2024-12-23 05:44:40 +01:00

3987 lines
136 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
/* Direct3D 11 driver.
*
* Minimum version : Direct3D 11.0 (Feature Level 11.0) (2009)
* Minimum OS : Windows Vista, Windows 7
* Recommended OS : Windows 7 and/or later
*/
#define CINTERFACE
#define COBJMACROS
#include <string.h>
#include <malloc.h>
#include <math.h>
#include <string/stdstring.h>
#include <gfx/scaler/pixconv.h>
#include <retro_miscellaneous.h>
#include <file/file_path.h>
#include <encodings/utf.h>
#include <lists/string_list.h>
#include <formats/image.h>
#include <dxgi.h>
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#include "../font_driver.h"
#include "../common/win32_common.h"
#include "../video_shader_parse.h"
#include "../drivers_shader/slang_process.h"
#include "../../verbosity.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#include "../../performance_counters.h"
#include "../../menu/menu_driver.h"
#ifdef HAVE_REWIND
#include "../../state_manager.h"
#endif
#include "../common/d3d_common.h"
#include "../common/d3d11_defines.h"
#include "../common/dxgi_common.h"
#include "../common/d3dcompiler_common.h"
#ifdef HAVE_SLANG
#include "../drivers_shader/slang_process.h"
#endif
#ifdef __WINRT__
#include "../../uwp/uwp_func.h"
#else
#ifdef __cplusplus
extern const GUID DECLSPEC_SELECTANY libretro_IID_IDXGIFactory5 = { 0x7632e1f5,0xee65,0x4dca, { 0x87,0xfd,0x84,0xcd,0x75,0xf8,0x83,0x8d } };
#else
const GUID DECLSPEC_SELECTANY libretro_IID_IDXGIFactory5 = { 0x7632e1f5,0xee65,0x4dca, { 0x87,0xfd,0x84,0xcd,0x75,0xf8,0x83,0x8d } };
#endif
#endif
#define D3D11_ROLLING_SCANLINE_SIMULATION
/* Temporary workaround for d3d11 not being able to poll flags during init */
static gfx_ctx_driver_t d3d11_fake_context;
static D3D11Device cached_device_d3d11;
static D3D_FEATURE_LEVEL cached_supportedFeatureLevel;
static D3D11DeviceContext cached_context_d3d11;
/*
* D3D11 COMMON
*/
static INLINE void d3d11_release_texture(d3d11_texture_t* texture)
{
Release(texture->handle);
Release(texture->staging);
Release(texture->view);
Release(texture->rt_view);
}
static bool d3d11_init_shader(
D3D11Device device,
const char* src,
size_t size,
const void* src_name,
LPCSTR vs_entry,
LPCSTR ps_entry,
LPCSTR gs_entry,
const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
d3d11_shader_t* out,
enum d3d11_feature_level_hint hint)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
bool success = true;
const char *vs_str = NULL;
const char *ps_str = NULL;
const char *gs_str = NULL;
switch (hint)
{
case D3D11_FEATURE_LEVEL_HINT_11_0:
case D3D11_FEATURE_LEVEL_HINT_11_1:
case D3D11_FEATURE_LEVEL_HINT_12_0:
case D3D11_FEATURE_LEVEL_HINT_12_1:
case D3D11_FEATURE_LEVEL_HINT_12_2:
vs_str = "vs_5_0";
ps_str = "ps_5_0";
gs_str = "gs_5_0";
break;
case D3D11_FEATURE_LEVEL_HINT_DONTCARE:
default:
vs_str = "vs_4_0";
ps_str = "ps_4_0";
gs_str = "gs_4_0";
break;
}
if (!src) /* LPCWSTR filename */
{
if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, vs_str, &vs_code))
success = false;
if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, ps_str, &ps_code))
success = false;
if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, gs_str, &gs_code))
success = false;
}
else /* char array */
{
if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, vs_str, &vs_code))
success = false;
if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, ps_str, &ps_code))
success = false;
if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, gs_str, &gs_code))
success = false;
}
if (ps_code)
device->lpVtbl->CreatePixelShader(
device,
ps_code->lpVtbl->GetBufferPointer(ps_code),
ps_code->lpVtbl->GetBufferSize(ps_code),
NULL, &out->ps);
if (gs_code)
device->lpVtbl->CreateGeometryShader(
device,
gs_code->lpVtbl->GetBufferPointer(gs_code),
gs_code->lpVtbl->GetBufferSize(gs_code),
NULL, &out->gs);
if (vs_code)
{
LPVOID buf_ptr = vs_code->lpVtbl->GetBufferPointer(vs_code);
SIZE_T buf_size = vs_code->lpVtbl->GetBufferSize(vs_code);
device->lpVtbl->CreateVertexShader(device, buf_ptr, buf_size, NULL, &out->vs);
if (input_element_descs)
device->lpVtbl->CreateInputLayout(device, input_element_descs, num_elements,
buf_ptr, buf_size, &out->layout);
}
Release(vs_code);
Release(ps_code);
Release(gs_code);
return success;
}
static DXGI_FORMAT
d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support)
{
DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
if (!format)
format = default_list;
while (*format != DXGI_FORMAT_UNKNOWN)
{
UINT format_support;
if (SUCCEEDED(device->lpVtbl->CheckFormatSupport(device, *format,
&format_support))
&& ((format_support & desired_format_support) == desired_format_support))
break;
format++;
}
return *format;
}
static void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
{
bool is_render_target = texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET;
UINT format_support = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
texture->desc.MipLevels = 1;
texture->desc.ArraySize = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.SampleDesc.Quality = 0;
texture->desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
texture->desc.CPUAccessFlags =
texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
{
unsigned width, height;
texture->desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
width = texture->desc.Width >> 5;
height = texture->desc.Height >> 5;
while (width && height)
{
width >>= 1;
height >>= 1;
texture->desc.MipLevels++;
}
}
if (texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET)
format_support |= D3D11_FORMAT_SUPPORT_RENDER_TARGET;
texture->desc.Format = d3d11_get_closest_match(device, texture->desc.Format, format_support);
device->lpVtbl->CreateTexture2D(device, &texture->desc, NULL,
&texture->handle);
{
D3D11_SHADER_RESOURCE_VIEW_DESC view_desc;
view_desc.Format = texture->desc.Format;
view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MostDetailedMip = 0;
view_desc.Texture2D.MipLevels = -1;
device->lpVtbl->CreateShaderResourceView(device,
(D3D11Resource)texture->handle, &view_desc, &texture->view);
}
if (is_render_target)
device->lpVtbl->CreateRenderTargetView(device,
(D3D11Resource)texture->handle, NULL, &texture->rt_view);
else
{
D3D11_TEXTURE2D_DESC desc = texture->desc;
desc.MipLevels = 1;
desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device->lpVtbl->CreateTexture2D(device, &desc, NULL, &texture->staging);
}
texture->size_data.x = texture->desc.Width;
texture->size_data.y = texture->desc.Height;
texture->size_data.z = 1.0f / texture->desc.Width;
texture->size_data.w = 1.0f / texture->desc.Height;
}
static void d3d11_update_texture(
D3D11DeviceContext ctx,
unsigned width,
unsigned height,
unsigned pitch,
DXGI_FORMAT format,
const void* data,
d3d11_texture_t* texture)
{
D3D11_MAPPED_SUBRESOURCE mapped_texture;
D3D11_BOX frame_box;
ctx->lpVtbl->Map(
ctx, (D3D11Resource)texture->staging, 0, D3D11_MAP_WRITE, 0, &mapped_texture);
dxgi_copy(
width, height, format, pitch, data,
texture->desc.Format, mapped_texture.RowPitch,
mapped_texture.pData);
frame_box.left = 0;
frame_box.top = 0;
frame_box.front = 0;
frame_box.right = width;
frame_box.bottom = height;
frame_box.back = 1;
ctx->lpVtbl->Unmap(ctx, (D3D11Resource)texture->staging, 0);
ctx->lpVtbl->CopySubresourceRegion(
ctx, (D3D11Resource)texture->handle, 0, 0, 0, 0,
(D3D11Resource)texture->staging, 0, &frame_box);
if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
ctx->lpVtbl->GenerateMips(ctx, texture->view);
}
/*
* DISPLAY DRIVER
*/
static void gfx_display_d3d11_blend_begin(void *data)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d11_blend_end(void *data)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
int vertex_count = 1;
d3d11_video_t *d3d11 = (d3d11_video_t*)data;
if (!d3d11 || !draw || !draw->texture)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
{
d3d11_shader_t *shader = &d3d11->shaders[draw->pipeline_id];
d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout);
d3d11->context->lpVtbl->VSSetShader(d3d11->context, shader->vs, NULL, 0);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0);
d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0);
}
d3d11->context->lpVtbl->Draw(d3d11->context, draw->coords->vertices, 0);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
{
d3d11_shader_t *shader = &d3d11->sprites.shader;
d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout);
d3d11->context->lpVtbl->VSSetShader(d3d11->context, shader->vs, NULL, 0);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0);
d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0);
}
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1,
&d3d11->sprites.vbo, &stride, &offset);
}
d3d11->context->lpVtbl->IASetPrimitiveTopology(d3d11->context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
return;
}
if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
vertex_count = draw->coords->vertices;
if ( (!(d3d11->flags & D3D11_ST_FLAG_SPRITES_ENABLE))
|| (vertex_count > d3d11->sprites.capacity))
return;
if (d3d11->sprites.offset + vertex_count > d3d11->sprites.capacity)
d3d11->sprites.offset = 0;
{
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
d3d11_sprite_t* sprite = NULL;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
sprite = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset;
if (vertex_count == 1)
{
sprite->pos.x = draw->x / (float)d3d11->viewport.Width;
sprite->pos.y =
(d3d11->viewport.Height - draw->y - draw->height) / (float)d3d11->viewport.Height;
sprite->pos.w = draw->width / (float)d3d11->viewport.Width;
sprite->pos.h = draw->height / (float)d3d11->viewport.Height;
sprite->coords.u = 0.0f;
sprite->coords.v = 0.0f;
sprite->coords.w = 1.0f;
sprite->coords.h = 1.0f;
if (draw->scale_factor)
sprite->params.scaling = draw->scale_factor;
else
sprite->params.scaling = 1.0f;
sprite->params.rotation = draw->rotation;
sprite->colors[3] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
sprite->colors[2] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5],
0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]);
sprite->colors[1] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9],
0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]);
sprite->colors[0] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13],
0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]);
}
else
{
int i;
const float* vertex = draw->coords->vertex;
const float* tex_coord = draw->coords->tex_coord;
const float* color = draw->coords->color;
for (i = 0; i < vertex_count; i++)
{
d3d11_vertex_t* v = (d3d11_vertex_t*)sprite;
v->position[0] = *vertex++;
v->position[1] = *vertex++;
v->texcoord[0] = *tex_coord++;
v->texcoord[1] = *tex_coord++;
v->color[0] = *color++;
v->color[1] = *color++;
v->color[2] = *color++;
v->color[3] = *color++;
sprite++;
}
{
d3d11_shader_t *shader = &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND];
d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout);
d3d11->context->lpVtbl->VSSetShader(d3d11->context, shader->vs, NULL, 0);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0);
d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0);
}
d3d11->context->lpVtbl->IASetPrimitiveTopology(d3d11->context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->sprites.vbo, 0);
}
{
d3d11_texture_t *texture = (d3d11_texture_t*)draw->texture;
d3d11->context->lpVtbl->PSSetShaderResources(
d3d11->context, 0, 1, &texture->view);
d3d11->context->lpVtbl->PSSetSamplers(
d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
}
d3d11->context->lpVtbl->Draw(d3d11->context, vertex_count,
d3d11->sprites.offset);
d3d11->sprites.offset += vertex_count;
if (vertex_count > 1)
{
d3d11_shader_t *shader = &d3d11->sprites.shader;
d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout);
d3d11->context->lpVtbl->VSSetShader(d3d11->context, shader->vs, NULL, 0);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0);
d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0);
d3d11->context->lpVtbl->IASetPrimitiveTopology(d3d11->context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
}
}
static void gfx_display_d3d11_draw_pipeline(gfx_display_ctx_draw_t *draw,
gfx_display_t *p_disp,
void *data, unsigned video_width, unsigned video_height)
{
d3d11_video_t *d3d11 = (d3d11_video_t*)data;
if (!d3d11 || !draw)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
{
video_coord_array_t* ca = &p_disp->dispca;
if (!d3d11->menu_pipeline_vbo)
{
D3D11_BUFFER_DESC desc;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.ByteWidth = ca->coords.vertices * 2 * sizeof(float);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
{
D3D11_SUBRESOURCE_DATA vertex_data;
vertex_data.pSysMem = ca->coords.vertex;
vertex_data.SysMemPitch = 0;
vertex_data.SysMemSlicePitch = 0;
d3d11->device->lpVtbl->CreateBuffer(
d3d11->device, &desc, &vertex_data,
&d3d11->menu_pipeline_vbo);
}
}
{
UINT stride = 2 * sizeof(float);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1,
&d3d11->menu_pipeline_vbo, &stride, &offset);
}
draw->coords->vertices = ca->coords.vertices;
d3d11->context->lpVtbl->OMSetBlendState(
d3d11->context, d3d11->blend_pipeline,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
break;
}
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1,
&d3d11->frame.vbo, &stride, &offset);
}
draw->coords->vertices = 4;
break;
default:
return;
}
d3d11->context->lpVtbl->IASetPrimitiveTopology(
d3d11->context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3d11->ubo_values.time += 0.01f;
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->ubo,
0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
*(d3d11_uniform_t*)mapped_ubo.pData = d3d11->ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context,
(D3D11Resource)d3d11->ubo, 0);
}
}
void gfx_display_d3d11_scissor_begin(void *data,
unsigned video_width,
unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
D3D11_RECT rect;
d3d11_video_t *d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &rect);
}
void gfx_display_d3d11_scissor_end(void *data,
unsigned video_width,
unsigned video_height)
{
D3D11_RECT rect;
d3d11_video_t *d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d11 = {
gfx_display_d3d11_draw,
gfx_display_d3d11_draw_pipeline,
gfx_display_d3d11_blend_begin,
gfx_display_d3d11_blend_end,
NULL, /* get_default_mvp */
NULL, /* get_default_vertices */
NULL, /* get_default_tex_coords */
FONT_DRIVER_RENDER_D3D11_API,
GFX_VIDEO_DRIVER_DIRECT3D11,
"d3d11",
true,
gfx_display_d3d11_scissor_begin,
gfx_display_d3d11_scissor_end
};
/*
* FONT DRIVER
*/
typedef struct
{
d3d11_texture_t texture;
const font_renderer_driver_t* font_driver;
void* font_data;
struct font_atlas* atlas;
} d3d11_font_t;
static void * d3d11_font_init(void* data, const char* font_path,
float font_size, bool is_threaded)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11_font_t* font = (d3d11_font_t*)calloc(1, sizeof(*font));
if (!font)
return NULL;
if (!font_renderer_create_default(
&font->font_driver, &font->font_data, font_path, font_size))
{
free(font);
return NULL;
}
font->atlas = font->font_driver->get_atlas(font->font_data);
font->texture.sampler = d3d11->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_BORDER];
font->texture.desc.Width = font->atlas->width;
font->texture.desc.Height = font->atlas->height;
font->texture.desc.Format = DXGI_FORMAT_A8_UNORM;
d3d11_release_texture(&font->texture);
d3d11_init_texture(d3d11->device, &font->texture);
if (font->texture.staging)
d3d11_update_texture(
d3d11->context, font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
return font;
}
static void d3d11_font_free(void* data, bool is_threaded)
{
d3d11_font_t* font = (d3d11_font_t*)data;
if (!font)
return;
if (font->font_driver && font->font_data)
font->font_driver->free(font->font_data);
Release(font->texture.handle);
Release(font->texture.staging);
Release(font->texture.view);
free(font);
}
static int d3d11_font_get_message_width(void* data, const char* msg, size_t msg_len, float scale)
{
size_t i;
int delta_x = 0;
const struct font_glyph* glyph_q = NULL;
d3d11_font_t* font = (d3d11_font_t*)data;
if (!font)
return 0;
glyph_q = font->font_driver->get_glyph(font->font_data, '?');
for (i = 0; i < msg_len; i++)
{
const struct font_glyph *glyph;
const char* msg_tmp = &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
delta_x += glyph->advance_x;
}
return delta_x * scale;
}
static void d3d11_font_render_line(
d3d11_video_t* d3d11,
d3d11_font_t* font,
const struct font_glyph* glyph_q,
const char* msg,
size_t msg_len,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
int pre_x,
unsigned width,
unsigned height,
unsigned text_align)
{
size_t i;
unsigned count;
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
d3d11_sprite_t *v = NULL;
int x = pre_x;
int y = roundf((1.0 - pos_y) * height);
if (d3d11->sprites.offset + msg_len > (unsigned)d3d11->sprites.capacity)
d3d11->sprites.offset = 0;
switch (text_align)
{
case TEXT_ALIGN_RIGHT:
x -= d3d11_font_get_message_width(font, msg, msg_len, scale);
break;
case TEXT_ALIGN_CENTER:
x -= d3d11_font_get_message_width(font, msg, msg_len, scale) / 2;
break;
}
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
v = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset;
for (i = 0; i < msg_len; i++)
{
const struct font_glyph* glyph;
const char *msg_tmp= &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
v->pos.x = (x + (glyph->draw_offset_x * scale)) / (float)d3d11->viewport.Width;
v->pos.y = (y + (glyph->draw_offset_y * scale)) / (float)d3d11->viewport.Height;
v->pos.w = glyph->width * scale / (float)d3d11->viewport.Width;
v->pos.h = glyph->height * scale / (float)d3d11->viewport.Height;
v->coords.u = glyph->atlas_offset_x / (float)font->texture.desc.Width;
v->coords.v = glyph->atlas_offset_y / (float)font->texture.desc.Height;
v->coords.w = glyph->width / (float)font->texture.desc.Width;
v->coords.h = glyph->height / (float)font->texture.desc.Height;
v->params.scaling = 1;
v->params.rotation = 0;
v->colors[0] = color;
v->colors[1] = color;
v->colors[2] = color;
v->colors[3] = color;
v++;
x += glyph->advance_x * scale;
y += glyph->advance_y * scale;
}
count = v - ((d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset);
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->sprites.vbo, 0);
if (!count)
return;
if (font->atlas->dirty)
{
if (font->texture.staging)
d3d11_update_texture(
d3d11->context,
font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
}
{
d3d11_texture_t *texture = (d3d11_texture_t*)&font->texture;
d3d11->context->lpVtbl->PSSetShaderResources(
d3d11->context, 0, 1, &texture->view);
d3d11->context->lpVtbl->PSSetSamplers(
d3d11->context, 0, 1,
(D3D11SamplerState*)&texture->sampler);
}
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader_font.ps, NULL, 0);
d3d11->context->lpVtbl->Draw(d3d11->context, count, d3d11->sprites.offset);
d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader.ps, NULL, 0);
d3d11->sprites.offset += count;
}
static void d3d11_font_render_message(
d3d11_video_t *d3d11,
d3d11_font_t* font,
const char* msg,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
unsigned width,
unsigned height,
unsigned text_align)
{
float line_height;
struct font_line_metrics *line_metrics = NULL;
int lines = 0;
int x = roundf(pos_x * width);
const struct font_glyph* glyph_q = font->font_driver->get_glyph(font->font_data, '?');
font->font_driver->get_line_metrics(font->font_data, &line_metrics);
line_height = line_metrics->height * scale / height;
for (;;)
{
const char* delim = strchr(msg, '\n');
size_t msg_len = delim ? (size_t)(delim - msg) : strlen(msg);
/* Draw the line */
if (msg_len <= (unsigned)d3d11->sprites.capacity)
d3d11_font_render_line(d3d11,
font, glyph_q, msg, msg_len, scale, color, pos_x,
pos_y - (float)lines * line_height,
x,
width, height, text_align);
if (!delim)
break;
msg += msg_len + 1;
lines++;
}
}
static void d3d11_font_render_msg(
void *userdata,
void* data,
const char* msg,
const struct font_params *params)
{
int drop_x, drop_y;
enum text_alignment text_align;
unsigned color, r, g, b, alpha;
float x, y, scale, drop_mod, drop_alpha;
d3d11_font_t *font = (d3d11_font_t*)data;
d3d11_video_t *d3d11 = (d3d11_video_t*)userdata;
unsigned width = d3d11->vp.full_width;
unsigned height = d3d11->vp.full_height;
if (!font || !msg || !*msg)
return;
if (!(d3d11->flags & D3D11_ST_FLAG_SPRITES_ENABLE))
return;
if (params)
{
x = params->x;
y = params->y;
scale = params->scale;
text_align = params->text_align;
drop_x = params->drop_x;
drop_y = params->drop_y;
drop_mod = params->drop_mod;
drop_alpha = params->drop_alpha;
r = FONT_COLOR_GET_RED(params->color);
g = FONT_COLOR_GET_GREEN(params->color);
b = FONT_COLOR_GET_BLUE(params->color);
alpha = FONT_COLOR_GET_ALPHA(params->color);
color = DXGI_COLOR_RGBA(r, g, b, alpha);
}
else
{
settings_t *settings = config_get_ptr();
float video_msg_color_r = settings->floats.video_msg_color_r;
float video_msg_color_g = settings->floats.video_msg_color_g;
float video_msg_color_b = settings->floats.video_msg_color_b;
float video_msg_pos_x = settings->floats.video_msg_pos_x;
float video_msg_pos_y = settings->floats.video_msg_pos_y;
x = video_msg_pos_x;
y = video_msg_pos_y;
scale = 1.0f;
text_align = TEXT_ALIGN_LEFT;
r = (video_msg_color_r * 255);
g = (video_msg_color_g * 255);
b = (video_msg_color_b * 255);
alpha = 255;
color = DXGI_COLOR_RGBA(r, g, b, alpha);
drop_x = -2;
drop_y = -2;
drop_mod = 0.3f;
drop_alpha = 1.0f;
}
if (drop_x || drop_y)
{
unsigned r_dark = r * drop_mod;
unsigned g_dark = g * drop_mod;
unsigned b_dark = b * drop_mod;
unsigned alpha_dark = alpha * drop_alpha;
unsigned color_dark = DXGI_COLOR_RGBA(r_dark, g_dark, b_dark, alpha_dark);
if (d3d11->flags & D3D11_ST_FLAG_SPRITES_ENABLE)
d3d11_font_render_message(d3d11,
font, msg, scale, color_dark,
x + scale * drop_x / width,
y + scale * drop_y / height,
width, height, text_align);
}
d3d11_font_render_message(d3d11, font, msg, scale,
color, x, y, width, height, text_align);
}
static const struct font_glyph* d3d11_font_get_glyph(void *data, uint32_t code)
{
d3d11_font_t* font = (d3d11_font_t*)data;
if (font && font->font_driver)
return font->font_driver->get_glyph((void*)font->font_driver, code);
return NULL;
}
static bool d3d11_font_get_line_metrics(void* data, struct font_line_metrics **metrics)
{
d3d11_font_t* font = (d3d11_font_t*)data;
if (font && font->font_driver && font->font_data)
{
font->font_driver->get_line_metrics(font->font_data, metrics);
return true;
}
return false;
}
font_renderer_t d3d11_font = {
d3d11_font_init,
d3d11_font_free,
d3d11_font_render_msg,
"d3d11",
d3d11_font_get_glyph,
NULL, /* bind_block */
NULL, /* flush */
d3d11_font_get_message_width,
d3d11_font_get_line_metrics
};
/*
* VIDEO DRIVER
*/
static INLINE void d3d11_release_shader(d3d11_shader_t* shader)
{
Release(shader->layout);
Release(shader->vs);
Release(shader->ps);
Release(shader->gs);
}
static uint32_t d3d11_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);
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
BIT32_SET(flags, GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED);
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG);
BIT32_SET(flags, GFX_CTX_FLAGS_SUBFRAME_SHADERS);
#endif
return flags;
}
#ifdef HAVE_OVERLAY
static void d3d11_free_overlays(d3d11_video_t* d3d11)
{
int i;
for (i = 0; i < d3d11->overlays.count; i++)
d3d11_release_texture(&d3d11->overlays.textures[i]);
Release(d3d11->overlays.vbo);
}
static void d3d11_overlay_vertex_geom(
void* data, unsigned index,
float x, float y, float w, float h)
{
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
{
d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData;
sprites[index].pos.x = x;
sprites[index].pos.y = y;
sprites[index].pos.w = w;
sprites[index].pos.h = h;
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0);
}
static void d3d11_overlay_tex_geom(
void* data, unsigned index,
float u, float v, float w, float h)
{
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
{
d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData;
sprites[index].coords.u = u;
sprites[index].coords.v = v;
sprites[index].coords.w = w;
sprites[index].coords.h = h;
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0);
}
static void d3d11_overlay_set_alpha(void* data, unsigned index, float mod)
{
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
{
d3d11_sprite_t* sprites = (d3d11_sprite_t*)mapped_vbo.pData;
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];
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0);
}
static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_images)
{
D3D11_BUFFER_DESC desc;
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
unsigned i;
d3d11_sprite_t* sprites;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
const struct texture_image* images = (const struct texture_image*)image_data;
if (!d3d11)
return false;
d3d11_free_overlays(d3d11);
d3d11->overlays.count = num_images;
d3d11->overlays.textures = (d3d11_texture_t*)calloc(
num_images, sizeof(d3d11_texture_t));
desc.ByteWidth = sizeof(d3d11_sprite_t) * num_images;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, NULL,
&d3d11->overlays.vbo);
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_vbo);
sprites = (d3d11_sprite_t*)mapped_vbo.pData;
for (i = 0; i < num_images; i++)
{
d3d11->overlays.textures[i].desc.Width = images[i].width;
d3d11->overlays.textures[i].desc.Height = images[i].height;
d3d11->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
d3d11_release_texture(&d3d11->overlays.textures[i]);
d3d11_init_texture(d3d11->device, &d3d11->overlays.textures[i]);
if (d3d11->overlays.textures[i].staging)
d3d11_update_texture(
d3d11->context, images[i].width,
images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM,
images[i].pixels, &d3d11->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];
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->overlays.vbo, 0);
return true;
}
static void d3d11_overlay_enable(void* data, bool state)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
if (state)
d3d11->flags |= D3D11_ST_FLAG_OVERLAYS_ENABLE;
else
d3d11->flags &= ~D3D11_ST_FLAG_OVERLAYS_ENABLE;
win32_show_cursor(d3d11, state);
}
static void d3d11_overlay_full_screen(void* data, bool enable)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
if (enable)
d3d11->flags |= D3D11_ST_FLAG_OVERLAYS_FULLSCREEN;
else
d3d11->flags &= ~D3D11_ST_FLAG_OVERLAYS_FULLSCREEN;
}
static void d3d11_get_overlay_interface(
void* data, const video_overlay_interface_t** iface)
{
static const video_overlay_interface_t overlay_interface = {
d3d11_overlay_enable, d3d11_overlay_load, d3d11_overlay_tex_geom,
d3d11_overlay_vertex_geom, d3d11_overlay_full_screen, d3d11_overlay_set_alpha,
};
*iface = &overlay_interface;
}
static void d3d11_render_overlay(d3d11_video_t *d3d11)
{
int i;
if (d3d11->flags & D3D11_ST_FLAG_OVERLAYS_FULLSCREEN)
d3d11->context->lpVtbl->RSSetViewports(d3d11->context, 1, &d3d11->viewport);
else
d3d11->context->lpVtbl->RSSetViewports(d3d11->context, 1, &d3d11->frame.viewport);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1, &d3d11->overlays.vbo, &stride, &offset);
}
d3d11->context->lpVtbl->PSSetSamplers(
d3d11->context, 0, 1,
&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
for (i = 0; i < d3d11->overlays.count; i++)
{
d3d11->context->lpVtbl->PSSetShaderResources(
d3d11->context, 0, 1,
&d3d11->overlays.textures[i].view);
d3d11->context->lpVtbl->Draw(d3d11->context, 1, i);
}
}
#endif
#ifdef HAVE_DXGI_HDR
static void d3d11_set_hdr_max_nits(void *data, float max_nits)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11->hdr.max_output_nits = max_nits;
d3d11->hdr.ubo_values.max_nits = max_nits;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_ubo);
{
dxgi_hdr_uniform_t *ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
}
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
dxgi_set_hdr_metadata(
d3d11->swapChain,
(d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d11->chain_bit_depth,
d3d11->chain_color_space,
d3d11->hdr.max_output_nits,
d3d11->hdr.min_output_nits,
d3d11->hdr.max_cll,
d3d11->hdr.max_fall);
}
static void d3d11_set_hdr_paper_white_nits(void* data, float paper_white_nits)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
dxgi_hdr_uniform_t *ubo = NULL;
d3d11_video_t *d3d11 = (d3d11_video_t*)data;
d3d11->hdr.ubo_values.paper_white_nits = paper_white_nits;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
}
static void d3d11_set_hdr_contrast(void* data, float contrast)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
dxgi_hdr_uniform_t *ubo = NULL;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11->hdr.ubo_values.contrast = contrast;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
}
static void d3d11_set_hdr_expand_gamut(void* data, bool expand_gamut)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
dxgi_hdr_uniform_t *ubo = NULL;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
d3d11->hdr.ubo_values.expand_gamut = expand_gamut ? 1.0f : 0.0f;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
}
static void d3d11_set_hdr_inverse_tonemap(d3d11_video_t* d3d11, bool inverse_tonemap)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
dxgi_hdr_uniform_t *ubo = NULL;
d3d11->hdr.ubo_values.inverse_tonemap = inverse_tonemap ? 1.0f : 0.0f;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
}
static void d3d11_set_hdr10(d3d11_video_t* d3d11, bool hdr10)
{
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
dxgi_hdr_uniform_t *ubo = NULL;
d3d11->hdr.ubo_values.hdr10 = hdr10 ? 1.0f : 0.0f;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
ubo = (dxgi_hdr_uniform_t*)mapped_ubo.pData;
*ubo = d3d11->hdr.ubo_values;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->hdr.ubo, 0);
}
#endif
static void d3d11_set_filtering(void* data, unsigned index,
bool smooth, bool ctx_scaling)
{
int i;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (smooth)
{
for (i = 0; i < RARCH_WRAP_MAX; i++)
d3d11->samplers[RARCH_FILTER_UNSPEC][i] = d3d11->samplers[RARCH_FILTER_LINEAR][i];
}
else
{
for (i = 0; i < RARCH_WRAP_MAX; i++)
d3d11->samplers[RARCH_FILTER_UNSPEC][i] = d3d11->samplers[RARCH_FILTER_NEAREST][i];
}
}
static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
{
float radians, cosine, sine;
D3D11_MAPPED_SUBRESOURCE mapped_ubo;
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 }
};
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
radians = rotation * (M_PI / 2.0f);
cosine = cosf(radians);
sine = sinf(radians);
MAT_ELEM_4X4(rot, 0, 0) = cosine;
MAT_ELEM_4X4(rot, 0, 1) = -sine;
MAT_ELEM_4X4(rot, 1, 0) = sine;
MAT_ELEM_4X4(rot, 1, 1) = cosine;
matrix_4x4_multiply(d3d11->mvp, rot, d3d11->ubo_values.mvp);
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)d3d11->frame.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
*(math_matrix_4x4*)mapped_ubo.pData = d3d11->mvp;
d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->frame.ubo, 0);
}
static void d3d11_update_viewport(d3d11_video_t *d3d11, bool force_full)
{
video_driver_update_viewport(&d3d11->vp, force_full,
(d3d11->flags & D3D11_ST_FLAG_KEEP_ASPECT) ? true : false);
d3d11->frame.viewport.TopLeftX = d3d11->vp.x;
d3d11->frame.viewport.TopLeftY = d3d11->vp.y;
d3d11->frame.viewport.Width = d3d11->vp.width;
d3d11->frame.viewport.Height = d3d11->vp.height;
d3d11->frame.viewport.MaxDepth = 0.0f;
d3d11->frame.viewport.MaxDepth = 1.0f;
if (d3d11->shader_preset
&& ( d3d11->frame.output_size.x != d3d11->vp.width
|| d3d11->frame.output_size.y != d3d11->vp.height))
d3d11->flags |= D3D11_ST_FLAG_RESIZE_RTS;
d3d11->frame.output_size.x = d3d11->vp.width;
d3d11->frame.output_size.y = d3d11->vp.height;
d3d11->frame.output_size.z = 1.0f / d3d11->vp.width;
d3d11->frame.output_size.w = 1.0f / d3d11->vp.height;
d3d11->flags &= ~D3D11_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d11_free_shader_preset(d3d11_video_t* d3d11)
{
int i;
if (!d3d11->shader_preset)
return;
for (i = 0; i < (int)d3d11->shader_preset->passes; i++)
{
int j;
free(d3d11->shader_preset->pass[i].source.string.vertex);
free(d3d11->shader_preset->pass[i].source.string.fragment);
free(d3d11->pass[i].semantics.textures);
d3d11->shader_preset->pass[i].source.string.vertex = NULL;
d3d11->shader_preset->pass[i].source.string.fragment = NULL;
d3d11->pass[i].semantics.textures = NULL;
d3d11_release_shader(&d3d11->pass[i].shader);
d3d11_release_texture(&d3d11->pass[i].rt);
d3d11_release_texture(&d3d11->pass[i].feedback);
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
free(d3d11->pass[i].semantics.cbuffers[j].uniforms);
d3d11->pass[i].semantics.cbuffers[j].uniforms = NULL;
Release(d3d11->pass[i].buffers[j]);
}
}
memset(d3d11->pass, 0, sizeof(d3d11->pass));
/* only free the history textures here */
for (i = 1; i <= d3d11->shader_preset->history_size; i++)
d3d11_release_texture(&d3d11->frame.texture[i]);
memset(
&d3d11->frame.texture[1], 0,
sizeof(d3d11->frame.texture[1]) * d3d11->shader_preset->history_size);
for (i = 0; i < (int)d3d11->shader_preset->luts; i++)
d3d11_release_texture(&d3d11->luts[i]);
memset(d3d11->luts, 0, sizeof(d3d11->luts));
free(d3d11->shader_preset);
d3d11->shader_preset = NULL;
d3d11->flags &= ~(D3D11_ST_FLAG_INIT_HISTORY
| D3D11_ST_FLAG_RESIZE_RTS
);
}
static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
enum d3d11_feature_level_hint
feat_level_hint = D3D11_FEATURE_LEVEL_HINT_DONTCARE;
unsigned i;
d3d11_texture_t* source = NULL;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
unsigned shader_model = 40;
if (!d3d11)
return false;
/* Feature Level 11.0 and up should all support Shader Model 5.0 */
switch (d3d11->supportedFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
shader_model = 50;
feat_level_hint = D3D11_FEATURE_LEVEL_HINT_11_0;
break;
case D3D_FEATURE_LEVEL_11_1:
shader_model = 50;
feat_level_hint = D3D11_FEATURE_LEVEL_HINT_11_1;
break;
case D3D_FEATURE_LEVEL_12_0:
shader_model = 50;
feat_level_hint = D3D11_FEATURE_LEVEL_HINT_12_0;
break;
case D3D_FEATURE_LEVEL_12_1:
shader_model = 50;
feat_level_hint = D3D11_FEATURE_LEVEL_HINT_12_1;
break;
default:
break;
}
d3d11->context->lpVtbl->Flush(d3d11->context);
d3d11_free_shader_preset(d3d11);
if (string_is_empty(path))
return true;
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("[D3D11]: Only Slang shaders are supported. Falling back to stock.\n");
return false;
}
d3d11->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d11->shader_preset));
if (!video_shader_load_preset_into_shader(path, d3d11->shader_preset))
goto error;
source = &d3d11->frame.texture[0];
for (i = 0; i < d3d11->shader_preset->passes; source = &d3d11->pass[i++].rt)
{
int j;
/* clang-format off */
semantics_map_t semantics_map = {
{
/* Original */
{ &d3d11->frame.texture[0].view, 0,
&d3d11->frame.texture[0].size_data, 0},
/* Source */
{ &source->view, 0,
&source->size_data, 0},
/* OriginalHistory */
{ &d3d11->frame.texture[0].view, sizeof(*d3d11->frame.texture),
&d3d11->frame.texture[0].size_data, sizeof(*d3d11->frame.texture)},
/* PassOutput */
{ &d3d11->pass[0].rt.view, sizeof(*d3d11->pass),
&d3d11->pass[0].rt.size_data, sizeof(*d3d11->pass)},
/* PassFeedback */
{ &d3d11->pass[0].feedback.view, sizeof(*d3d11->pass),
&d3d11->pass[0].feedback.size_data, sizeof(*d3d11->pass)},
/* User */
{ &d3d11->luts[0].view, sizeof(*d3d11->luts),
&d3d11->luts[0].size_data, sizeof(*d3d11->luts)},
},
{
i == d3d11->shader_preset->passes - 1 ? &d3d11->mvp : &d3d11->identity, /* MVP */
&d3d11->pass[i].rt.size_data, /* OutputSize */
&d3d11->frame.output_size, /* FinalViewportSize */
&d3d11->pass[i].frame_count, /* FrameCount */
&d3d11->pass[i].frame_direction, /* FrameDirection */
&d3d11->pass[i].frame_time_delta,/* FrameTimeDelta */
&d3d11->pass[i].original_fps, /* OriginalFPS */
&d3d11->pass[i].rotation, /* Rotation */
&d3d11->pass[i].core_aspect, /* OriginalAspect */
&d3d11->pass[i].core_aspect_rot, /* OriginalAspectRotated */
&d3d11->pass[i].total_subframes, /* TotalSubFrames */
&d3d11->pass[i].current_subframe,/* CurrentSubFrame */
}
};
/* clang-format on */
if (!slang_process(
d3d11->shader_preset, i, RARCH_SHADER_HLSL, shader_model,
&semantics_map,
&d3d11->pass[i].semantics))
goto error;
{
static const D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
char _path[PATH_MAX_LENGTH];
const char *slang_path = d3d11->shader_preset->pass[i].source.path;
const char *vs_src = d3d11->shader_preset->pass[i].source.string.vertex;
const char *ps_src = d3d11->shader_preset->pass[i].source.string.fragment;
size_t _len = strlcpy(_path, slang_path, sizeof(_path));
strlcpy(_path + _len, ".vs.hlsl", sizeof(_path) - _len);
d3d11_init_shader(d3d11->device, vs_src, 0,
_path, "main", NULL, NULL, desc, countof(desc),
&d3d11->pass[i].shader, feat_level_hint);
strlcpy(_path + _len, ".ps.hlsl", sizeof(_path) - _len);
d3d11_init_shader(d3d11->device, ps_src, 0, _path,
NULL, "main", NULL, NULL, 0,
&d3d11->pass[i].shader, feat_level_hint);
free(d3d11->shader_preset->pass[i].source.string.vertex);
free(d3d11->shader_preset->pass[i].source.string.fragment);
d3d11->shader_preset->pass[i].source.string.vertex = NULL;
d3d11->shader_preset->pass[i].source.string.fragment = NULL;
if (!d3d11->pass[i].shader.vs || !d3d11->pass[i].shader.ps)
goto error;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = d3d11->pass[i].semantics.cbuffers[j].size;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
if (!desc.ByteWidth)
continue;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, NULL, &d3d11->pass[i].buffers[j]);
}
}
#ifdef HAVE_DXGI_HDR
if (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
{
if (d3d11->shader_preset && d3d11->shader_preset->passes && (d3d11->pass[d3d11->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 */
d3d11_set_hdr_inverse_tonemap(d3d11, false);
d3d11_set_hdr10(d3d11, false);
d3d11->flags |= D3D11_ST_FLAG_RESIZE_CHAIN;
}
else if (d3d11->shader_preset && d3d11->shader_preset->passes && (d3d11->pass[d3d11->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 */
d3d11_set_hdr_inverse_tonemap(d3d11, false);
d3d11_set_hdr10(d3d11, true);
d3d11->flags |= D3D11_ST_FLAG_RESIZE_CHAIN;
}
else
{
d3d11_set_hdr_inverse_tonemap(d3d11, true);
d3d11_set_hdr10(d3d11, true);
}
}
#endif /* HAVE_DXGI_HDR */
for (i = 0; i < d3d11->shader_preset->luts; i++)
{
struct texture_image image;
image.pixels = NULL;
image.width = 0;
image.height = 0;
image.supports_rgba = true;
if (!image_texture_load(&image, d3d11->shader_preset->lut[i].path))
goto error;
d3d11->luts[i].desc.Width = image.width;
d3d11->luts[i].desc.Height = image.height;
d3d11->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
if (d3d11->shader_preset->lut[i].mipmap)
d3d11->luts[i].desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
d3d11_release_texture(&d3d11->luts[i]);
d3d11_init_texture(d3d11->device, &d3d11->luts[i]);
if (d3d11->luts[i].staging)
d3d11_update_texture(
d3d11->context, image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d11->luts[i]);
image_texture_free(&image);
}
d3d11->flags |= D3D11_ST_FLAG_INIT_HISTORY | D3D11_ST_FLAG_RESIZE_RTS;
return true;
error:
d3d11_free_shader_preset(d3d11);
#endif
return false;
}
static void d3d11_gfx_free(void* data)
{
int i;
uint32_t video_st_flags;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
video_driver_state_t *video_st = video_state_get_ptr();
if (!d3d11)
return;
if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
CloseHandle(d3d11->frameLatencyWaitableObject);
font_driver_free_osd();
#ifdef HAVE_OVERLAY
d3d11_free_overlays(d3d11);
#endif
d3d11_free_shader_preset(d3d11);
d3d11_release_texture(&d3d11->frame.texture[0]);
Release(d3d11->frame.ubo);
Release(d3d11->frame.vbo);
d3d11_release_texture(&d3d11->menu.texture);
Release(d3d11->menu.vbo);
#ifdef HAVE_DXGI_HDR
Release(d3d11->hdr.ubo);
#endif
d3d11_release_shader(&d3d11->sprites.shader);
d3d11_release_shader(&d3d11->sprites.shader_font);
Release(d3d11->sprites.vbo);
for (i = 0; i < GFX_MAX_SHADERS; i++)
d3d11_release_shader(&d3d11->shaders[i]);
Release(d3d11->menu_pipeline_vbo);
Release(d3d11->blend_pipeline);
Release(d3d11->ubo);
Release(d3d11->blend_enable);
Release(d3d11->blend_disable);
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
Release(d3d11->samplers[RARCH_FILTER_LINEAR][i]);
Release(d3d11->samplers[RARCH_FILTER_NEAREST][i]);
}
#ifdef HAVE_DXGI_HDR
d3d11_release_texture(&d3d11->back_buffer);
#endif
Release(d3d11->scissor_enabled);
Release(d3d11->scissor_disabled);
Release(d3d11->swapChain);
video_st_flags = video_st->flags;
if (video_st_flags & VIDEO_FLAG_CACHE_CONTEXT)
{
cached_device_d3d11 = d3d11->device;
cached_context_d3d11 = d3d11->context;
cached_supportedFeatureLevel = d3d11->supportedFeatureLevel;
}
else
{
Release(d3d11->context);
Release(d3d11->device);
}
for (i = 0; i < D3D11_MAX_GPU_COUNT; i++)
{
if (d3d11->adapters[i])
{
Release(d3d11->adapters[i]);
d3d11->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(d3d11);
}
static bool d3d11_init_swapchain(d3d11_video_t* d3d11,
int width, int height,
D3D11Device *cached_device,
D3D11DeviceContext *cached_context,
void *corewindow)
{
HWND hwnd = (HWND)corewindow;
#ifdef __WINRT__
IDXGIFactory2* dxgiFactory = NULL;
#else
IDXGIFactory* dxgiFactory = NULL;
IDXGIFactory5* dxgiFactory5 = NULL;
#endif
IDXGIDevice* dxgiDevice = NULL;
IDXGIAdapter* adapter = NULL;
UINT flags = 0;
D3D_FEATURE_LEVEL
requested_feature_levels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
#ifdef __WINRT__
/* UWP requires the use of newer version of the factory which requires newer version of this struct */
DXGI_SWAP_CHAIN_DESC1 desc = {{0}};
#else
DXGI_SWAP_CHAIN_DESC desc = {{0}};
#endif
UINT number_feature_levels = ARRAY_SIZE(requested_feature_levels);
#ifdef HAVE_DXGI_HDR
DXGI_COLOR_SPACE_TYPE color_space;
d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_8] = DXGI_FORMAT_R8G8B8A8_UNORM;
d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_10] = DXGI_FORMAT_R10G10B10A2_UNORM;
d3d11->chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_16] = DXGI_FORMAT_R16G16B16A16_UNORM;
#endif
#ifdef HAVE_DXGI_HDR
if (dxgi_check_display_hdr_support(d3d11->factory, hwnd))
d3d11->flags |= D3D11_ST_FLAG_HDR_SUPPORT;
else
d3d11->flags &= ~D3D11_ST_FLAG_HDR_SUPPORT;
if (!(d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT))
d3d11->flags &= ~D3D11_ST_FLAG_HDR_ENABLE;
d3d11->chain_bit_depth =
(d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
? DXGI_SWAPCHAIN_BIT_DEPTH_10
: DXGI_SWAPCHAIN_BIT_DEPTH_8;
#endif
#ifdef __WINRT__
/* Flip model forces us to do double-buffering */
desc.BufferCount = 2;
desc.Width = width;
desc.Height = height;
#ifdef HAVE_DXGI_HDR
if (d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT)
desc.Format = d3d11->chain_formats[
d3d11->chain_bit_depth];
else
#endif
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
#else
desc.BufferCount = 2;
desc.BufferDesc.Width = width;
desc.BufferDesc.Height = height;
#ifdef HAVE_DXGI_HDR
if (d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT)
desc.BufferDesc.Format = d3d11->chain_formats[
d3d11->chain_bit_depth];
else
#endif
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
#endif
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
#ifdef HAVE_WINDOW
desc.OutputWindow = hwnd;
#endif
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
#ifdef HAVE_WINDOW
desc.Windowed = TRUE;
#endif
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
if (*cached_device && *cached_context)
{
d3d11->device = *cached_device;
d3d11->context = *cached_context;
d3d11->supportedFeatureLevel = cached_supportedFeatureLevel;
*cached_device = NULL;
*cached_context = NULL;
}
else
{
if (FAILED(D3D11CreateDevice(
(IDXGIAdapter*)d3d11->adapter,
D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
requested_feature_levels, number_feature_levels,
D3D11_SDK_VERSION, &d3d11->device,
&d3d11->supportedFeatureLevel, &d3d11->context)))
return false;
switch (d3d11->supportedFeatureLevel)
{
case D3D_FEATURE_LEVEL_9_1:
RARCH_LOG("[D3D11]: Device created (Feature Level: 9.1)\n");
break;
case D3D_FEATURE_LEVEL_9_2:
RARCH_LOG("[D3D11]: Device created (Feature Level: 9.2)\n");
break;
case D3D_FEATURE_LEVEL_9_3:
RARCH_LOG("[D3D11]: Device created (Feature Level: 9.3)\n");
break;
case D3D_FEATURE_LEVEL_10_0:
RARCH_LOG("[D3D11]: Device created (Feature Level: 10.0)\n");
break;
case D3D_FEATURE_LEVEL_10_1:
RARCH_LOG("[D3D11]: Device created (Feature Level: 10.1)\n");
break;
case D3D_FEATURE_LEVEL_11_0:
RARCH_LOG("[D3D11]: Device created (Feature Level: 11.0)\n");
break;
case D3D_FEATURE_LEVEL_11_1:
RARCH_LOG("[D3D11]: Device created (Feature Level: 11.1)\n");
break;
case D3D_FEATURE_LEVEL_12_0:
RARCH_LOG("[D3D11]: Device created (Feature Level: 12.0)\n");
break;
case D3D_FEATURE_LEVEL_12_1:
RARCH_LOG("[D3D11]: Device created (Feature Level: 12.1)\n");
break;
default:
RARCH_LOG("[D3D11]: Device created (Feature Level: N/A)\n");
break;
}
}
d3d11->device->lpVtbl->QueryInterface(
d3d11->device, uuidof(IDXGIDevice), (void**)&dxgiDevice);
dxgiDevice->lpVtbl->GetAdapter(dxgiDevice, &adapter);
#ifdef __WINRT__
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
/* On phone, no swap effects are supported. */
/* TODO/FIXME - need to verify if this is needed and if
* flip model cannot be used here */
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
#else
d3d11->flags |= D3D11_ST_FLAG_HAS_FLIP_MODEL
| D3D11_ST_FLAG_HAS_ALLOW_TEARING;
desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
desc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
#endif
adapter->lpVtbl->GetParent(
adapter, uuidof(IDXGIFactory2), (void**)&dxgiFactory);
if (FAILED(dxgiFactory->lpVtbl->CreateSwapChainForCoreWindow(
dxgiFactory, (IUnknown*)d3d11->device, corewindow,
&desc, NULL, (IDXGISwapChain1**)&d3d11->swapChain)))
return false;
#else
if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
desc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
adapter->lpVtbl->GetParent(
adapter, uuidof(IDXGIFactory1), (void**)&dxgiFactory);
/* Check for ALLOW_TEARING support before trying to use it.
* Also don't use the flip model if it's not supported, because then we can't uncap our
* present rate. */
#ifdef __cplusplus
if (SUCCEEDED(dxgiFactory->lpVtbl->QueryInterface(dxgiFactory,
libretro_IID_IDXGIFactory5, (void**)&dxgiFactory5)))
#else
if (SUCCEEDED(dxgiFactory->lpVtbl->QueryInterface(
dxgiFactory, &libretro_IID_IDXGIFactory5, (void**)&dxgiFactory5)))
#endif
{
BOOL allow_tearing_supported = FALSE;
if (SUCCEEDED(dxgiFactory5->lpVtbl->CheckFeatureSupport(
dxgiFactory5, DXGI_FEATURE_PRESENT_ALLOW_TEARING,
&allow_tearing_supported, sizeof(allow_tearing_supported))) &&
allow_tearing_supported)
{
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
d3d11->flags |= D3D11_ST_FLAG_HAS_FLIP_MODEL
| D3D11_ST_FLAG_HAS_ALLOW_TEARING;
RARCH_LOG("[D3D11]: Flip model and tear control supported and enabled.\n");
}
dxgiFactory5->lpVtbl->Release(dxgiFactory5);
}
if (FAILED(dxgiFactory->lpVtbl->CreateSwapChain(
dxgiFactory, (IUnknown*)d3d11->device,
&desc, (IDXGISwapChain**)&d3d11->swapChain)))
{
RARCH_WARN("[D3D11]: Failed to create swapchain with flip model, try non-flip model.\n");
/* Failed to create swapchain, try non-flip model */
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags &= ~DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
d3d11->flags &= ~(D3D11_ST_FLAG_HAS_FLIP_MODEL
| D3D11_ST_FLAG_HAS_ALLOW_TEARING
);
if (FAILED(dxgiFactory->lpVtbl->CreateSwapChain(
dxgiFactory, (IUnknown*)d3d11->device,
&desc, (IDXGISwapChain**)&d3d11->swapChain)))
return false;
}
#ifdef HAVE_WINDOW
/* Don't let DXGI mess with the full screen state,
* because otherwise we end up with a mismatch
* between the window size and the buffers.
* RetroArch only uses windowed mode (see above). */
if (FAILED(dxgiFactory->lpVtbl->MakeWindowAssociation(dxgiFactory, desc.OutputWindow, DXGI_MWA_NO_ALT_ENTER)))
{
RARCH_ERR("[D3D11]: Failed to make disable DXGI ALT+ENTER handling.\n");
}
#endif
#endif /* __WINRT__ */
if ( (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
&& (d3d11->frameLatencyWaitableObject = DXGIGetFrameLatencyWaitableObject(d3d11->swapChain)))
{
settings_t* settings = config_get_ptr();
UINT max_latency = settings->uints.video_max_frame_latency;
UINT cur_latency = 0;
if (max_latency == 0)
{
max_latency = 1;
d3d11->flags |= D3D11_ST_FLAG_WAIT_FOR_VBLANK;
}
else
d3d11->flags &= ~D3D11_ST_FLAG_WAIT_FOR_VBLANK;
DXGISetMaximumFrameLatency(d3d11->swapChain, max_latency);
DXGIGetMaximumFrameLatency(d3d11->swapChain, &cur_latency);
RARCH_LOG("[D3D11]: Requesting %u maximum frame latency, using %u%s.\n",
settings->uints.video_max_frame_latency,
cur_latency,
(d3d11->flags & D3D11_ST_FLAG_WAIT_FOR_VBLANK) ? " with WaitForVBlank" : "");
}
#ifdef HAVE_DXGI_HDR
/* Check display HDR support and
initialize ST.2084 support to match
the display's support. */
color_space =
(d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
? DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
dxgi_swapchain_color_space(
d3d11->swapChain,
&d3d11->chain_color_space,
color_space);
dxgi_set_hdr_metadata(
d3d11->swapChain,
(d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d11->chain_bit_depth,
d3d11->chain_color_space,
d3d11->hdr.max_output_nits,
d3d11->hdr.min_output_nits,
d3d11->hdr.max_cll,
d3d11->hdr.max_fall);
memset(&d3d11->back_buffer, 0, sizeof(d3d11->back_buffer));
d3d11->back_buffer.desc.Width = width;
d3d11->back_buffer.desc.Height = height;
d3d11->back_buffer.desc.Format = d3d11->shader_preset && d3d11->shader_preset->passes ? glslang_format_to_dxgi(d3d11->pass[d3d11->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM;
d3d11->back_buffer.desc.BindFlags = D3D11_BIND_RENDER_TARGET;
d3d11_release_texture(&d3d11->back_buffer);
d3d11_init_texture(d3d11->device, &d3d11->back_buffer);
#endif
dxgiFactory->lpVtbl->Release(dxgiFactory);
adapter->lpVtbl->Release(adapter);
dxgiDevice->lpVtbl->Release(dxgiDevice);
return true;
}
static void *d3d11_gfx_init(const video_info_t* video,
input_driver_t** input, void** input_data)
{
unsigned i;
#ifdef HAVE_MONITOR
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
WNDCLASSEX wndclass = { 0 };
#endif
settings_t* settings = config_get_ptr();
d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11));
if (!d3d11)
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(&current_mon, &hm_to_use, &d3d11->cur_mon_id);
#endif
d3d11->vp.full_width = video->width;
d3d11->vp.full_height = video->height;
#ifdef HAVE_MONITOR
if (!d3d11->vp.full_width)
d3d11->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left;
if (!d3d11->vp.full_height)
d3d11->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top;
#endif
if (!win32_set_video_mode(d3d11, d3d11->vp.full_width, d3d11->vp.full_height, video->fullscreen))
{
RARCH_ERR("[D3D11]: win32_set_video_mode failed.\n");
goto error;
}
d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data);
#ifdef __WINRT__
DXGICreateFactory2(&d3d11->factory);
#else
DXGICreateFactory1(&d3d11->factory);
#endif
#ifdef HAVE_DXGI_HDR
d3d11->hdr.max_output_nits = settings->floats.video_hdr_max_nits;
d3d11->hdr.min_output_nits = 0.001f;
d3d11->hdr.max_cll = 0.0f;
d3d11->hdr.max_fall = 0.0f;
if (settings->bools.video_hdr_enable)
d3d11->flags |= D3D11_ST_FLAG_HDR_ENABLE;
else
d3d11->flags &= ~D3D11_ST_FLAG_HDR_ENABLE;
#endif
if (settings->bools.video_waitable_swapchains)
d3d11->flags |= D3D11_ST_FLAG_WAITABLE_SWAPCHAINS;
#ifdef __WINRT__
if (!d3d11_init_swapchain(d3d11,
d3d11->vp.full_width,
d3d11->vp.full_height,
&cached_device_d3d11,
&cached_context_d3d11,
uwp_get_corewindow()
))
goto error;
#else
if (!d3d11_init_swapchain(d3d11,
d3d11->vp.full_width,
d3d11->vp.full_height,
&cached_device_d3d11,
&cached_context_d3d11,
main_window.hwnd
))
goto error;
#endif
matrix_4x4_identity(d3d11->identity);
video_driver_set_size(d3d11->vp.full_width, d3d11->vp.full_height);
d3d11->viewport.Width = d3d11->vp.full_width;
d3d11->viewport.Height = d3d11->vp.full_height;
d3d11->scissor.right = d3d11->vp.full_width;
d3d11->scissor.bottom = d3d11->vp.full_height;
d3d11->flags |= D3D11_ST_FLAG_RESIZE_VIEWPORT;
if (video->force_aspect)
d3d11->flags |= D3D11_ST_FLAG_KEEP_ASPECT;
else
d3d11->flags &= ~D3D11_ST_FLAG_KEEP_ASPECT;
if (video->vsync)
d3d11->flags |= D3D11_ST_FLAG_VSYNC;
else
d3d11->flags &= ~D3D11_ST_FLAG_VSYNC;
d3d11->format = (video->rgb32)
? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d11->frame.texture[0].desc.Format = d3d11->format;
d3d11->frame.texture[0].desc.Usage = D3D11_USAGE_DEFAULT;
d3d11->frame.texture[0].desc.Width = 4;
d3d11->frame.texture[0].desc.Height = 4;
d3d11_release_texture(&d3d11->frame.texture[0]);
d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]);
d3d11->menu.texture.desc.Usage = D3D11_USAGE_DEFAULT;
matrix_4x4_ortho(d3d11->ubo_values.mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width;
d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height;
{
D3D11_SUBRESOURCE_DATA ubo_data;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(d3d11->ubo_values);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
ubo_data.pSysMem = &d3d11->ubo_values.mvp;
ubo_data.SysMemPitch = 0;
ubo_data.SysMemSlicePitch = 0;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, &ubo_data,
&d3d11->ubo);
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, NULL,
&d3d11->frame.ubo);
}
d3d11_gfx_set_rotation(d3d11, 0);
#ifdef HAVE_DXGI_HDR
if (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
{
D3D11_BUFFER_DESC desc;
D3D11_SUBRESOURCE_DATA ubo_data;
matrix_4x4_ortho(d3d11->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
d3d11->hdr.ubo_values.mvp =
d3d11->mvp_no_rot;
d3d11->hdr.ubo_values.max_nits =
settings->floats.video_hdr_max_nits;
d3d11->hdr.ubo_values.paper_white_nits =
settings->floats.video_hdr_paper_white_nits;
d3d11->hdr.ubo_values.contrast =
VIDEO_HDR_MAX_CONTRAST - settings->floats.video_hdr_display_contrast;
d3d11->hdr.ubo_values.expand_gamut =
settings->bools.video_hdr_expand_gamut;
d3d11->hdr.ubo_values.inverse_tonemap = 1.0f; /* Use this to turn on/off the inverse tonemap */
d3d11->hdr.ubo_values.hdr10 = 1.0f; /* Use this to turn on/off the hdr10 */
desc.ByteWidth = sizeof(dxgi_hdr_uniform_t);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
ubo_data.pSysMem = &d3d11->hdr.ubo_values.mvp;
ubo_data.SysMemPitch = 0;
ubo_data.SysMemSlicePitch = 0;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, &ubo_data,
&d3d11->hdr.ubo);
}
#endif
{
D3D11_SAMPLER_DESC desc = { D3D11_FILTER_MIN_MAG_MIP_POINT };
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.MinLOD = -D3D11_FLOAT32_MAX;
desc.MaxLOD = D3D11_FLOAT32_MAX;
/* Initialize samplers */
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
switch (i)
{
case RARCH_WRAP_BORDER:
desc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
break;
case RARCH_WRAP_EDGE:
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
break;
case RARCH_WRAP_REPEAT:
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
break;
case RARCH_WRAP_MIRRORED_REPEAT:
desc.AddressU = D3D11_TEXTURE_ADDRESS_MIRROR;
break;
}
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
d3d11->device->lpVtbl->CreateSamplerState(d3d11->device, &desc,
&d3d11->samplers[RARCH_FILTER_LINEAR][i]);
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
d3d11->device->lpVtbl->CreateSamplerState(d3d11->device, &desc,
&d3d11->samplers[RARCH_FILTER_NEAREST][i]);
}
}
d3d11_set_filtering(d3d11, 0, video->smooth, video->ctx_scaling);
{
D3D11_BUFFER_DESC desc;
d3d11_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 } },
{ { -1.0f, -1.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -1.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, -1.0f }, { 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 } },
};
D3D11_SUBRESOURCE_DATA vertex_data;
vertex_data.pSysMem = vertices;
vertex_data.SysMemPitch = 0;
vertex_data.SysMemSlicePitch = 0;
desc.ByteWidth = sizeof(vertices);
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, &vertex_data,
&d3d11->frame.vbo);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, &vertex_data,
&d3d11->menu.vbo);
d3d11->sprites.capacity = 16 * 1024;
desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity;
d3d11->device->lpVtbl->CreateBuffer(d3d11->device, &desc, NULL,
&d3d11->sprites.vbo);
}
#ifdef HAVE_DXGI_HDR
if (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
{
D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,
offsetof(d3d11_vertex_t, position),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,
offsetof(d3d11_vertex_t, texcoord),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0,
offsetof(d3d11_vertex_t, color),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static const char shader[] =
#include "d3d_shaders/hdr_sm5.hlsl.h"
;
if (!d3d11_init_shader(
d3d11->device, shader, sizeof(shader),
NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_HDR],
D3D11_FEATURE_LEVEL_HINT_DONTCARE
))
goto error;
}
#endif
{
D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static const char shader[] =
#include "d3d_shaders/opaque_sm5.hlsl.h"
;
if (!d3d11_init_shader(
d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND],
D3D11_FEATURE_LEVEL_HINT_DONTCARE
))
goto error;
}
{
D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, pos),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, coords),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[0]),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[1]),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[2]),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[3]),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static const char shader[] =
#include "d3d_shaders/sprite_sm4.hlsl.h"
;
if (!d3d11_init_shader(
d3d11->device, shader,
sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc,
countof(desc), &d3d11->sprites.shader,
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
if (!d3d11_init_shader(
d3d11->device, shader,
sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc,
countof(desc), &d3d11->sprites.shader_font,
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
}
if (string_is_equal(settings->arrays.menu_driver, "xmb"))
{
{
D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static const char ribbon[] =
#include "d3d_shaders/ribbon_sm4.hlsl.h"
;
static const char ribbon_simple[] =
#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
;
if (!d3d11_init_shader(
d3d11->device, ribbon,
sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
if (!d3d11_init_shader(
d3d11->device, ribbon_simple,
sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL,
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
}
{
D3D11_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,
0, offsetof(d3d11_vertex_t, position),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,
0, offsetof(d3d11_vertex_t, texcoord),
D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static const char simple_snow[] =
#include "d3d_shaders/simple_snow_sm4.hlsl.h"
;
static const char snow[] =
#include "d3d_shaders/snow_sm4.hlsl.h"
;
static const char bokeh[] =
#include "d3d_shaders/bokeh_sm4.hlsl.h"
;
static const char snowflake[] =
#include "d3d_shaders/snowflake_sm4.hlsl.h"
;
if (!d3d11_init_shader(
d3d11->device, simple_snow,
sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL,
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
if (!d3d11_init_shader(
d3d11->device, snow,
sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_4],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
if (!d3d11_init_shader(
d3d11->device, bokeh,
sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_5],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
if (!d3d11_init_shader(
d3d11->device, snowflake,
sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6],
D3D11_FEATURE_LEVEL_HINT_DONTCARE))
goto error;
}
}
{
D3D11_BLEND_DESC blend_desc = { 0 };
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.IndependentBlendEnable = FALSE;
blend_desc.RenderTarget[0].BlendEnable = TRUE;
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
d3d11->device->lpVtbl->CreateBlendState(d3d11->device, &blend_desc,
&d3d11->blend_enable);
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_COLOR;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
d3d11->device->lpVtbl->CreateBlendState(d3d11->device, &blend_desc,
&d3d11->blend_pipeline);
blend_desc.RenderTarget[0].BlendEnable = FALSE;
d3d11->device->lpVtbl->CreateBlendState(d3d11->device, &blend_desc,
&d3d11->blend_disable);
}
{
D3D11_RASTERIZER_DESC desc;
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = FALSE;
desc.MultisampleEnable = FALSE;
desc.AntialiasedLineEnable = FALSE;
desc.ScissorEnable = TRUE;
d3d11->device->lpVtbl->CreateRasterizerState(d3d11->device, &desc,
&d3d11->scissor_enabled);
desc.ScissorEnable = FALSE;
d3d11->device->lpVtbl->CreateRasterizerState(d3d11->device, &desc,
&d3d11->scissor_disabled);
}
font_driver_init_osd(d3d11,
video,
false,
video->is_threaded,
FONT_DRIVER_RENDER_D3D11_API);
{
d3d11_fake_context.get_flags = d3d11_get_flags;
d3d11_fake_context.get_metrics = win32_get_metrics;
video_context_driver_set(&d3d11_fake_context);
const char *shader_preset = video_shader_get_current_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d11_gfx_set_shader(d3d11, type, shader_preset);
}
if (video_driver_get_hw_context()->context_type == RETRO_HW_CONTEXT_D3D11)
{
d3d11->flags |= D3D11_ST_FLAG_HW_IFACE_ENABLE;
d3d11->hw_iface.interface_type = RETRO_HW_RENDER_INTERFACE_D3D11;
d3d11->hw_iface.interface_version = RETRO_HW_RENDER_INTERFACE_D3D11_VERSION;
d3d11->hw_iface.handle = d3d11;
d3d11->hw_iface.device = d3d11->device;
d3d11->hw_iface.context = d3d11->context;
d3d11->hw_iface.featureLevel = d3d11->supportedFeatureLevel;
d3d11->hw_iface.D3DCompile = D3DCompile;
}
{
int i = 0;
int gpu_index = settings->ints.d3d11_gpu_index;
if (d3d11->gpu_list)
string_list_free(d3d11->gpu_list);
d3d11->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(d3d11->factory, i, &d3d11->adapter)))
break;
#else
if (FAILED(DXGIEnumAdapters1(d3d11->factory, i, &d3d11->adapter)))
break;
#endif
IDXGIAdapter_GetDesc(d3d11->adapter, &desc);
utf16_to_char_string((const uint16_t*)
desc.Description, str, sizeof(str));
RARCH_LOG("[D3D11]: Found GPU at index %d: \"%s\".\n", i, str);
string_list_append(d3d11->gpu_list, str, attr);
if (i < D3D11_MAX_GPU_COUNT)
d3d11->adapters[i] = d3d11->adapter;
i++;
}
video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D11_API, d3d11->gpu_list);
if (0 <= gpu_index && gpu_index <= i && gpu_index < D3D11_MAX_GPU_COUNT)
{
d3d11->current_adapter = d3d11->adapters[gpu_index];
d3d11->adapter = d3d11->current_adapter;
RARCH_LOG("[D3D11]: Using GPU index %d.\n", gpu_index);
}
else
{
RARCH_WARN("[D3D11]: Invalid GPU index %d, using first device found.\n", gpu_index);
d3d11->current_adapter = d3d11->adapters[0];
d3d11->adapter = d3d11->current_adapter;
}
}
return d3d11;
error:
d3d11_gfx_free(d3d11);
#ifdef HAVE_OPENGL
video_driver_force_fallback("gl");
#elif !defined(__WINRT__)
#ifdef HAVE_OPENGL1
video_driver_force_fallback("gl1");
#else
video_driver_force_fallback("gdi");
#endif
#endif
return NULL;
}
static void d3d11_init_history(d3d11_video_t* d3d11, unsigned width, unsigned height)
{
int i;
/* TODO/FIXME: Should we init history to max_width/max_height instead ?
* to prevent out of memory errors happening several frames later
* and to reduce memory fragmentation */
for (i = 0; i < d3d11->shader_preset->history_size + 1; i++)
{
d3d11->frame.texture[i].desc.Width = width;
d3d11->frame.texture[i].desc.Height = height;
d3d11->frame.texture[i].desc.Format = d3d11->frame.texture[0].desc.Format;
d3d11->frame.texture[i].desc.Usage = d3d11->frame.texture[0].desc.Usage;
d3d11_release_texture(&d3d11->frame.texture[i]);
d3d11_init_texture(d3d11->device, &d3d11->frame.texture[i]);
/* TODO/FIXME: clear texture ? */
}
d3d11->flags &= ~D3D11_ST_FLAG_INIT_HISTORY;
}
static void d3d11_init_render_targets(d3d11_video_t* d3d11, unsigned width, unsigned height)
{
size_t i;
for (i = 0; i < d3d11->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d11->shader_preset->pass[i];
if (pass->fbo.flags & FBO_SCALE_FLAG_VALID)
{
switch (pass->fbo.type_x)
{
case RARCH_SCALE_INPUT:
width *= pass->fbo.scale_x;
break;
case RARCH_SCALE_VIEWPORT:
width = d3d11->vp.width * pass->fbo.scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
width = pass->fbo.abs_x;
break;
default:
break;
}
if (!width)
width = d3d11->vp.width;
switch (pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
height *= pass->fbo.scale_y;
break;
case RARCH_SCALE_VIEWPORT:
height = d3d11->vp.height * pass->fbo.scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
height = pass->fbo.abs_y;
break;
default:
break;
}
if (!height)
height = d3d11->vp.height;
}
else if (i == (d3d11->shader_preset->passes - 1))
{
width = d3d11->vp.width;
height = d3d11->vp.height;
}
RARCH_LOG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height);
if ( (i != (d3d11->shader_preset->passes - 1))
|| (width != d3d11->vp.width)
|| (height != d3d11->vp.height))
{
d3d11->pass[i].viewport.Width = width;
d3d11->pass[i].viewport.Height = height;
d3d11->pass[i].viewport.MaxDepth = 1.0;
d3d11->pass[i].rt.desc.Width = width;
d3d11->pass[i].rt.desc.Height = height;
d3d11->pass[i].rt.desc.BindFlags = D3D11_BIND_RENDER_TARGET;
d3d11->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d11->pass[i].semantics.format);
d3d11_release_texture(&d3d11->pass[i].rt);
d3d11_init_texture(d3d11->device, &d3d11->pass[i].rt);
if (pass->feedback)
{
d3d11->pass[i].feedback.desc = d3d11->pass[i].rt.desc;
d3d11_release_texture(&d3d11->pass[i].feedback);
d3d11_init_texture(d3d11->device, &d3d11->pass[i].feedback);
/* TODO/FIXME: do we need to clear it to black here ? */
}
}
else
{
width = retroarch_get_rotation() % 2 ? height : width;
height = retroarch_get_rotation() % 2 ? width : height;
d3d11->pass[i].rt.size_data.x = width;
d3d11->pass[i].rt.size_data.y = height;
d3d11->pass[i].rt.size_data.z = 1.0f / width;
d3d11->pass[i].rt.size_data.w = 1.0f / height;
}
}
d3d11->flags &= ~D3D11_ST_FLAG_RESIZE_RTS;
}
static bool d3d11_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, k, m;
d3d11_texture_t* texture = NULL;
D3D11RenderTargetView rtv = NULL;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
D3D11DeviceContext context = d3d11->context;
bool vsync = (d3d11->flags & D3D11_ST_FLAG_VSYNC) ? true : false;
bool wait_for_vblank = (d3d11->flags & D3D11_ST_FLAG_WAIT_FOR_VBLANK) ? true : false;
unsigned present_flags = (vsync || !(d3d11->flags & D3D11_ST_FLAG_HAS_ALLOW_TEARING))
? 0 : DXGI_PRESENT_ALLOW_TEARING;
const char *stat_text = video_info->stat_text;
unsigned video_width = video_info->width;
unsigned video_height = video_info->height;
bool statistics_show = video_info->statistics_show;
struct font_params* osd_params = (struct font_params*)&video_info->osd_stat_params;
bool menu_is_alive = (video_info->menu_st_flags & MENU_ST_FLAG_ALIVE) ? true : false;
bool overlay_behind_menu = video_info->overlay_behind_menu;
unsigned black_frame_insertion = video_info->black_frame_insertion;
int bfi_light_frames;
unsigned n;
bool nonblock_state = video_info->input_driver_nonblock_state;
bool runloop_is_slowmotion = video_info->runloop_is_slowmotion;
bool runloop_is_paused = video_info->runloop_is_paused;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
#ifdef HAVE_DXGI_HDR
bool d3d11_hdr_enable = (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE) ? true : false;
bool video_hdr_enable = video_info->hdr_enable;
DXGI_FORMAT back_buffer_format = d3d11->shader_preset && d3d11->shader_preset->passes ? glslang_format_to_dxgi(d3d11->pass[d3d11->shader_preset->passes - 1].semantics.format) : DXGI_FORMAT_R8G8B8A8_UNORM;
bool use_back_buffer = back_buffer_format != d3d11->chain_formats[d3d11->chain_bit_depth];
#endif
if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
WaitForSingleObjectEx(
d3d11->frameLatencyWaitableObject,
1000,
true);
#ifdef HAVE_DXGI_HDR
if ( (d3d11->flags & D3D11_ST_FLAG_RESIZE_CHAIN)
|| (d3d11_hdr_enable != video_hdr_enable))
#else
if (d3d11->flags & D3D11_ST_FLAG_RESIZE_CHAIN)
#endif
{
UINT swapchain_flags = (d3d11->flags & D3D11_ST_FLAG_HAS_ALLOW_TEARING)
? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
swapchain_flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
#ifdef HAVE_DXGI_HDR
if (video_hdr_enable)
d3d11->flags |= D3D11_ST_FLAG_HDR_ENABLE;
else
d3d11->flags &= ~D3D11_ST_FLAG_HDR_ENABLE;
if (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
d3d11_release_texture(&d3d11->back_buffer);
DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0,
d3d11->chain_formats[d3d11->chain_bit_depth],
swapchain_flags);
#else
DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0,
DXGI_FORMAT_UNKNOWN,
swapchain_flags);
#endif
d3d11->viewport.Width = video_width;
d3d11->viewport.Height = video_height;
d3d11->scissor.right = video_width;
d3d11->scissor.bottom = video_height;
d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width;
d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height;
d3d11->flags &= ~D3D11_ST_FLAG_RESIZE_CHAIN;
d3d11->flags |= D3D11_ST_FLAG_RESIZE_VIEWPORT;
video_driver_set_size(video_width, video_height);
#ifdef HAVE_DXGI_HDR
#ifdef __WINRT__
if (dxgi_check_display_hdr_support(d3d11->factory, uwp_get_corewindow()))
d3d11->flags |= D3D11_ST_FLAG_HDR_SUPPORT;
else
d3d11->flags &= ~D3D11_ST_FLAG_HDR_SUPPORT;
#else
if (dxgi_check_display_hdr_support(d3d11->factory, main_window.hwnd))
d3d11->flags |= D3D11_ST_FLAG_HDR_SUPPORT;
else
d3d11->flags &= ~D3D11_ST_FLAG_HDR_SUPPORT;
#endif
if (!(d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT))
d3d11->flags &= ~D3D11_ST_FLAG_HDR_ENABLE;
if (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
{
memset(&d3d11->back_buffer, 0, sizeof(d3d11->back_buffer));
d3d11->back_buffer.desc.Width = video_width;
d3d11->back_buffer.desc.Height = video_height;
d3d11->back_buffer.desc.Format = back_buffer_format;
d3d11->back_buffer.desc.BindFlags = D3D11_BIND_RENDER_TARGET;
d3d11_release_texture(&d3d11->back_buffer);
d3d11_init_texture(d3d11->device, &d3d11->back_buffer);
dxgi_swapchain_color_space(
d3d11->swapChain,
&d3d11->chain_color_space,
DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020);
d3d11->chain_bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_10;
}
else
{
dxgi_swapchain_color_space(
d3d11->swapChain,
&d3d11->chain_color_space,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
d3d11->chain_bit_depth = DXGI_SWAPCHAIN_BIT_DEPTH_8;
}
dxgi_set_hdr_metadata(
d3d11->swapChain,
(d3d11->flags & D3D11_ST_FLAG_HDR_SUPPORT) ? true : false,
d3d11->chain_bit_depth,
d3d11->chain_color_space,
d3d11->hdr.max_output_nits,
d3d11->hdr.min_output_nits,
d3d11->hdr.max_cll,
d3d11->hdr.max_fall);
#endif
}
{
D3D11Texture2D back_buffer;
d3d11->swapChain->lpVtbl->GetBuffer(d3d11->swapChain, 0,
uuidof(ID3D11Texture2D), (void**)&back_buffer);
d3d11->device->lpVtbl->CreateRenderTargetView(d3d11->device,
(D3D11Resource)back_buffer, NULL, &rtv);
Release(back_buffer);
}
#if 0
/* Custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d11->resize_viewport)
#endif
d3d11_update_viewport(d3d11, false);
if (frame && width && height)
{
D3D11Texture2D hw_texture = NULL;
if (frame == RETRO_HW_FRAME_BUFFER_VALID)
{
D3D11_SHADER_RESOURCE_VIEW_DESC hw_desc;
D3D11ShaderResourceView hw_view = NULL;
context->lpVtbl->PSGetShaderResources(context, 0, 1, &hw_view);
hw_view->lpVtbl->GetDesc(hw_view, &hw_desc);
hw_view->lpVtbl->GetResource(hw_view, (D3D11Resource*)&hw_texture);
if (d3d11->frame.texture[0].desc.Format != hw_desc.Format)
{
d3d11->frame.texture[0].desc.Width = width;
d3d11->frame.texture[0].desc.Height = height;
d3d11->frame.texture[0].desc.Format = hw_desc.Format;
d3d11_release_texture(&d3d11->frame.texture[0]);
d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]);
d3d11->flags |= D3D11_ST_FLAG_INIT_HISTORY;
}
Release(hw_view);
}
if (d3d11->shader_preset)
{
if ( (d3d11->frame.texture[0].desc.Width != width)
|| (d3d11->frame.texture[0].desc.Height != height))
d3d11->flags |= D3D11_ST_FLAG_RESIZE_RTS;
if (d3d11->flags & D3D11_ST_FLAG_RESIZE_RTS)
{
/* Release all Render Targets (RT) first to avoid memory fragmentation */
for (i = 0; i < d3d11->shader_preset->passes; i++)
{
d3d11_release_texture(&d3d11->pass[i].rt);
d3d11_release_texture(&d3d11->pass[i].feedback);
memset(&d3d11->pass[i].rt, 0, sizeof(d3d11->pass[i].rt));
memset(&d3d11->pass[i].feedback, 0, sizeof(d3d11->pass[i].feedback));
}
}
if (d3d11->shader_preset->history_size)
{
if (d3d11->flags & D3D11_ST_FLAG_INIT_HISTORY)
d3d11_init_history(d3d11, width, height);
else
{
int k;
d3d11_texture_t tmp = d3d11->frame.texture[d3d11->shader_preset->history_size];
for (k = d3d11->shader_preset->history_size; k > 0; k--)
d3d11->frame.texture[k] = d3d11->frame.texture[k - 1];
d3d11->frame.texture[0] = tmp;
}
}
}
/* Either no history, or we moved a texture of a different size in the front slot */
if ( d3d11->frame.texture[0].desc.Width != width
|| d3d11->frame.texture[0].desc.Height != height)
{
d3d11->frame.texture[0].desc.Width = width;
d3d11->frame.texture[0].desc.Height = height;
d3d11_release_texture(&d3d11->frame.texture[0]);
d3d11_init_texture(d3d11->device, &d3d11->frame.texture[0]);
}
if (d3d11->flags & D3D11_ST_FLAG_RESIZE_RTS)
d3d11_init_render_targets(d3d11, width, height);
if (hw_texture)
{
D3D11_BOX frame_box;
frame_box.left = 0;
frame_box.top = 0;
frame_box.front = 0;
frame_box.right = width;
frame_box.bottom = height;
frame_box.back = 1;
context->lpVtbl->CopySubresourceRegion(
context,
(D3D11Resource)d3d11->frame.texture[0].handle,
0, 0, 0, 0,
(D3D11Resource)hw_texture, 0, &frame_box);
Release(hw_texture);
hw_texture = NULL;
}
else if (d3d11->frame.texture[0].staging)
d3d11_update_texture(
context, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture[0]);
}
#ifdef D3D11_ROLLING_SCANLINE_SIMULATION
if ( (video_info->shader_subframes > 1)
&& (video_info->scan_subframes)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)))
context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
else
#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
{
context->lpVtbl->RSSetState(context, d3d11->scissor_disabled);
}
d3d11->context->lpVtbl->OMSetBlendState(
d3d11->context, d3d11->blend_disable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
context->lpVtbl->IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
}
texture = d3d11->frame.texture;
if (d3d11->shader_preset)
{
for (i = 0; i < d3d11->shader_preset->passes; i++)
{
if (d3d11->shader_preset->pass[i].feedback)
{
d3d11_texture_t tmp = d3d11->pass[i].feedback;
d3d11->pass[i].feedback = d3d11->pass[i].rt;
d3d11->pass[i].rt = tmp;
}
}
for (i = 0; i < d3d11->shader_preset->passes; i++)
{
unsigned j;
{
d3d11_shader_t *shader = &d3d11->pass[i].shader;
context->lpVtbl->IASetInputLayout(context, shader->layout);
context->lpVtbl->VSSetShader(context, shader->vs, NULL, 0);
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
}
if (d3d11->shader_preset->pass[i].frame_count_mod)
d3d11->pass[i].frame_count =
frame_count % d3d11->shader_preset->pass[i].frame_count_mod;
else
d3d11->pass[i].frame_count = frame_count;
#ifdef HAVE_REWIND
d3d11->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1;
#else
d3d11->pass[i].frame_direction = 1;
#endif
d3d11->pass[i].frame_time_delta = video_driver_get_frame_time_delta_usec();
d3d11->pass[i].original_fps = video_driver_get_original_fps();
d3d11->pass[i].rotation = retroarch_get_rotation();
d3d11->pass[i].core_aspect = video_driver_get_core_aspect();
/* OriginalAspectRotated: return 1/aspect for 90 and 270 rotated content */
d3d11->pass[i].core_aspect_rot = video_driver_get_core_aspect();
uint32_t rot = retroarch_get_rotation();
if (rot == 1 || rot == 3)
d3d11->pass[i].core_aspect_rot = 1/d3d11->pass[i].core_aspect_rot;
/* Sub-frame info for multiframe shaders (per real content frame).
Should always be 1 for non-use of subframes */
if (!(d3d11->flags & D3D11_ST_FLAG_FRAME_DUPE_LOCK))
{
if ( black_frame_insertion
|| nonblock_state
|| runloop_is_slowmotion
|| runloop_is_paused
|| (d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE))
d3d11->pass[i].total_subframes = 1;
else
d3d11->pass[i].total_subframes = video_info->shader_subframes;
d3d11->pass[i].current_subframe = 1;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
D3D11Buffer buffer = d3d11->pass[i].buffers[j];
cbuffer_sem_t* buffer_sem = &d3d11->pass[i].semantics.cbuffers[j];
if (buffer_sem->stage_mask && buffer_sem->uniforms)
{
D3D11_MAPPED_SUBRESOURCE res;
uniform_sem_t* uniform = buffer_sem->uniforms;
d3d11->context->lpVtbl->Map(
d3d11->context, (D3D11Resource)buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
while (uniform->size)
{
if (uniform->data)
memcpy((uint8_t*)res.pData + uniform->offset, uniform->data, uniform->size);
uniform++;
}
context->lpVtbl->Unmap(context, (D3D11Resource)buffer, 0);
if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK)
context->lpVtbl->VSSetConstantBuffers(context,
buffer_sem->binding, 1, &buffer);
if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK)
context->lpVtbl->PSSetConstantBuffers(
context, buffer_sem->binding, 1, &buffer);
}
}
{
D3D11RenderTargetView null_rt = NULL;
context->lpVtbl->OMSetRenderTargets(context, 1, &null_rt, NULL);
}
{
D3D11ShaderResourceView textures[SLANG_NUM_BINDINGS] = { NULL };
D3D11SamplerState samplers[SLANG_NUM_BINDINGS] = { NULL };
texture_sem_t *texture_sem = d3d11->pass[i].semantics.textures;
while (texture_sem->stage_mask)
{
int binding = texture_sem->binding;
textures[binding] = *(D3D11ShaderResourceView*)texture_sem->texture_data;
samplers[binding] = d3d11->samplers[texture_sem->filter][texture_sem->wrap];
texture_sem++;
}
context->lpVtbl->PSSetShaderResources(
context, 0, SLANG_NUM_BINDINGS,
textures);
context->lpVtbl->PSSetSamplers(
context, 0, SLANG_NUM_BINDINGS, samplers);
}
if (!d3d11->pass[i].rt.handle)
{
texture = NULL;
break;
}
context->lpVtbl->OMSetRenderTargets(context, 1,
&d3d11->pass[i].rt.rt_view, NULL);
context->lpVtbl->RSSetViewports(context, 1, &d3d11->pass[i].viewport);
#ifdef D3D11_ROLLING_SCANLINE_SIMULATION
if ( (video_info->shader_subframes > 1)
&& (video_info->scan_subframes)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)))
{
D3D11_RECT scissor_rect;
scissor_rect.left = 0;
scissor_rect.top = (unsigned int)(((float)d3d11->pass[i].viewport.Height / (float)video_info->shader_subframes)
* (float)video_info->current_subframe);
scissor_rect.right = d3d11->pass[i].viewport.Width ;
scissor_rect.bottom = (unsigned int)(((float)d3d11->pass[i].viewport.Height / (float)video_info->shader_subframes)
* (float)(video_info->current_subframe + 1));
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1,
&scissor_rect);
}
else
{
D3D11_RECT scissor_rect;
scissor_rect.left = 0;
scissor_rect.top = 0;
scissor_rect.right = d3d11->pass[i].viewport.Width;
scissor_rect.bottom = d3d11->pass[i].viewport.Height;
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1,
&scissor_rect);
}
#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
if (i == d3d11->shader_preset->passes - 1)
context->lpVtbl->Draw(context, 4, 0);
else
context->lpVtbl->Draw(context, 4, 4);
texture = &d3d11->pass[i].rt;
}
}
#ifdef HAVE_DXGI_HDR
if ( (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
&& use_back_buffer)
{
context->lpVtbl->OMSetRenderTargets(context, 1,
&d3d11->back_buffer.rt_view, NULL);
context->lpVtbl->ClearRenderTargetView(context,
d3d11->back_buffer.rt_view, d3d11->clearcolor);
}
else
#endif
{
context->lpVtbl->OMSetRenderTargets(context, 1, &rtv, NULL);
context->lpVtbl->ClearRenderTargetView(context, rtv, d3d11->clearcolor);
}
context->lpVtbl->RSSetViewports(context, 1, &d3d11->frame.viewport);
if (texture)
{
{
d3d11_shader_t *shader = &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND];
context->lpVtbl->IASetInputLayout(context, shader->layout);
context->lpVtbl->VSSetShader(context, shader->vs, NULL, 0);
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
}
context->lpVtbl->PSSetShaderResources(
context, 0, 1,
&texture->view);
context->lpVtbl->PSSetSamplers(
context, 0, 1,
&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
}
#ifdef D3D11_ROLLING_SCANLINE_SIMULATION
if ( (video_info->shader_subframes > 1)
&& (video_info->scan_subframes)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)))
{
D3D11_RECT scissor_rect;
scissor_rect.left = 0;
scissor_rect.top = (unsigned int)(((float)video_height / (float)video_info->shader_subframes)
* (float)video_info->current_subframe);
scissor_rect.right = video_width ;
scissor_rect.bottom = (unsigned int)(((float)video_height / (float)video_info->shader_subframes)
* (float)(video_info->current_subframe + 1));
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1,
&scissor_rect);
}
else
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &d3d11->scissor);
#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
context->lpVtbl->Draw(context, 4, 0);
context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &d3d11->scissor);
context->lpVtbl->OMSetBlendState(context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
#ifdef HAVE_MENU
if ( (d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)
&& d3d11->menu.texture.handle)
{
if (d3d11->flags & D3D11_ST_FLAG_MENU_FULLSCREEN)
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
{
d3d11_shader_t *shader = &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND];
context->lpVtbl->IASetInputLayout(context, shader->layout);
context->lpVtbl->VSSetShader(context, shader->vs, NULL, 0);
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
}
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
d3d11->context->lpVtbl->IASetVertexBuffers(
d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
}
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo);
{
d3d11_texture_t *texture = (d3d11_texture_t*)&d3d11->menu.texture;
d3d11->context->lpVtbl->PSSetShaderResources(
d3d11->context, 0, 1,
&texture->view);
d3d11->context->lpVtbl->PSSetSamplers(
d3d11->context, 0, 1,
(D3D11SamplerState*)&texture->sampler);
}
context->lpVtbl->Draw(context, 4, 0);
}
#endif
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
{
d3d11_shader_t *shader = &d3d11->sprites.shader;
context->lpVtbl->IASetInputLayout(context, shader->layout);
context->lpVtbl->VSSetShader(context, shader->vs, NULL, 0);
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
}
context->lpVtbl->IASetPrimitiveTopology(context,
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo);
context->lpVtbl->PSSetConstantBuffers(
context, 0, 1, &d3d11->ubo);
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
}
d3d11->flags |= D3D11_ST_FLAG_SPRITES_ENABLE;
#ifdef HAVE_OVERLAY
if ((d3d11->flags & D3D11_ST_FLAG_OVERLAYS_ENABLE) && overlay_behind_menu)
d3d11_render_overlay(d3d11);
#endif
#ifdef HAVE_MENU
#ifndef HAVE_GFX_WIDGETS
if (d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)
#endif
{
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
}
}
#endif
#ifdef HAVE_MENU
if (d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)
menu_driver_frame(menu_is_alive, video_info);
else
#endif
if (statistics_show)
{
if (osd_params)
{
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
}
font_driver_render_msg(d3d11,
stat_text,
(const struct font_params*)osd_params, NULL);
}
}
#ifdef HAVE_OVERLAY
if ((d3d11->flags & D3D11_ST_FLAG_OVERLAYS_ENABLE) && !overlay_behind_menu)
d3d11_render_overlay(d3d11);
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
{
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
gfx_widgets_frame(video_info);
}
#endif
if (msg && *msg)
{
UINT stride = sizeof(d3d11_sprite_t);
UINT offset = 0;
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, &d3d11->sprites.vbo, &stride, &offset);
font_driver_render_msg(d3d11, msg, NULL, NULL);
}
d3d11->flags &= ~D3D11_ST_FLAG_SPRITES_ENABLE;
#if defined(_WIN32) && !defined(__WINRT__)
video_driver_update_title(NULL);
#endif
#ifdef HAVE_DXGI_HDR
/* Copy over back buffer to swap chain render targets */
if ( (d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE)
&& use_back_buffer)
{
ID3D11ShaderResourceView* nullSRV[1] = {NULL};
context->lpVtbl->OMSetRenderTargets(context, 1, &rtv, NULL);
context->lpVtbl->ClearRenderTargetView(context, rtv, d3d11->clearcolor);
context->lpVtbl->RSSetViewports(context, 1, &d3d11->viewport);
context->lpVtbl->RSSetScissorRects(context, 1, &d3d11->scissor);
{
d3d11_shader_t *shader = &d3d11->shaders[VIDEO_SHADER_STOCK_HDR];
context->lpVtbl->IASetInputLayout(context, shader->layout);
context->lpVtbl->VSSetShader(context, shader->vs, NULL, 0);
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
}
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->hdr.ubo);
context->lpVtbl->PSSetShaderResources(
context, 0, 1,
&d3d11->back_buffer.view);
context->lpVtbl->PSSetSamplers(
context, 0, 1,
&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
context->lpVtbl->PSSetConstantBuffers(
context, 0, 1, &d3d11->hdr.ubo);
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, &d3d11->frame.vbo, &stride, &offset);
}
context->lpVtbl->RSSetState(context, d3d11->scissor_disabled);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_disable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
context->lpVtbl->IASetPrimitiveTopology(context,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->lpVtbl->Draw(context, 4, 0);
context->lpVtbl->PSSetShaderResources(
context, 0, 1, nullSRV);
context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
NULL, D3D11_DEFAULT_SAMPLE_MASK);
context->lpVtbl->IASetPrimitiveTopology(context,
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
}
#endif
DXGIPresent(d3d11->swapChain, d3d11->swap_interval, present_flags);
if (vsync && wait_for_vblank)
{
IDXGIOutput *pOutput;
DXGIGetContainingOutput(d3d11->swapChain, &pOutput);
DXGIWaitForVBlank(pOutput);
Release(pOutput);
}
if (
black_frame_insertion
&& !(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(video_info->shader_subframes > 1)))
{
if (video_info->bfi_dark_frames > video_info->black_frame_insertion)
video_info->bfi_dark_frames = video_info->black_frame_insertion;
/* BFI now handles variable strobe strength, like on-off-off, vs on-on-off for 180hz.
This needs to be done with duping frames instead of increased swap intervals for
a couple reasons. Swap interval caps out at 4 in most all apis as of coding,
and seems to be flat ignored >1 at least in modern Windows for some older APIs. */
bfi_light_frames = video_info->black_frame_insertion - video_info->bfi_dark_frames;
if (bfi_light_frames > 0 && !(d3d11->flags & D3D11_ST_FLAG_FRAME_DUPE_LOCK))
{
d3d11->flags |= D3D11_ST_FLAG_FRAME_DUPE_LOCK;
while (bfi_light_frames > 0)
{
if (!(d3d11_gfx_frame(d3d11, NULL, 0, 0, frame_count, 0, msg, video_info)))
{
d3d11->flags &= ~D3D11_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
--bfi_light_frames;
}
d3d11->flags &= ~D3D11_ST_FLAG_FRAME_DUPE_LOCK;
}
for (n = 0; n < video_info->bfi_dark_frames; ++n)
{
if (!(d3d11->flags & D3D11_ST_FLAG_FRAME_DUPE_LOCK))
{
context->lpVtbl->OMSetRenderTargets(context, 1, &rtv, NULL);
context->lpVtbl->ClearRenderTargetView(context, rtv, d3d11->clearcolor);
DXGIPresent(d3d11->swapChain, d3d11->swap_interval, present_flags);
}
}
}
/* Frame duping for Shader Subframes, don't combine with swap_interval > 1, BFI.
Also, a major logical use of shader sub-frames will still be shader implemented BFI
or even rolling scan bfi, so we need to protect the menu/ff/etc from bad flickering
from improper settings, and unnecessary performance overhead for ff, screenshots etc. */
if ( (video_info->shader_subframes > 1)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE))
&& (!(d3d11->flags & D3D11_ST_FLAG_FRAME_DUPE_LOCK)))
{
d3d11->flags |= D3D11_ST_FLAG_FRAME_DUPE_LOCK;
for (k = 1; k < video_info->shader_subframes; k++)
{
#ifdef D3D11_ROLLING_SCANLINE_SIMULATION
video_info->current_subframe = k;
#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
if (d3d11->shader_preset)
for (m = 0; m < d3d11->shader_preset->passes; m++)
{
d3d11->pass[m].total_subframes = video_info->shader_subframes;
d3d11->pass[m].current_subframe = k+1;
}
if (!d3d11_gfx_frame(d3d11, NULL, 0, 0, frame_count, 0, msg,
video_info))
{
d3d11->flags &= ~D3D11_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
}
d3d11->flags &= ~D3D11_ST_FLAG_FRAME_DUPE_LOCK;
}
Release(rtv);
return true;
}
static void d3d11_gfx_set_nonblock_state(void* data,
bool toggle,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
if (toggle)
d3d11->flags &= ~D3D11_ST_FLAG_VSYNC;
else
d3d11->flags |= D3D11_ST_FLAG_VSYNC;
d3d11->swap_interval = (!toggle) ? swap_interval : 0;
}
static bool d3d11_gfx_alive(void* data)
{
bool quit;
bool resize_chain = false;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
win32_check_window(NULL,
&quit,
&resize_chain,
&d3d11->vp.full_width,
&d3d11->vp.full_height);
if (resize_chain)
d3d11->flags |= D3D11_ST_FLAG_RESIZE_CHAIN;
else
d3d11->flags &= ~D3D11_ST_FLAG_RESIZE_CHAIN;
if ( (d3d11->flags & D3D11_ST_FLAG_RESIZE_CHAIN)
&& (d3d11->vp.full_width != 0)
&& (d3d11->vp.full_height != 0))
video_driver_set_size(d3d11->vp.full_width, d3d11->vp.full_height);
return !quit;
}
static bool d3d11_gfx_suppress_screensaver(void* data, bool enable) { return false; }
static bool d3d11_gfx_has_windowed(void* data) { return true; }
static struct video_shader* d3d11_gfx_get_current_shader(void* data)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return NULL;
return d3d11->shader_preset;
}
static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
*vp = d3d11->vp;
}
static bool d3d11_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
ID3D11Texture2D* BackBuffer;
DXGISwapChain m_SwapChain;
ID3D11Texture2D* BackBufferStagingTexture;
ID3D11Resource* BackBufferStaging = NULL;
ID3D11Resource* BackBufferResource = NULL;
D3D11_TEXTURE2D_DESC StagingDesc;
D3D11_MAPPED_SUBRESOURCE Map;
const uint8_t* BackBufferData;
uint8_t* bufferRow;
uint32_t y;
uint32_t x;
bool ret;
if (!d3d11)
return false;
/*This implementation produces wrong result when using HDR*/
#ifdef HAVE_DXGI_HDR
if ((d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE))
{
RARCH_ERR("[D3D11]: HDR screenshot not supported.\n");
return false;
}
#endif
/* Get the back buffer. */
m_SwapChain = d3d11->swapChain;
#ifdef __cplusplus
m_SwapChain->lpVtbl->GetBuffer(m_SwapChain, 0, IID_ID3D11Texture2D, (void**)(&BackBuffer));
#else
m_SwapChain->lpVtbl->GetBuffer(m_SwapChain, 0, &IID_ID3D11Texture2D, (void*)(&BackBuffer));
#endif
if (!BackBuffer)
return false;
if (!is_idle)
{
video_driver_cached_frame();
}
/* Set the staging desc. */
BackBuffer->lpVtbl->GetDesc(BackBuffer, &StagingDesc);
StagingDesc.Usage = D3D11_USAGE_STAGING;
StagingDesc.BindFlags = 0;
StagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
/* Create the back buffer staging texture. */
d3d11->device->lpVtbl->CreateTexture2D(d3d11->device, &StagingDesc, NULL, &BackBufferStagingTexture);
#ifdef __cplusplus
BackBufferStagingTexture->lpVtbl->QueryInterface(BackBufferStagingTexture, IID_ID3D11Resource, (void**)&BackBufferStaging);
BackBuffer->lpVtbl->QueryInterface(BackBuffer, IID_ID3D11Resource, (void**)&BackBufferResource);
#else
BackBufferStagingTexture->lpVtbl->QueryInterface(BackBufferStagingTexture, &IID_ID3D11Resource, (void**)&BackBufferStaging);
BackBuffer->lpVtbl->QueryInterface(BackBuffer, &IID_ID3D11Resource, (void**)&BackBufferResource);
#endif
/* Copy back buffer to back buffer staging. */
d3d11->context->lpVtbl->CopyResource(d3d11->context, BackBufferStaging, BackBufferResource);
/* Create the image. */
d3d11->context->lpVtbl->Map(d3d11->context, BackBufferStaging, 0, D3D11_MAP_READ, 0, &Map);
BackBufferData = (const uint8_t*)Map.pData;
/* Assuming format is DXGI_FORMAT_R8G8B8A8_UNORM */
if (StagingDesc.Format == DXGI_FORMAT_R8G8B8A8_UNORM)
{
unsigned vp_y = (d3d11->vp.y > 0) ? d3d11->vp.y : 0;
unsigned vp_width = (d3d11->vp.width > d3d11->vp.full_width) ? d3d11->vp.full_width : d3d11->vp.width;
unsigned vp_height = (d3d11->vp.height > d3d11->vp.full_height) ? d3d11->vp.full_height : d3d11->vp.height;
BackBufferData += Map.RowPitch * vp_y;
for (y = 0; y < vp_height; y++, BackBufferData += Map.RowPitch)
{
bufferRow = buffer + 3 * (vp_height - y - 1) * vp_width;
for (x = 0; x < vp_width; x++)
{
bufferRow[3 * x + 2] = BackBufferData[4 * (x + d3d11->vp.x) + 0];
bufferRow[3 * x + 1] = BackBufferData[4 * (x + d3d11->vp.x) + 1];
bufferRow[3 * x + 0] = BackBufferData[4 * (x + d3d11->vp.x) + 2];
}
}
ret = true;
}
else
{
RARCH_ERR("[D3D11]: Unexpected swapchain format.\n");
ret = false;
}
d3d11->context->lpVtbl->Unmap(d3d11->context, BackBufferStaging, 0);
/* Release the backbuffer staging. */
BackBufferStaging->lpVtbl->Release(BackBufferStaging);
BackBufferResource->lpVtbl->Release(BackBufferResource);
BackBufferStagingTexture->lpVtbl->Release(BackBufferStagingTexture);
BackBuffer->lpVtbl->Release(BackBuffer);
return ret;
}
static void d3d11_set_menu_texture_frame(
void* data, const void* frame, bool rgb32,
unsigned width, unsigned height, float alpha)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
settings_t* settings = config_get_ptr();
bool menu_linear_filter = settings->bools.menu_linear_filter;
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM :
(DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
if (
d3d11->menu.texture.desc.Width != width ||
d3d11->menu.texture.desc.Height != height)
{
d3d11->menu.texture.desc.Format = format;
d3d11->menu.texture.desc.Width = width;
d3d11->menu.texture.desc.Height = height;
d3d11_release_texture(&d3d11->menu.texture);
d3d11_init_texture(d3d11->device, &d3d11->menu.texture);
}
if (d3d11->menu.texture.staging)
d3d11_update_texture(d3d11->context, width, height, 0,
format, frame, &d3d11->menu.texture);
d3d11->menu.texture.sampler = d3d11->samplers
[menu_linear_filter
? RARCH_FILTER_LINEAR
: RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
}
static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
if (state)
d3d11->flags |= D3D11_ST_FLAG_MENU_ENABLE;
else
d3d11->flags &= ~D3D11_ST_FLAG_MENU_ENABLE;
if (full_screen)
d3d11->flags |= D3D11_ST_FLAG_MENU_FULLSCREEN;
else
d3d11->flags &= ~D3D11_ST_FLAG_MENU_FULLSCREEN;
}
static void d3d11_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (d3d11)
d3d11->flags |= D3D11_ST_FLAG_KEEP_ASPECT | D3D11_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d11_gfx_apply_state_changes(void* data)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (d3d11)
d3d11->flags |= D3D11_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d11_gfx_set_osd_msg(
void* data, const char *msg,
const struct font_params *params, void *font)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (d3d11 && (d3d11->flags & D3D11_ST_FLAG_SPRITES_ENABLE))
font_driver_render_msg(d3d11, msg, params, font);
}
static uintptr_t d3d11_gfx_load_texture(
void* video_data, void* data, bool threaded, enum texture_filter_type filter_type)
{
d3d11_texture_t* texture = NULL;
d3d11_video_t* d3d11 = (d3d11_video_t*)video_data;
struct texture_image* image = (struct texture_image*)data;
if (!d3d11)
return 0;
texture = (d3d11_texture_t*)calloc(1, sizeof(*texture));
if (!texture)
return 0;
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
#ifndef __WINRT__
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
#endif
/* fallthrough */
case TEXTURE_FILTER_LINEAR:
texture->sampler = d3d11->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE];
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
#ifndef __WINRT__
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
#endif
/* fallthrough */
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d11->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;
d3d11_release_texture(texture);
d3d11_init_texture(d3d11->device, texture);
if (texture->staging)
d3d11_update_texture(
d3d11->context, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels,
texture);
return (uintptr_t)texture;
}
static void d3d11_gfx_unload_texture(void* data,
bool threaded, uintptr_t handle)
{
d3d11_texture_t* texture = (d3d11_texture_t*)handle;
if (!texture)
return;
Release(texture->view);
Release(texture->staging);
Release(texture->handle);
free(texture);
}
static bool d3d11_get_hw_render_interface(
void* data, const struct retro_hw_render_interface** iface)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
*iface = (const struct retro_hw_render_interface*)
&d3d11->hw_iface;
return ((d3d11->flags & D3D11_ST_FLAG_HW_IFACE_ENABLE) > 0);
}
#ifndef __WINRT__
static void d3d11_get_video_output_prev(void *data)
{
unsigned width = 0;
unsigned height = 0;
win32_get_video_output_prev(&width, &height);
}
static void d3d11_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 d3d11_poke_interface = {
d3d11_get_flags,
d3d11_gfx_load_texture,
d3d11_gfx_unload_texture,
NULL, /* set_video_mode */
#ifdef __WINRT__
/* UWP does not expose this information easily */
NULL, /* get_refresh_rate */
#else
win32_get_refresh_rate,
#endif
d3d11_set_filtering,
#ifdef __WINRT__
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
#else
win32_get_video_output_size,
d3d11_get_video_output_prev,
d3d11_get_video_output_next,
#endif
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d11_gfx_set_aspect_ratio,
d3d11_gfx_apply_state_changes,
d3d11_set_menu_texture_frame,
d3d11_set_menu_texture_enable,
d3d11_gfx_set_osd_msg,
win32_show_cursor,
NULL, /* grab_mouse_toggle */
d3d11_gfx_get_current_shader,
NULL, /* get_current_software_framebuffer */
d3d11_get_hw_render_interface,
#ifdef HAVE_DXGI_HDR
d3d11_set_hdr_max_nits,
d3d11_set_hdr_paper_white_nits,
d3d11_set_hdr_contrast,
d3d11_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 d3d11_gfx_get_poke_interface(void* data,
const video_poke_interface_t** iface)
{
*iface = &d3d11_poke_interface;
}
#if defined(HAVE_GFX_WIDGETS)
static bool d3d11_gfx_widgets_enabled(void *data) { return true; }
#endif
video_driver_t video_d3d11 = {
d3d11_gfx_init,
d3d11_gfx_frame,
d3d11_gfx_set_nonblock_state,
d3d11_gfx_alive,
win32_has_focus,
d3d11_gfx_suppress_screensaver,
d3d11_gfx_has_windowed,
d3d11_gfx_set_shader,
d3d11_gfx_free,
"d3d11",
NULL, /* set_viewport */
d3d11_gfx_set_rotation,
d3d11_gfx_viewport_info,
d3d11_gfx_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d11_get_overlay_interface,
#endif
d3d11_gfx_get_poke_interface,
NULL, /* wrap_type_to_enum */
#if defined(HAVE_GFX_WIDGETS)
d3d11_gfx_widgets_enabled
#endif
};