mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
80df049f41
d3d12.
618 lines
18 KiB
C
618 lines
18 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 "driver.h"
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#include "verbosity.h"
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#include "configuration.h"
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#include "gfx/video_driver.h"
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#include "gfx/common/win32_common.h"
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#include "gfx/common/d3d11_common.h"
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#include "gfx/common/dxgi_common.h"
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#include "gfx/common/d3dcompiler_common.h"
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typedef struct d3d11_vertex_t
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{
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float position[2];
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float texcoord[2];
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float color[4];
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} d3d11_vertex_t;
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typedef struct
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{
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unsigned cur_mon_id;
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DXGISwapChain swapChain;
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D3D11Device device;
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D3D_FEATURE_LEVEL supportedFeatureLevel;
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D3D11DeviceContext context;
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D3D11RenderTargetView renderTargetView;
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D3D11Buffer vertexBuffer;
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D3D11InputLayout layout;
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D3D11VertexShader vs;
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D3D11PixelShader ps;
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D3D11SamplerState sampler_nearest;
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D3D11SamplerState sampler_linear;
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D3D11Texture2D frame_default;
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D3D11Texture2D frame_staging;
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struct
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{
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D3D11Texture2D tex;
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D3D11ShaderResourceView view;
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D3D11Buffer vbo;
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int width;
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int height;
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bool enabled;
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bool fullscreen;
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} menu;
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int frame_width;
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int frame_height;
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D3D11ShaderResourceView frame_view;
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float clearcolor[4];
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bool vsync;
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bool rgb32;
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} d3d11_video_t;
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static void* d3d11_gfx_init(const video_info_t* video,
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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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d3d11->rgb32 = video->rgb32;
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d3d11->vsync = video->vsync;
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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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{
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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(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
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&requested_feature_level, 1, D3D11_SDK_VERSION, &desc,
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(IDXGISwapChain**)&d3d11->swapChain, &d3d11->device, &d3d11->supportedFeatureLevel, &d3d11->context);
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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(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
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Release(backBuffer);
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}
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D3D11SetRenderTargets(d3d11->context, 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->context, 1, &vp);
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}
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d3d11->frame_width = video->input_scale * RARCH_SCALE_BASE;
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d3d11->frame_height = video->input_scale * RARCH_SCALE_BASE;
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{
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D3D11_TEXTURE2D_DESC desc =
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{
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.Width = d3d11->frame_width,
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.Height = d3d11->frame_height,
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.MipLevels = 1,
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.ArraySize = 1,
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.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
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#if 0
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.Format = d3d11->rgb32? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM,
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#endif
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Usage = D3D11_USAGE_DEFAULT,
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.BindFlags = D3D11_BIND_SHADER_RESOURCE,
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.CPUAccessFlags = 0,
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.MiscFlags = 0,
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};
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D3D11_SHADER_RESOURCE_VIEW_DESC view_desc =
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{
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.Format = desc.Format,
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.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D,
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.Texture2D.MostDetailedMip = 0,
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.Texture2D.MipLevels = -1,
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};
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D3D11CreateTexture2D(d3d11->device, &desc, NULL, &d3d11->frame_default);
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D3D11CreateTexture2DShaderResourceView(d3d11->device, d3d11->frame_default, &view_desc, &d3d11->frame_view);
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desc.Format = desc.Format;
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desc.BindFlags = 0;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateTexture2D(d3d11->device, &desc, NULL, &d3d11->frame_staging);
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}
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{
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D3D11_SAMPLER_DESC desc =
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{
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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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{
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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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{
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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->vertexBuffer);
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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->context, 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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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color), 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(d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code),
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NULL, &d3d11->vs);
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D3D11CreatePixelShader(d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code),
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NULL, &d3d11->ps);
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D3D11CreateInputLayout(d3d11->device, desc, countof(desc),
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D3DGetBufferPointer(vs_code), 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->context, d3d11->layout);
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D3D11SetVShader(d3d11->context, d3d11->vs, NULL, 0);
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D3D11SetPShader(d3d11->context, d3d11->ps, NULL, 0);
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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(void* data, const void* frame,
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unsigned width, unsigned height, uint64_t frame_count,
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unsigned pitch, const char* msg, video_frame_info_t* video_info)
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{
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(void)msg;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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#if 1
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if(frame && width && height)
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{
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D3D11_MAPPED_SUBRESOURCE mapped_frame;
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D3D11MapTexture2D(d3d11->context, d3d11->frame_staging, 0, D3D11_MAP_WRITE, 0, &mapped_frame);
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{
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unsigned i, j;
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if (d3d11->rgb32)
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{
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const uint8_t* in = frame;
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uint8_t* out = mapped_frame.pData;
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for (i = 0; i < height; i++)
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{
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memcpy(out, in, width * (d3d11->rgb32? 4 : 2));
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in += pitch;
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out += mapped_frame.RowPitch;
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}
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}
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else
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{
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const uint16_t* in = frame;
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uint32_t* out = mapped_frame.pData;
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for (i = 0; i < height; i++)
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{
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for (j = 0; j < width; j++)
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{
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unsigned b = ((in[j] >> 11) & 0x1F);
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unsigned g = ((in[j] >> 5) & 0x3F);
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unsigned r = ((in[j] >> 0) & 0x1F);
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out[j] = ((r >> 2) << 0) | (r << 3) |((g >> 4) << 8) | (g << 10) |((b >> 2) << 16) | (b << 19);
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}
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in += width;
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out += mapped_frame.RowPitch / 4;
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}
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}
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}
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D3D11UnmapTexture2D(d3d11->context, d3d11->frame_staging, 0);
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D3D11_BOX frame_box = {0, 0, 0, width, height, 1};
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D3D11CopyTexture2DSubresourceRegion(d3d11->context, d3d11->frame_default, 0, 0 , 0 , 0,
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d3d11->frame_staging, 0, &frame_box);
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{
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D3D11_MAPPED_SUBRESOURCE mapped_vbo;
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D3D11MapBuffer(d3d11->context, d3d11->vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0,
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&mapped_vbo);
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{
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d3d11_vertex_t* vbo = mapped_vbo.pData;
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vbo[0].texcoord[0] = 0.0f * (width / (float)d3d11->frame_width);
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vbo[0].texcoord[1] = 1.0f * (height / (float)d3d11->frame_height);
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vbo[1].texcoord[0] = 0.0f * (width / (float)d3d11->frame_width);
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vbo[1].texcoord[1] = 0.0f * (height / (float)d3d11->frame_height);
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vbo[2].texcoord[0] = 1.0f * (width / (float)d3d11->frame_width);
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vbo[2].texcoord[1] = 1.0f * (height / (float)d3d11->frame_height);
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vbo[3].texcoord[0] = 1.0f * (width / (float)d3d11->frame_width);
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vbo[3].texcoord[1] = 0.0f * (height / (float)d3d11->frame_height);
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}
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D3D11UnmapBuffer(d3d11->context, d3d11->vertexBuffer, 0);
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}
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}
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D3D11ClearRenderTargetView(d3d11->context, d3d11->renderTargetView, d3d11->clearcolor);
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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->context, 0, 1, &d3d11->vertexBuffer, &stride, &offset);
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D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->frame_view);
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D3D11SetPShaderSamplers(d3d11->context, 0, 1, &d3d11->sampler_linear);
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D3D11Draw(d3d11->context, 4, 0);
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if (d3d11->menu.enabled)
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{
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D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
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D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->menu.view);
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D3D11SetPShaderSamplers(d3d11->context, 0, 1, &d3d11->sampler_linear);
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D3D11Draw(d3d11->context, 4, 0);
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}
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}
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DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
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#endif
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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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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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(void)data;
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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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win32_check_window(&quit, &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)
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{
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return win32_has_focus();
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}
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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->menu.tex)
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Release(d3d11->menu.tex);
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if(d3d11->menu.view)
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Release(d3d11->menu.view);
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Release(d3d11->menu.vbo);
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Release(d3d11->sampler_nearest);
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Release(d3d11->sampler_linear);
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Release(d3d11->frame_view);
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Release(d3d11->frame_default);
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Release(d3d11->frame_staging);
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Release(d3d11->ps);
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Release(d3d11->vs);
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Release(d3d11->vertexBuffer);
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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->context);
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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)
|
|
{
|
|
(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;
|
|
|
|
if (d3d11->menu.tex && (d3d11->menu.width != width || d3d11->menu.height != height))
|
|
{
|
|
Release(d3d11->menu.tex);
|
|
d3d11->menu.tex = NULL;
|
|
}
|
|
|
|
if (!d3d11->menu.tex)
|
|
{
|
|
d3d11->menu.width = width;
|
|
d3d11->menu.height = height;
|
|
|
|
D3D11_TEXTURE2D_DESC desc =
|
|
{
|
|
.Width = d3d11->menu.width,
|
|
.Height = d3d11->menu.height,
|
|
.MipLevels = 1,
|
|
.ArraySize = 1,
|
|
.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Usage = D3D11_USAGE_DYNAMIC,
|
|
.BindFlags = D3D11_BIND_SHADER_RESOURCE,
|
|
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
|
|
.MiscFlags = 0,
|
|
};
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC view_desc =
|
|
{
|
|
.Format = desc.Format,
|
|
.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D,
|
|
.Texture2D.MostDetailedMip = 0,
|
|
.Texture2D.MipLevels = -1,
|
|
};
|
|
|
|
D3D11CreateTexture2D(d3d11->device, &desc, NULL, &d3d11->menu.tex);
|
|
D3D11CreateTexture2DShaderResourceView(d3d11->device, d3d11->menu.tex, &view_desc, &d3d11->menu.view);
|
|
}
|
|
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mapped_frame;
|
|
D3D11MapTexture2D(d3d11->context, d3d11->menu.tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_frame);
|
|
{
|
|
unsigned i, j;
|
|
|
|
if (rgb32)
|
|
{
|
|
const uint32_t* in = frame;
|
|
uint32_t* out = mapped_frame.pData;
|
|
for (i = 0; i < height; i++)
|
|
{
|
|
memcpy(out, in, width * 4);
|
|
in += width;
|
|
out += mapped_frame.RowPitch / 4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const uint16_t* in = frame;
|
|
uint32_t* out = mapped_frame.pData;
|
|
for (i = 0; i < height; i++)
|
|
{
|
|
for (j = 0; j < width; j++)
|
|
{
|
|
unsigned r = ((in[j] >> 12) & 0xF);
|
|
unsigned g = ((in[j] >> 8) & 0xF);
|
|
unsigned b = ((in[j] >> 4) & 0xF);
|
|
unsigned a = ((in[j] >> 0) & 0xF);
|
|
|
|
out[j] = (r << 0) | (r << 4) |(g << 8) | (g << 12) |(b << 16) | (b << 20) |(a << 24) | (a << 28);
|
|
|
|
}
|
|
in += width;
|
|
out += mapped_frame.RowPitch / 4;
|
|
}
|
|
}
|
|
|
|
}
|
|
D3D11UnmapTexture2D(d3d11->context, d3d11->menu.tex, 0);
|
|
}
|
|
}
|
|
static void d3d11_set_menu_texture_enable(void* data,
|
|
bool state, bool full_screen)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
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,
|
|
};
|