mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
19aed2af36
(D3D12) - correctly support lut/filtering/wrap options for slang shaders. - rework frame sync.
236 lines
8.0 KiB
C
236 lines
8.0 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#define CINTERFACE
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#include <string.h>
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#include "d3d11_common.h"
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#include "d3dcompiler_common.h"
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#ifdef HAVE_DYNAMIC
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#include <dynamic/dylib.h>
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HRESULT WINAPI D3D11CreateDeviceAndSwapChain(
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IDXGIAdapter* pAdapter,
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D3D_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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CONST D3D_FEATURE_LEVEL* pFeatureLevels,
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UINT FeatureLevels,
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UINT SDKVersion,
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CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
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IDXGISwapChain** ppSwapChain,
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ID3D11Device** ppDevice,
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D3D_FEATURE_LEVEL* pFeatureLevel,
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ID3D11DeviceContext** ppImmediateContext)
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{
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static dylib_t d3d11_dll;
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static PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN fp;
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if (!d3d11_dll)
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d3d11_dll = dylib_load("d3d11.dll");
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if (!d3d11_dll)
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return TYPE_E_CANTLOADLIBRARY;
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if (!fp)
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fp = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc(
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d3d11_dll, "D3D11CreateDeviceAndSwapChain");
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if (!fp)
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return TYPE_E_DLLFUNCTIONNOTFOUND;
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return fp(
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pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion,
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pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
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}
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#endif
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void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
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{
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bool is_render_target = texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET;
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UINT format_support = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
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d3d11_release_texture(texture);
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texture->desc.MipLevels = 1;
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texture->desc.ArraySize = 1;
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texture->desc.SampleDesc.Count = 1;
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texture->desc.SampleDesc.Quality = 0;
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texture->desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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texture->desc.CPUAccessFlags =
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texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
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if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
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{
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unsigned width, height;
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texture->desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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width = texture->desc.Width >> 5;
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height = texture->desc.Height >> 5;
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while (width && height)
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{
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width >>= 1;
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height >>= 1;
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texture->desc.MipLevels++;
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}
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}
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if (texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET)
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format_support |= D3D11_FORMAT_SUPPORT_RENDER_TARGET;
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texture->desc.Format = d3d11_get_closest_match(device, texture->desc.Format, format_support);
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D3D11CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
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view_desc.Format = texture->desc.Format;
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view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MostDetailedMip = 0;
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view_desc.Texture2D.MipLevels = -1;
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D3D11CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view);
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}
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if (is_render_target)
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D3D11CreateTexture2DRenderTargetView(device, texture->handle, NULL, &texture->rt_view);
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else
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{
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D3D11_TEXTURE2D_DESC desc = texture->desc;
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desc.MipLevels = 1;
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desc.BindFlags = 0;
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desc.MiscFlags = 0;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateTexture2D(device, &desc, NULL, &texture->staging);
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}
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texture->size_data.x = texture->desc.Width;
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texture->size_data.y = texture->desc.Height;
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texture->size_data.z = 1.0f / texture->desc.Width;
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texture->size_data.w = 1.0f / texture->desc.Height;
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}
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void d3d11_update_texture(
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D3D11DeviceContext ctx,
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unsigned width,
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unsigned height,
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unsigned pitch,
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DXGI_FORMAT format,
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const void* data,
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d3d11_texture_t* texture)
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{
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D3D11_MAPPED_SUBRESOURCE mapped_texture;
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D3D11_BOX frame_box = { 0, 0, 0, width, height, 1 };
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D3D11MapTexture2D(ctx, texture->staging, 0, D3D11_MAP_WRITE, 0, &mapped_texture);
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dxgi_copy(
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width, height, format, pitch, data, texture->desc.Format, mapped_texture.RowPitch,
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mapped_texture.pData);
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D3D11UnmapTexture2D(ctx, texture->staging, 0);
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D3D11CopyTexture2DSubresourceRegion(
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ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
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if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
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D3D11GenerateMips(ctx, texture->view);
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}
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DXGI_FORMAT
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d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support)
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{
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DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
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DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
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if(!format)
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format = default_list;
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while (*format != DXGI_FORMAT_UNKNOWN)
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{
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UINT format_support;
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if (SUCCEEDED(D3D11CheckFormatSupport(device, *format, &format_support)) &&
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((format_support & desired_format_support) == desired_format_support))
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break;
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format++;
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}
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assert(*format);
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return *format;
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}
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bool d3d11_init_shader(
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D3D11Device device,
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const char* src,
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size_t size,
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const void* src_name,
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LPCSTR vs_entry,
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LPCSTR ps_entry,
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LPCSTR gs_entry,
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const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
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UINT num_elements,
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d3d11_shader_t* out)
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{
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D3DBlob vs_code = NULL;
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D3DBlob ps_code = NULL;
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D3DBlob gs_code = NULL;
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bool success = true;
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if (!src) /* LPCWSTR filename */
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{
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if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_5_0", &vs_code))
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success = false;
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if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_5_0", &ps_code))
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success = false;
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if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_5_0", &gs_code))
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success = false;
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}
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else /* char array */
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{
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if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_5_0", &vs_code))
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success = false;
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if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_5_0", &ps_code))
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success = false;
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if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_5_0", &gs_code))
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success = false;
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}
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if (vs_code)
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D3D11CreateVertexShader(
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device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, &out->vs);
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if (ps_code)
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D3D11CreatePixelShader(
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device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, &out->ps);
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if (gs_code)
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D3D11CreateGeometryShader(
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device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), NULL, &out->gs);
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if (vs_code && input_element_descs)
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D3D11CreateInputLayout(
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device, input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
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D3DGetBufferSize(vs_code), &out->layout);
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Release(vs_code);
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Release(ps_code);
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Release(gs_code);
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return success;
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}
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