618 lines
18 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 "driver.h"
#include "verbosity.h"
#include "configuration.h"
#include "gfx/video_driver.h"
#include "gfx/common/win32_common.h"
#include "gfx/common/d3d11_common.h"
#include "gfx/common/dxgi_common.h"
#include "gfx/common/d3dcompiler_common.h"
typedef struct d3d11_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d11_vertex_t;
typedef struct
{
unsigned cur_mon_id;
DXGISwapChain swapChain;
D3D11Device device;
D3D_FEATURE_LEVEL supportedFeatureLevel;
D3D11DeviceContext context;
D3D11RenderTargetView renderTargetView;
D3D11Buffer vertexBuffer;
D3D11InputLayout layout;
D3D11VertexShader vs;
D3D11PixelShader ps;
D3D11SamplerState sampler_nearest;
D3D11SamplerState sampler_linear;
D3D11Texture2D frame_default;
D3D11Texture2D frame_staging;
struct
{
D3D11Texture2D tex;
D3D11ShaderResourceView view;
D3D11Buffer vbo;
int width;
int height;
bool enabled;
bool fullscreen;
} menu;
int frame_width;
int frame_height;
D3D11ShaderResourceView frame_view;
float clearcolor[4];
bool vsync;
bool rgb32;
} d3d11_video_t;
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);
d3d11->rgb32 = video->rgb32;
d3d11->vsync = video->vsync;
{
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->context);
}
{
D3D11Texture2D backBuffer;
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
D3D11CreateTexture2DRenderTargetView(d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
Release(backBuffer);
}
D3D11SetRenderTargets(d3d11->context, 1, &d3d11->renderTargetView, NULL);
{
D3D11_VIEWPORT vp = {0, 0, video->width, video->height, 0.0f, 1.0f};
D3D11SetViewports(d3d11->context, 1, &vp);
}
d3d11->frame_width = video->input_scale * RARCH_SCALE_BASE;
d3d11->frame_height = video->input_scale * RARCH_SCALE_BASE;
{
D3D11_TEXTURE2D_DESC desc =
{
.Width = d3d11->frame_width,
.Height = d3d11->frame_height,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
#if 0
.Format = d3d11->rgb32? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM,
#endif
.SampleDesc.Count = 1,
.SampleDesc.Quality = 0,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_SHADER_RESOURCE,
.CPUAccessFlags = 0,
.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->frame_default);
D3D11CreateTexture2DShaderResourceView(d3d11->device, d3d11->frame_default, &view_desc, &d3d11->frame_view);
desc.Format = desc.Format;
desc.BindFlags = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11CreateTexture2D(d3d11->device, &desc, NULL, &d3d11->frame_staging);
}
{
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->vertexBuffer);
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
}
D3D11SetPrimitiveTopology(d3d11->context, 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->context, d3d11->layout);
D3D11SetVShader(d3d11->context, d3d11->vs, NULL, 0);
D3D11SetPShader(d3d11->context, d3d11->ps, NULL, 0);
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)
{
(void)msg;
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
#if 1
if(frame && width && height)
{
D3D11_MAPPED_SUBRESOURCE mapped_frame;
D3D11MapTexture2D(d3d11->context, d3d11->frame_staging, 0, D3D11_MAP_WRITE, 0, &mapped_frame);
{
unsigned i, j;
if (d3d11->rgb32)
{
const uint8_t* in = frame;
uint8_t* out = mapped_frame.pData;
for (i = 0; i < height; i++)
{
memcpy(out, in, width * (d3d11->rgb32? 4 : 2));
in += pitch;
out += mapped_frame.RowPitch;
}
}
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 b = ((in[j] >> 11) & 0x1F);
unsigned g = ((in[j] >> 5) & 0x3F);
unsigned r = ((in[j] >> 0) & 0x1F);
out[j] = ((r >> 2) << 0) | (r << 3) |((g >> 4) << 8) | (g << 10) |((b >> 2) << 16) | (b << 19);
}
in += width;
out += mapped_frame.RowPitch / 4;
}
}
}
D3D11UnmapTexture2D(d3d11->context, d3d11->frame_staging, 0);
D3D11_BOX frame_box = {0, 0, 0, width, height, 1};
D3D11CopyTexture2DSubresourceRegion(d3d11->context, d3d11->frame_default, 0, 0 , 0 , 0,
d3d11->frame_staging, 0, &frame_box);
{
D3D11_MAPPED_SUBRESOURCE mapped_vbo;
D3D11MapBuffer(d3d11->context, d3d11->vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0,
&mapped_vbo);
{
d3d11_vertex_t* vbo = mapped_vbo.pData;
vbo[0].texcoord[0] = 0.0f * (width / (float)d3d11->frame_width);
vbo[0].texcoord[1] = 1.0f * (height / (float)d3d11->frame_height);
vbo[1].texcoord[0] = 0.0f * (width / (float)d3d11->frame_width);
vbo[1].texcoord[1] = 0.0f * (height / (float)d3d11->frame_height);
vbo[2].texcoord[0] = 1.0f * (width / (float)d3d11->frame_width);
vbo[2].texcoord[1] = 1.0f * (height / (float)d3d11->frame_height);
vbo[3].texcoord[0] = 1.0f * (width / (float)d3d11->frame_width);
vbo[3].texcoord[1] = 0.0f * (height / (float)d3d11->frame_height);
}
D3D11UnmapBuffer(d3d11->context, d3d11->vertexBuffer, 0);
}
}
D3D11ClearRenderTargetView(d3d11->context, d3d11->renderTargetView, d3d11->clearcolor);
{
UINT stride = sizeof(d3d11_vertex_t);
UINT offset = 0;
D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->vertexBuffer, &stride, &offset);
D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->frame_view);
D3D11SetPShaderSamplers(d3d11->context, 0, 1, &d3d11->sampler_linear);
D3D11Draw(d3d11->context, 4, 0);
if (d3d11->menu.enabled)
{
D3D11SetVertexBuffers(d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->menu.view);
D3D11SetPShaderSamplers(d3d11->context, 0, 1, &d3d11->sampler_linear);
D3D11Draw(d3d11->context, 4, 0);
}
}
DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
#endif
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;
d3d11->vsync = !toggle;
}
static bool d3d11_gfx_alive(void* data)
{
(void)data;
bool quit;
bool resize;
unsigned width;
unsigned height;
win32_check_window(&quit, &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->menu.tex)
Release(d3d11->menu.tex);
if(d3d11->menu.view)
Release(d3d11->menu.view);
Release(d3d11->menu.vbo);
Release(d3d11->sampler_nearest);
Release(d3d11->sampler_linear);
Release(d3d11->frame_view);
Release(d3d11->frame_default);
Release(d3d11->frame_staging);
Release(d3d11->ps);
Release(d3d11->vs);
Release(d3d11->vertexBuffer);
Release(d3d11->layout);
Release(d3d11->renderTargetView);
Release(d3d11->swapChain);
Release(d3d11->context);
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;
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,
};