MajorPainTheCactus 7ebd8e190a
Fixes for d3d12 and d3d11 drivers when using shaders with TATE mode arcades etc (#14678)
Added support for break on errors in d3d12 (development aid)
Added support for DRED (device remove extended data) in d3d12 (development aid)
Made d3d12 viewport and scissors to behave more like vulkan drivers (or be more correct)
Fixed validation error on start up due to buffers not being setup correctly for one frame
2022-11-27 10:20:34 +01:00

2776 lines
94 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 <assert.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 "../../driver.h"
#include "../../verbosity.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#include "../font_driver.h"
#include "../common/win32_common.h"
#include "../../performance_counters.h"
#include "../../menu/menu_driver.h"
#include "../video_shader_parse.h"
#include "../drivers_shader/slang_process.h"
#ifdef HAVE_REWIND
#include "../../state_manager.h"
#endif
#include "../common/d3d_common.h"
#include "../common/d3d11_common.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
/* 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;
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);
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG);
#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),
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);
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 */
}
};
/* 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 vs_path[PATH_MAX_LENGTH];
char ps_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;
strlcpy(vs_path, slang_path, sizeof(vs_path));
strlcpy(ps_path, slang_path, sizeof(ps_path));
strlcat(vs_path, ".vs.hlsl", sizeof(vs_path));
strlcat(ps_path, ".ps.hlsl", sizeof(ps_path));
if (!d3d11_init_shader(
d3d11->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc),
&d3d11->pass[i].shader,
feat_level_hint
)) { }
if (!d3d11_init_shader(
d3d11->device, ps_src, 0, ps_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]);
}
}
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);
}
}
for (i = 0; i < d3d11->shader_preset->luts; i++)
{
struct texture_image image = { 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_RESIZE_RTS | D3D11_ST_FLAG_INIT_HISTORY;
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;
if (!d3d11)
return;
#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);
font_driver_free_osd();
video_st_flags = video_driver_get_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;
#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
hwnd = (HWND)corewindow;
#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)corewindow;
#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;
}
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.\n", max_latency, cur_latency);
}
#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,
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;
if (video->vsync)
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_ONE;
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 = retroarch_get_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_DIRECT3D
&& video_driver_get_hw_context()->version_major == 11)
{
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);
video_driver_set_gpu_device_string(d3d11->gpu_list->elems[gpu_index].data);
}
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 */
assert(d3d11->shader_preset);
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)
{
int i;
assert(d3d11->shader_preset);
for (i = 0; i < (int)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;
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;
bool wait_for_vblank = d3d11->flags & D3D11_ST_FLAG_WAIT_FOR_VBLANK;
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_is_alive;
bool overlay_behind_menu = video_info->overlay_behind_menu;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
#ifdef HAVE_DXGI_HDR
bool video_hdr_enable = video_info->hdr_enable;
DXGI_FORMAT back_buffer_format = 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];
bool hdr_enable = d3d11->flags & D3D11_ST_FLAG_HDR_ENABLE;
if ( (d3d11->flags & D3D11_ST_FLAG_RESIZE_CHAIN)
|| (hdr_enable != video_hdr_enable))
#else
if (d3d11->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,
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
}
else if (d3d11->flags & D3D11_ST_FLAG_WAITABLE_SWAPCHAINS)
WaitForSingleObjectEx(
d3d11->frameLatencyWaitableObject,
1000,
true);
{
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);
}
/* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
#if 0
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]);
}
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
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);
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);
}
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__)
win32_update_title();
#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(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 d3d11_resize_chain = false;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
win32_check_window(NULL,
&quit,
&d3d11_resize_chain,
&d3d11->vp.full_width,
&d3d11->vp.full_height);
if (d3d11_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 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 void* 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,
(const struct font_params*)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;
}
#ifndef __WINRT__
static void d3d11_get_video_output_size(void *data,
unsigned *width, unsigned *height, char *desc, size_t desc_len)
{
win32_get_video_output_size(width, height, desc, desc_len);
}
static void 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 */
#ifndef __WINRT__
win32_get_refresh_rate,
#else
/* UWP does not expose this information easily */
NULL,
#endif
d3d11_set_filtering,
#ifdef __WINRT__
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
#else
d3d11_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,
NULL, /* read_viewport */
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d11_get_overlay_interface,
#endif
#ifdef HAVE_VIDEO_LAYOUT
NULL,
#endif
d3d11_gfx_get_poke_interface,
NULL, /* d3d11_wrap_type_to_enum */
#if defined(HAVE_GFX_WIDGETS)
d3d11_gfx_widgets_enabled
#endif
};