2018-01-24 01:29:45 +01:00

492 lines
16 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* 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/>.
*/
#include <assert.h>
#include <string/stdstring.h>
#include <gfx/scaler/pixconv.h>
#include "../../driver.h"
#include "../../verbosity.h"
#include "../configuration.h"
#include "../video_driver.h"
#include "../common/win32_common.h"
#include "../common/d3d11_common.h"
#include "../common/dxgi_common.h"
#include "../common/d3dcompiler_common.h"
#include "../../performance_counters.h"
static void*
d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
{
WNDCLASSEX wndclass = { 0 };
settings_t* settings = config_get_ptr();
gfx_ctx_input_t inp = { input, input_data };
d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11));
if (!d3d11)
return NULL;
win32_window_reset();
win32_monitor_init();
wndclass.lpfnWndProc = WndProcD3D;
win32_window_init(&wndclass, true, NULL);
if (!win32_set_video_mode(d3d11, video->width, video->height, video->fullscreen))
{
RARCH_ERR("[D3D11]: win32_set_video_mode failed.\n");
goto error;
}
gfx_ctx_d3d.input_driver(NULL, settings->arrays.input_joypad_driver, input, input_data);
{
UINT flags = 0;
D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
DXGI_SWAP_CHAIN_DESC desc = {
.BufferCount = 1,
.BufferDesc.Width = video->width,
.BufferDesc.Height = video->height,
.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
.BufferDesc.RefreshRate.Numerator = 60,
.BufferDesc.RefreshRate.Denominator = 1,
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.OutputWindow = main_window.hwnd,
.SampleDesc.Count = 1,
.SampleDesc.Quality = 0,
.Windowed = TRUE,
.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL,
#if 0
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
#endif
};
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D11CreateDeviceAndSwapChain(
NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, &requested_feature_level, 1,
D3D11_SDK_VERSION, &desc, (IDXGISwapChain**)&d3d11->swapChain, &d3d11->device,
&d3d11->supportedFeatureLevel, &d3d11->ctx);
}
{
D3D11Texture2D backBuffer;
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
D3D11CreateTexture2DRenderTargetView(
d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
Release(backBuffer);
}
D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
{
D3D11_VIEWPORT vp = { 0, 0, video->width, video->height, 0.0f, 1.0f };
D3D11SetViewports(d3d11->ctx, 1, &vp);
}
d3d11->vsync = video->vsync;
d3d11->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d11->frame.texture.desc.Format =
d3d11_get_closest_match_texture2D(d3d11->device, d3d11->format);
d3d11->frame.texture.desc.Usage = D3D11_USAGE_DEFAULT;
d3d11->menu.texture.desc.Format = DXGI_FORMAT_B4G4R4A4_UNORM;
d3d11->menu.texture.desc.Usage = D3D11_USAGE_DEFAULT;
{
D3D11_SAMPLER_DESC desc = {
.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
.AddressU = D3D11_TEXTURE_ADDRESS_BORDER,
.AddressV = D3D11_TEXTURE_ADDRESS_BORDER,
.AddressW = D3D11_TEXTURE_ADDRESS_BORDER,
.MaxAnisotropy = 1,
.ComparisonFunc = D3D11_COMPARISON_NEVER,
.MinLOD = -D3D11_FLOAT32_MAX,
.MaxLOD = D3D11_FLOAT32_MAX,
};
D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_nearest);
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_linear);
}
{
d3d11_vertex_t vertices[] = {
{ { -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_BUFFER_DESC desc = {
.Usage = D3D11_USAGE_DYNAMIC,
.ByteWidth = sizeof(vertices),
.BindFlags = D3D11_BIND_VERTEX_BUFFER,
.StructureByteStride = 0, /* sizeof(Vertex) ? */
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
};
D3D11_SUBRESOURCE_DATA vertexData = { vertices };
D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo);
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
}
D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
{
D3DBlob vs_code;
D3DBlob ps_code;
static const char stock[] =
#include "d3d_shaders/opaque_sm5.hlsl.h"
;
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 },
};
d3d_compile(stock, sizeof(stock), "VSMain", "vs_5_0", &vs_code);
d3d_compile(stock, sizeof(stock), "PSMain", "ps_5_0", &ps_code);
D3D11CreateVertexShader(
d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL,
&d3d11->vs);
D3D11CreatePixelShader(
d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL,
&d3d11->ps);
D3D11CreateInputLayout(
d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code),
D3DGetBufferSize(vs_code), &d3d11->layout);
Release(vs_code);
Release(ps_code);
}
D3D11SetInputLayout(d3d11->ctx, d3d11->layout);
D3D11SetVShader(d3d11->ctx, d3d11->vs, NULL, 0);
D3D11SetPShader(d3d11->ctx, d3d11->ps, NULL, 0);
{
D3D11_BLEND_DESC blend_desc = {
.AlphaToCoverageEnable = FALSE,
.IndependentBlendEnable = FALSE,
.RenderTarget[0] =
{
.BlendEnable = TRUE,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_OP_ADD,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_OP_ADD,
D3D11_COLOR_WRITE_ENABLE_ALL,
},
};
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_enable);
blend_desc.RenderTarget[0].BlendEnable = FALSE;
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_disable);
}
return d3d11;
error:
free(d3d11);
return NULL;
}
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)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (d3d11->need_resize)
{
D3D11Texture2D backBuffer;
D3D11_VIEWPORT vp = { 0, 0, video_info->width, video_info->height, 0.0f, 1.0f };
Release(d3d11->renderTargetView);
DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, 0, 0);
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
D3D11CreateTexture2DRenderTargetView(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
Release(backBuffer);
D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
D3D11SetViewports(d3d11->ctx, 1, &vp);
d3d11->need_resize = false;
}
PERF_START();
D3D11ClearRenderTargetView(d3d11->ctx, d3d11->renderTargetView, d3d11->clearcolor);
if (frame && width && height)
{
D3D11_BOX frame_box = { 0, 0, 0, width, height, 1 };
if (d3d11->frame.texture.desc.Width != width || d3d11->frame.texture.desc.Height != height)
{
d3d11->frame.texture.desc.Width = width;
d3d11->frame.texture.desc.Height = height;
d3d11_init_texture(d3d11->device, &d3d11->frame.texture);
}
d3d11_update_texture(
d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture);
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, d3d11->frame.texture.handle, 0, 0, 0, 0, d3d11->frame.texture.staging, 0,
&frame_box);
}
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset);
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->frame.texture.view);
D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->sampler_linear);
D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
D3D11Draw(d3d11->ctx, 4, 0);
D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
if (d3d11->menu.enabled && d3d11->menu.texture.handle)
{
if (d3d11->menu.texture.dirty)
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, d3d11->menu.texture.handle, 0, 0, 0, 0, d3d11->menu.texture.staging,
0, NULL);
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset);
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->menu.texture.view);
D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->sampler_linear);
D3D11Draw(d3d11->ctx, 4, 0);
}
}
DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
PERF_STOP();
if (msg && *msg)
gfx_ctx_d3d.update_window_title(NULL, video_info);
return true;
}
static void d3d11_gfx_set_nonblock_state(void* data, bool toggle)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
d3d11->vsync = !toggle;
}
static bool d3d11_gfx_alive(void* data)
{
bool quit;
bool resize;
unsigned width;
unsigned height;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
win32_check_window(&quit, &d3d11->need_resize, &width, &height);
if (width != 0 && height != 0)
video_driver_set_size(&width, &height);
return !quit;
}
static bool d3d11_gfx_focus(void* data) { return win32_has_focus(); }
static bool d3d11_gfx_suppress_screensaver(void* data, bool enable)
{
(void)data;
(void)enable;
return false;
}
static bool d3d11_gfx_has_windowed(void* data)
{
(void)data;
return true;
}
static void d3d11_gfx_free(void* data)
{
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (!d3d11)
return;
Release(d3d11->frame.texture.view);
Release(d3d11->frame.texture.handle);
Release(d3d11->frame.texture.staging);
Release(d3d11->frame.vbo);
Release(d3d11->menu.texture.handle);
Release(d3d11->menu.texture.staging);
Release(d3d11->menu.texture.view);
Release(d3d11->menu.vbo);
Release(d3d11->blend_enable);
Release(d3d11->blend_disable);
Release(d3d11->sampler_nearest);
Release(d3d11->sampler_linear);
Release(d3d11->ps);
Release(d3d11->vs);
Release(d3d11->layout);
Release(d3d11->renderTargetView);
Release(d3d11->swapChain);
Release(d3d11->ctx);
Release(d3d11->device);
win32_monitor_from_window();
win32_destroy_window();
free(d3d11);
}
static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
(void)data;
(void)type;
(void)path;
return false;
}
static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
{
(void)data;
(void)rotation;
}
static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp)
{
(void)data;
(void)vp;
}
static bool d3d11_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle)
{
(void)data;
(void)buffer;
return true;
}
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;
int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_EX_A4R4G4B4_UNORM;
if (d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height)
{
d3d11->menu.texture.desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, format);
d3d11->menu.texture.desc.Width = width;
d3d11->menu.texture.desc.Height = height;
d3d11_init_texture(d3d11->device, &d3d11->menu.texture);
}
d3d11_update_texture(d3d11->ctx, width, height, pitch, format, frame, &d3d11->menu.texture);
}
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;
d3d11->menu.enabled = state;
d3d11->menu.fullscreen = full_screen;
}
static const video_poke_interface_t d3d11_poke_interface = {
NULL, /* set_coords */
NULL, /* set_mvp */
NULL, /* load_texture */
NULL, /* unload_texture */
NULL, /* set_video_mode */
NULL, /* set_filtering */
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
NULL, /* set_aspect_ratio */
NULL, /* apply_state_changes */
d3d11_set_menu_texture_frame, /* set_texture_frame */
d3d11_set_menu_texture_enable, /* set_texture_enable */
NULL, /* set_osd_msg */
NULL, /* show_mouse */
NULL, /* grab_mouse_toggle */
NULL, /* get_current_shader */
NULL, /* get_current_software_framebuffer */
NULL, /* get_hw_render_interface */
};
static void d3d11_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
{
*iface = &d3d11_poke_interface;
}
video_driver_t video_d3d11 = {
d3d11_gfx_init,
d3d11_gfx_frame,
d3d11_gfx_set_nonblock_state,
d3d11_gfx_alive,
d3d11_gfx_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
NULL, /* overlay_interface */
#endif
d3d11_gfx_get_poke_interface,
};