mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
492 lines
16 KiB
C
492 lines
16 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <assert.h>
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#include <string/stdstring.h>
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#include <gfx/scaler/pixconv.h>
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#include "../../driver.h"
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#include "../../verbosity.h"
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#include "../configuration.h"
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#include "../video_driver.h"
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#include "../common/win32_common.h"
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#include "../common/d3d11_common.h"
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#include "../common/dxgi_common.h"
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#include "../common/d3dcompiler_common.h"
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#include "../../performance_counters.h"
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static void*
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d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
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{
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WNDCLASSEX wndclass = { 0 };
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settings_t* settings = config_get_ptr();
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gfx_ctx_input_t inp = { input, input_data };
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d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11));
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if (!d3d11)
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return NULL;
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win32_window_reset();
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win32_monitor_init();
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wndclass.lpfnWndProc = WndProcD3D;
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win32_window_init(&wndclass, true, NULL);
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if (!win32_set_video_mode(d3d11, video->width, video->height, video->fullscreen))
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{
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RARCH_ERR("[D3D11]: win32_set_video_mode failed.\n");
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goto error;
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}
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gfx_ctx_d3d.input_driver(NULL, settings->arrays.input_joypad_driver, input, input_data);
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{
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UINT flags = 0;
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D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
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DXGI_SWAP_CHAIN_DESC desc = {
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.BufferCount = 1,
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.BufferDesc.Width = video->width,
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.BufferDesc.Height = video->height,
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.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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.BufferDesc.RefreshRate.Numerator = 60,
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.BufferDesc.RefreshRate.Denominator = 1,
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.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.OutputWindow = main_window.hwnd,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Windowed = TRUE,
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.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL,
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#if 0
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.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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#endif
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};
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#ifdef DEBUG
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flags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D11CreateDeviceAndSwapChain(
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NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, &requested_feature_level, 1,
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D3D11_SDK_VERSION, &desc, (IDXGISwapChain**)&d3d11->swapChain, &d3d11->device,
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&d3d11->supportedFeatureLevel, &d3d11->ctx);
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}
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{
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D3D11Texture2D backBuffer;
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DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
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D3D11CreateTexture2DRenderTargetView(
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d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
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Release(backBuffer);
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}
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D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
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{
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D3D11_VIEWPORT vp = { 0, 0, video->width, video->height, 0.0f, 1.0f };
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D3D11SetViewports(d3d11->ctx, 1, &vp);
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}
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d3d11->vsync = video->vsync;
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d3d11->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
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d3d11->frame.texture.desc.Format =
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d3d11_get_closest_match_texture2D(d3d11->device, d3d11->format);
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d3d11->frame.texture.desc.Usage = D3D11_USAGE_DEFAULT;
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d3d11->menu.texture.desc.Format = DXGI_FORMAT_B4G4R4A4_UNORM;
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d3d11->menu.texture.desc.Usage = D3D11_USAGE_DEFAULT;
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{
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D3D11_SAMPLER_DESC desc = {
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.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
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.AddressU = D3D11_TEXTURE_ADDRESS_BORDER,
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.AddressV = D3D11_TEXTURE_ADDRESS_BORDER,
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.AddressW = D3D11_TEXTURE_ADDRESS_BORDER,
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.MaxAnisotropy = 1,
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.ComparisonFunc = D3D11_COMPARISON_NEVER,
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.MinLOD = -D3D11_FLOAT32_MAX,
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.MaxLOD = D3D11_FLOAT32_MAX,
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};
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D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_nearest);
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_linear);
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}
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{
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d3d11_vertex_t vertices[] = {
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{ { -1.0f, -1.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -1.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, -1.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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};
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{
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D3D11_BUFFER_DESC desc = {
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.Usage = D3D11_USAGE_DYNAMIC,
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.ByteWidth = sizeof(vertices),
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.BindFlags = D3D11_BIND_VERTEX_BUFFER,
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.StructureByteStride = 0, /* sizeof(Vertex) ? */
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
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};
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D3D11_SUBRESOURCE_DATA vertexData = { vertices };
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo);
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.CPUAccessFlags = 0;
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
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}
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D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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}
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{
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D3DBlob vs_code;
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D3DBlob ps_code;
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static const char stock[] =
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#include "d3d_shaders/opaque_sm5.hlsl.h"
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;
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D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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d3d_compile(stock, sizeof(stock), "VSMain", "vs_5_0", &vs_code);
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d3d_compile(stock, sizeof(stock), "PSMain", "ps_5_0", &ps_code);
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D3D11CreateVertexShader(
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d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL,
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&d3d11->vs);
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D3D11CreatePixelShader(
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d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL,
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&d3d11->ps);
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D3D11CreateInputLayout(
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d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code),
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D3DGetBufferSize(vs_code), &d3d11->layout);
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Release(vs_code);
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Release(ps_code);
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}
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D3D11SetInputLayout(d3d11->ctx, d3d11->layout);
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D3D11SetVShader(d3d11->ctx, d3d11->vs, NULL, 0);
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D3D11SetPShader(d3d11->ctx, d3d11->ps, NULL, 0);
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{
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D3D11_BLEND_DESC blend_desc = {
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.AlphaToCoverageEnable = FALSE,
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.IndependentBlendEnable = FALSE,
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.RenderTarget[0] =
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{
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.BlendEnable = TRUE,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL,
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},
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};
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D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_enable);
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blend_desc.RenderTarget[0].BlendEnable = FALSE;
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D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_disable);
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}
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return d3d11;
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error:
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free(d3d11);
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return NULL;
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}
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static bool d3d11_gfx_frame(
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void* data,
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const void* frame,
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unsigned width,
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unsigned height,
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uint64_t frame_count,
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unsigned pitch,
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const char* msg,
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video_frame_info_t* video_info)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (d3d11->need_resize)
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{
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D3D11Texture2D backBuffer;
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D3D11_VIEWPORT vp = { 0, 0, video_info->width, video_info->height, 0.0f, 1.0f };
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Release(d3d11->renderTargetView);
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DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, 0, 0);
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DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
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D3D11CreateTexture2DRenderTargetView(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
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Release(backBuffer);
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D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
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D3D11SetViewports(d3d11->ctx, 1, &vp);
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d3d11->need_resize = false;
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}
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PERF_START();
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D3D11ClearRenderTargetView(d3d11->ctx, d3d11->renderTargetView, d3d11->clearcolor);
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if (frame && width && height)
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{
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D3D11_BOX frame_box = { 0, 0, 0, width, height, 1 };
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if (d3d11->frame.texture.desc.Width != width || d3d11->frame.texture.desc.Height != height)
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{
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d3d11->frame.texture.desc.Width = width;
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d3d11->frame.texture.desc.Height = height;
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d3d11_init_texture(d3d11->device, &d3d11->frame.texture);
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}
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d3d11_update_texture(
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d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture);
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D3D11CopyTexture2DSubresourceRegion(
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d3d11->ctx, d3d11->frame.texture.handle, 0, 0, 0, 0, d3d11->frame.texture.staging, 0,
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&frame_box);
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}
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{
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UINT stride = sizeof(d3d11_vertex_t);
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UINT offset = 0;
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D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset);
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D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->frame.texture.view);
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D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->sampler_linear);
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D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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D3D11Draw(d3d11->ctx, 4, 0);
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D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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if (d3d11->menu.enabled && d3d11->menu.texture.handle)
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{
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if (d3d11->menu.texture.dirty)
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D3D11CopyTexture2DSubresourceRegion(
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d3d11->ctx, d3d11->menu.texture.handle, 0, 0, 0, 0, d3d11->menu.texture.staging,
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0, NULL);
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D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset);
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D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->menu.texture.view);
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D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->sampler_linear);
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D3D11Draw(d3d11->ctx, 4, 0);
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}
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}
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DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
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PERF_STOP();
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if (msg && *msg)
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gfx_ctx_d3d.update_window_title(NULL, video_info);
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return true;
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}
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static void d3d11_gfx_set_nonblock_state(void* data, bool toggle)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (!d3d11)
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return;
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d3d11->vsync = !toggle;
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}
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static bool d3d11_gfx_alive(void* data)
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{
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bool quit;
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bool resize;
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unsigned width;
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unsigned height;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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win32_check_window(&quit, &d3d11->need_resize, &width, &height);
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if (width != 0 && height != 0)
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video_driver_set_size(&width, &height);
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return !quit;
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}
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static bool d3d11_gfx_focus(void* data) { return win32_has_focus(); }
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static bool d3d11_gfx_suppress_screensaver(void* data, bool enable)
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{
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(void)data;
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(void)enable;
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return false;
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}
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static bool d3d11_gfx_has_windowed(void* data)
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{
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(void)data;
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return true;
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}
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static void d3d11_gfx_free(void* data)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (!d3d11)
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return;
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Release(d3d11->frame.texture.view);
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Release(d3d11->frame.texture.handle);
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Release(d3d11->frame.texture.staging);
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Release(d3d11->frame.vbo);
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Release(d3d11->menu.texture.handle);
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Release(d3d11->menu.texture.staging);
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Release(d3d11->menu.texture.view);
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Release(d3d11->menu.vbo);
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Release(d3d11->blend_enable);
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Release(d3d11->blend_disable);
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Release(d3d11->sampler_nearest);
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Release(d3d11->sampler_linear);
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Release(d3d11->ps);
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Release(d3d11->vs);
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Release(d3d11->layout);
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Release(d3d11->renderTargetView);
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Release(d3d11->swapChain);
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Release(d3d11->ctx);
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Release(d3d11->device);
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win32_monitor_from_window();
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win32_destroy_window();
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free(d3d11);
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}
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static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
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{
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(void)data;
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(void)type;
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(void)path;
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return false;
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}
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static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
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{
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(void)data;
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(void)rotation;
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}
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static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp)
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{
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(void)data;
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(void)vp;
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}
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static bool d3d11_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle)
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{
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(void)data;
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(void)buffer;
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return true;
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}
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static void d3d11_set_menu_texture_frame(
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void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
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DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_EX_A4R4G4B4_UNORM;
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if (d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height)
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{
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d3d11->menu.texture.desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, format);
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d3d11->menu.texture.desc.Width = width;
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d3d11->menu.texture.desc.Height = height;
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d3d11_init_texture(d3d11->device, &d3d11->menu.texture);
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}
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d3d11_update_texture(d3d11->ctx, width, height, pitch, format, frame, &d3d11->menu.texture);
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}
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static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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|
|
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,
|
|
};
|