d3d12->chain.color_space, DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709); d3d12->chain.bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_8; } dxgi_set_hdr_metadata( d3d12->chain.handle, d3d12->hdr.support, d3d12->chain.bit_depth, d3d12->chain.color_space, d3d12->hdr.max_output_nits, d3d12->hdr.min_output_nits, d3d12->hdr.max_cll, d3d12->hdr.max_fall); #endif } else if (d3d12->chain.waitable_swapchains) { WaitForSingleObjectEx( d3d12->chain.frameLatencyWaitableObject, 1000, true); } D3D12ResetCommandAllocator(d3d12->queue.allocator); D3D12ResetGraphicsCommandList( d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]); { D3D12DescriptorHeap desc_heaps[] = { d3d12->desc.srv_heap.handle, d3d12->desc.sampler_heap.handle }; D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps); } #if 0 /* Custom viewport doesn't call apply_state_changes, so we can't rely on this for now */ if (d3d12->resize_viewport) #endif d3d12_update_viewport(d3d12, false); D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); if (frame && width && height) { if (d3d12->shader_preset) { if (d3d12->shader_preset->luts && d3d12->luts[0].dirty) for (i = 0; i < d3d12->shader_preset->luts; i++) d3d12_upload_texture(d3d12->queue.cmd, &d3d12->luts[i], d3d12); if (d3d12->frame.texture[0].desc.Width != width || d3d12->frame.texture[0].desc.Height != height) d3d12->resize_render_targets = true; if (d3d12->resize_render_targets) { /* Release all render targets first to avoid memory fragmentation */ for (i = 0; i < d3d12->shader_preset->passes; i++) { d3d12_release_texture(&d3d12->pass[i].rt); d3d12->pass[i].rt.handle = NULL; d3d12_release_texture(&d3d12->pass[i].feedback); d3d12->pass[i].feedback.handle = NULL; } } if (d3d12->shader_preset->history_size) { if (d3d12->init_history) d3d12_init_history(d3d12, width, height); else { int k; /* TODO/FIXME: what about frame-duping ? * maybe clone d3d12_texture_t with AddRef */ d3d12_texture_t tmp = d3d12->frame.texture[d3d12->shader_preset->history_size]; for (k = d3d12->shader_preset->history_size; k > 0; k--) d3d12->frame.texture[k] = d3d12->frame.texture[k - 1]; d3d12->frame.texture[0] = tmp; } } } /* Either no history, or we moved a texture of a different size in the front slot */ if (d3d12->frame.texture[0].desc.Width != width || d3d12->frame.texture[0].desc.Height != height) { d3d12->frame.texture[0].desc.Width = width; d3d12->frame.texture[0].desc.Height = height; d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->frame.texture[0]); d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]); } if (d3d12->resize_render_targets) d3d12_init_render_targets(d3d12, width, height); d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture[0]); d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.texture[0], d3d12); } D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view); texture = d3d12->frame.texture; if (d3d12->shader_preset) { D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.sl_rootSignature); for (i = 0; i < d3d12->shader_preset->passes; i++) { if (d3d12->shader_preset->pass[i].feedback) { d3d12_texture_t tmp = d3d12->pass[i].feedback; d3d12->pass[i].feedback = d3d12->pass[i].rt; d3d12->pass[i].rt = tmp; } } for (i = 0; i < d3d12->shader_preset->passes; i++) { unsigned j; D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pass[i].pipe); if (d3d12->shader_preset->pass[i].frame_count_mod) d3d12->pass[i].frame_count = frame_count % d3d12->shader_preset->pass[i].frame_count_mod; else d3d12->pass[i].frame_count = frame_count; #ifdef HAVE_REWIND if (state_manager_frame_is_reversed()) d3d12->pass[i].frame_direction = -1; else #endif d3d12->pass[i].frame_direction = 1; for (j = 0; j < SLANG_CBUFFER_MAX; j++) { cbuffer_sem_t* buffer_sem = &d3d12->pass[i].semantics.cbuffers[j]; if (buffer_sem->stage_mask && buffer_sem->uniforms) { D3D12_RANGE range; uint8_t* mapped_data = NULL; uniform_sem_t* uniform = buffer_sem->uniforms; range.Begin = 0; range.End = 0; D3D12Map(d3d12->pass[i].buffers[j], 0, &range, (void**)&mapped_data); while (uniform->size) { if (uniform->data) memcpy(mapped_data + uniform->offset, uniform->data, uniform->size); uniform++; } D3D12Unmap(d3d12->pass[i].buffers[j], 0, NULL); D3D12SetGraphicsRootConstantBufferView( d3d12->queue.cmd, j == SLANG_CBUFFER_UBO ? ROOT_ID_UBO : ROOT_ID_PC, d3d12->pass[i].buffer_view[j].BufferLocation); } } #if 0 D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, NULL, FALSE, NULL); #endif { texture_sem_t* texture_sem = d3d12->pass[i].semantics.textures; while (texture_sem->stage_mask) { { D3D12_CPU_DESCRIPTOR_HANDLE handle = { d3d12->pass[i].textures.ptr - d3d12->desc.srv_heap.gpu.ptr + d3d12->desc.srv_heap.cpu.ptr + texture_sem->binding * d3d12->desc.srv_heap.stride }; d3d12_texture_t* tex = (d3d12_texture_t*)texture_sem->texture_data; D3D12_SHADER_RESOURCE_VIEW_DESC desc = { tex->desc.Format }; desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; desc.Texture2D.MipLevels = tex->desc.MipLevels; D3D12CreateShaderResourceView(d3d12->device, tex->handle, &desc, handle); } { D3D12_CPU_DESCRIPTOR_HANDLE handle = { d3d12->pass[i].samplers.ptr - d3d12->desc.sampler_heap.gpu.ptr + d3d12->desc.sampler_heap.cpu.ptr + texture_sem->binding * d3d12->desc.sampler_heap.stride }; D3D12_SAMPLER_DESC desc = { D3D12_FILTER_MIN_MAG_MIP_LINEAR }; if (texture_sem->filter == RARCH_FILTER_NEAREST) desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; switch (texture_sem->wrap) { default: case RARCH_WRAP_BORDER: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; break; case RARCH_WRAP_EDGE: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; break; case RARCH_WRAP_REPEAT: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; break; case RARCH_WRAP_MIRRORED_REPEAT: desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_MIRROR; break; } desc.AddressV = desc.AddressU; desc.AddressW = desc.AddressU; desc.MaxAnisotropy = 1; desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; desc.MinLOD = -D3D12_FLOAT32_MAX; desc.MaxLOD = D3D12_FLOAT32_MAX; D3D12CreateSampler(d3d12->device, &desc, handle); } texture_sem++; } D3D12SetGraphicsRootDescriptorTable( d3d12->queue.cmd, ROOT_ID_TEXTURE_T, d3d12->pass[i].textures); D3D12SetGraphicsRootDescriptorTable( d3d12->queue.cmd, ROOT_ID_SAMPLER_T, d3d12->pass[i].samplers); } if (d3d12->pass[i].rt.handle) { d3d12_resource_transition( d3d12->queue.cmd, d3d12->pass[i].rt.handle, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, &d3d12->pass[i].rt.rt_view, FALSE, NULL); #if 0 D3D12ClearRenderTargetView( d3d12->queue.cmd, d3d12->pass[i].rt.rt_view, d3d12->chain.clearcolor, 0, NULL); #endif D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->pass[i].viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->pass[i].scissorRect); D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); d3d12_resource_transition( d3d12->queue.cmd, d3d12->pass[i].rt.handle, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); texture = &d3d12->pass[i].rt; } else { texture = NULL; break; } } } if (texture) { D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]); D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature); d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.texture[0]); d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); D3D12SetGraphicsRootConstantBufferView( d3d12->queue.cmd, ROOT_ID_UBO, d3d12->frame.ubo_view.BufferLocation); } d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex( d3d12->chain.handle); #ifdef HAVE_DXGI_HDR if(d3d12->hdr.enable && use_back_buffer) { d3d12_resource_transition( d3d12->queue.cmd, d3d12->chain.back_buffer.handle, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12OMSetRenderTargets( d3d12->queue.cmd, 1, &d3d12->chain.back_buffer.rt_view, FALSE, NULL); /* TODO/FIXME - fix this warning that shows up with Debug logging * EXECUTIONWARNING #820: CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE * We need to set clear value during resource creation to NULL for * D3D12_RESOURCE_DIMENSION_BUFFER, yet we get spammed with this * warning */ D3D12ClearRenderTargetView( d3d12->queue.cmd, d3d12->chain.back_buffer.rt_view, d3d12->chain.clearcolor, 0, NULL); } else #endif { d3d12_resource_transition( d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12OMSetRenderTargets( d3d12->queue.cmd, 1, &d3d12->chain.desc_handles[d3d12->chain.frame_index], FALSE, NULL); D3D12ClearRenderTargetView( d3d12->queue.cmd, d3d12->chain.desc_handles[d3d12->chain.frame_index], d3d12->chain.clearcolor, 0, NULL); } D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect); D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]); D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature); if (d3d12->menu.enabled && d3d12->menu.texture.handle) { if (d3d12->menu.texture.dirty) d3d12_upload_texture(d3d12->queue.cmd, &d3d12->menu.texture, d3d12); D3D12SetGraphicsRootConstantBufferView( d3d12->queue.cmd, ROOT_ID_UBO, d3d12->ubo_view.BufferLocation); if (d3d12->menu.fullscreen) { D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); } d3d12_set_texture_and_sampler(d3d12->queue.cmd, &d3d12->menu.texture); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->menu.vbo_view); D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); } d3d12->sprites.pipe = d3d12->sprites.pipe_noblend; D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe); D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST); d3d12->sprites.enabled = true; #ifdef HAVE_OVERLAY if (d3d12->overlays.enabled && overlay_behind_menu) d3d12_render_overlay(d3d12); #endif #ifdef HAVE_MENU #ifndef HAVE_GFX_WIDGETS if (d3d12->menu.enabled) #endif { D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view); } #endif #ifdef HAVE_MENU if (d3d12->menu.enabled) menu_driver_frame(menu_is_alive, video_info); else #endif if (statistics_show) { if (osd_params) { D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend); D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view); font_driver_render_msg(d3d12, stat_text, (const struct font_params*)osd_params, NULL); } } #ifdef HAVE_OVERLAY if (d3d12->overlays.enabled && !overlay_behind_menu) d3d12_render_overlay(d3d12); #endif #ifdef HAVE_GFX_WIDGETS if (widgets_active) gfx_widgets_frame(video_info); #endif if (msg && *msg) { D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe_blend); D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view); font_driver_render_msg(d3d12, msg, NULL, NULL); } d3d12->sprites.enabled = false; #ifdef HAVE_DXGI_HDR /* Copy over back buffer to swap chain render targets */ if (d3d12->hdr.enable && use_back_buffer) { d3d12_resource_transition( d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); d3d12_resource_transition( d3d12->queue.cmd, d3d12->chain.back_buffer.handle, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_HDR]); 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); D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature); d3d12_set_texture(d3d12->queue.cmd, &d3d12->chain.back_buffer); d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); D3D12SetGraphicsRootConstantBufferView( d3d12->queue.cmd, ROOT_ID_UBO, d3d12->hdr.ubo_view.BufferLocation); D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view); D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect); D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); } #endif 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 defined(_WIN32) && !defined(__WINRT__) win32_update_title(); #endif DXGIPresent(d3d12->chain.handle, sync_interval, present_flags); if (vsync && wait_for_vblank) { IDXGIOutput *pOutput; DXGIGetContainingOutput(d3d12->chain.handle, &pOutput); DXGIWaitForVBlank(pOutput); } return true; } static void d3d12_gfx_set_nonblock_state(void* data, bool toggle, bool adaptive_vsync_enabled, unsigned swap_interval) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; d3d12->chain.vsync = !toggle; d3d12->chain.swap_interval = swap_interval; } static bool d3d12_gfx_alive(void* data) { bool quit; d3d12_video_t* d3d12 = (d3d12_video_t*)data; win32_check_window(NULL, &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_suppress_screensaver(void* data, bool enable) { return false; } static bool d3d12_gfx_has_windowed(void* data) { return true; } static struct video_shader* d3d12_gfx_get_current_shader(void* data) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return NULL; return d3d12->shader_preset; } static void d3d12_gfx_viewport_info(void* data, struct video_viewport* vp) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; *vp = d3d12->vp; } static void d3d12_set_menu_texture_frame( void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; settings_t* settings = config_get_ptr(); int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t)); DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM; if ( d3d12->menu.texture.desc.Width != width || d3d12->menu.texture.desc.Height != height) { d3d12->menu.texture.desc.Width = width; d3d12->menu.texture.desc.Height = height; d3d12->menu.texture.desc.Format = format; d3d12->menu.texture.srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(&d3d12->menu.texture); 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; d3d12_vertex_t* v = NULL; read_range.Begin = 0; read_range.End = 0; D3D12Map(d3d12->menu.vbo, 0, &read_range, (void**)&v); v[0].color[3] = alpha; v[1].color[3] = alpha; v[2].color[3] = alpha; v[3].color[3] = alpha; D3D12Unmap(d3d12->menu.vbo, 0, NULL); } d3d12->menu.texture.sampler = settings->bools.menu_linear_filter ? d3d12->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_DEFAULT] : d3d12->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT]; } static void d3d12_set_menu_texture_enable(void* data, bool state, bool full_screen) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12) return; d3d12->menu.enabled = state; d3d12->menu.fullscreen = full_screen; } static void d3d12_gfx_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, const char* msg, const void* params, void* font) { d3d12_video_t* d3d12 = (d3d12_video_t*)data; if (!d3d12 || !d3d12->sprites.enabled) return; font_driver_render_msg(d3d12, msg, (const struct font_params*)params, font); } static uintptr_t d3d12_gfx_load_texture( void* video_data, void* data, bool threaded, enum texture_filter_type filter_type) { d3d12_texture_t* texture = NULL; d3d12_video_t* d3d12 = (d3d12_video_t*)video_data; struct texture_image* image = (struct texture_image*)data; if (!d3d12) return 0; texture = (d3d12_texture_t*)calloc(1, sizeof(*texture)); if (!texture) return 0; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: texture->desc.MipLevels = UINT16_MAX; case TEXTURE_FILTER_LINEAR: texture->sampler = d3d12->samplers[ RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE]; break; case TEXTURE_FILTER_MIPMAP_NEAREST: texture->desc.MipLevels = UINT16_MAX; case TEXTURE_FILTER_NEAREST: texture->sampler = d3d12->samplers[ RARCH_FILTER_NEAREST][RARCH_WRAP_EDGE]; break; } texture->desc.Width = image->width; texture->desc.Height = image->height; texture->desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; texture->srv_heap = &d3d12->desc.srv_heap; d3d12_release_texture(texture); 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, bool threaded, uintptr_t handle) { d3d12_texture_t* texture = (d3d12_texture_t*)handle; if (!texture) return; d3d12_gfx_sync((d3d12_video_t*)data); d3d12_release_texture(texture); free(texture); } static uint32_t d3d12_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_CUSTOMIZABLE_FRAME_LATENCY); 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 d3d12_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 d3d12_get_video_output_prev(void *data) { unsigned width = 0; unsigned height = 0; win32_get_video_output_prev(&width, &height); } static void d3d12_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 d3d12_poke_interface = { d3d12_get_flags, d3d12_gfx_load_texture, d3d12_gfx_unload_texture, NULL, /* set_video_mode */ #ifndef __WINRT__ win32_get_refresh_rate, #else /* UWP does not expose this information easily */ NULL, #endif d3d12_set_filtering, #ifdef __WINRT__ NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ #else d3d12_get_video_output_size, d3d12_get_video_output_prev, d3d12_get_video_output_next, #endif 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, win32_show_cursor, NULL, /* grab_mouse_toggle */ d3d12_gfx_get_current_shader, NULL, /* get_current_software_framebuffer */ NULL, /* get_hw_render_interface */ #ifdef HAVE_DXGI_HDR d3d12_set_hdr_max_nits, d3d12_set_hdr_paper_white_nits, d3d12_set_hdr_contrast, d3d12_set_hdr_expand_gamut, #else NULL, /* set_hdr_max_nits */ NULL, /* set_hdr_paper_white_nits */ NULL, /* set_hdr_contrast */ NULL /* set_hdr_expand_gamut */ #endif }; static void d3d12_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface) { *iface = &d3d12_poke_interface; } #ifdef HAVE_GFX_WIDGETS static bool d3d12_gfx_widgets_enabled(void *data) { return true; } #endif video_driver_t video_d3d12 = { d3d12_gfx_init, d3d12_gfx_frame, d3d12_gfx_set_nonblock_state, d3d12_gfx_alive, win32_has_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, NULL, /* read_viewport */ NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d12_get_overlay_interface, #endif #ifdef HAVE_VIDEO_LAYOUT NULL, #endif d3d12_gfx_get_poke_interface, NULL, /* d3d12_wrap_type_to_enum */ #ifdef HAVE_GFX_WIDGETS d3d12_gfx_widgets_enabled #endif };