476 lines
14 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/dxgi_common.h"
#include "gfx/common/d3d12_common.h"
#include "gfx/common/d3dcompiler_common.h"
static void d3d12_set_filtering(void *data, unsigned index, bool smooth)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
if (smooth)
d3d12->frame.sampler = d3d12->sampler_linear;
else
d3d12->frame.sampler = d3d12->sampler_nearest;
}
static void *d3d12_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};
d3d12_video_t *d3d12 = (d3d12_video_t *)calloc(1, sizeof(*d3d12));
if (!d3d12)
return NULL;
win32_window_reset();
win32_monitor_init();
wndclass.lpfnWndProc = WndProcD3D;
win32_window_init(&wndclass, true, NULL);
if (!win32_set_video_mode(d3d12, video->width, video->height, video->fullscreen))
{
RARCH_ERR("[D3D12]: win32_set_video_mode failed.\n");
goto error;
}
gfx_ctx_d3d.input_driver(NULL, settings->arrays.input_joypad_driver, input, input_data);
d3d12->chain.vsync = video->vsync;
d3d12->frame.rgb32 = video->rgb32;
if (!d3d12_init_base(d3d12))
goto error;
if (!d3d12_init_descriptors(d3d12))
goto error;
if (!d3d12_init_pipeline(d3d12))
goto error;
if (!d3d12_init_queue(d3d12))
goto error;
if (!d3d12_init_swapchain(d3d12, video->width, video->height, main_window.hwnd))
goto error;
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->frame.vbo_view, &d3d12->frame.vbo);
d3d12_create_fullscreen_quad_vbo(d3d12->device, &d3d12->menu.vbo_view, &d3d12->menu.vbo);
d3d12_set_filtering(d3d12, 0, video->smooth);
return d3d12;
error:
RARCH_ERR("[D3D12]: failed to init video driver.\n");
free(d3d12);
return NULL;
}
static bool d3d12_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)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
(void)msg;
D3D12ResetCommandAllocator(d3d12->queue.allocator);
D3D12ResetGraphicsCommandList(d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipe.handle);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->pipe.rootSignature);
{
D3D12DescriptorHeap desc_heaps [] = {d3d12->pipe.srv_heap.handle, d3d12->pipe.sampler_heap.handle};
D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps);
}
d3d12_resource_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->chain.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->chain.scissorRect);
D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, &d3d12->chain.desc_handles[d3d12->chain.frame_index],
FALSE, NULL);
D3D12ClearRenderTargetView(d3d12->queue.cmd, d3d12->chain.desc_handles[d3d12->chain.frame_index],
d3d12->chain.clearcolor, 0, NULL);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (data && width && height)
{
if (!d3d12->frame.tex.handle || (d3d12->frame.tex.desc.Width != width)
|| (d3d12->frame.tex.desc.Height != height))
{
if (d3d12->frame.tex.handle)
Release(d3d12->frame.tex.handle);
if (d3d12->frame.tex.upload_buffer)
Release(d3d12->frame.tex.upload_buffer);
d3d12->frame.tex.desc.Width = width;
d3d12->frame.tex.desc.Height = height;
d3d12->frame.tex.desc.Format = d3d12->frame.rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM :
DXGI_FORMAT_B5G6R5_UNORM;
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, SRV_HEAP_SLOT_FRAME_TEXTURE,
&d3d12->frame.tex);
}
{
unsigned i;
D3D12_RANGE read_range = {0, 0};
const uint8_t *in = frame;
uint8_t *out = NULL;
D3D12Map(d3d12->frame.tex.upload_buffer, 0, &read_range, &out);
out += d3d12->frame.tex.layout.Offset;
for (i = 0; i < height; i++)
{
memcpy(out, in, width * (d3d12->frame.rgb32 ? 4 : 2));
in += pitch;
out += d3d12->frame.tex.layout.Footprint.RowPitch;
}
D3D12Unmap(d3d12->frame.tex.upload_buffer, 0, NULL);
}
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.tex);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.tex);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->frame.sampler);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
}
if (d3d12->menu.enabled && d3d12->menu.tex.handle)
{
if (d3d12->menu.tex.dirty)
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->menu.tex);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->menu.tex);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->menu.sampler);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->menu.vbo_view);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
}
d3d12_resource_transition(d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
D3D12CloseGraphicsCommandList(d3d12->queue.cmd);
D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd);
#if 1
DXGIPresent(d3d12->chain.handle, !!d3d12->chain.vsync, 0);
#else
DXGI_PRESENT_PARAMETERS pp = {0};
DXGIPresent1(d3d12->swapchain, 0, 0, &pp);
#endif
/* wait_for_previous_frame */
D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, d3d12->queue.fenceValue);
if (D3D12GetCompletedValue(d3d12->queue.fence) < d3d12->queue.fenceValue)
{
D3D12SetEventOnCompletion(d3d12->queue.fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent);
WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE);
}
d3d12->queue.fenceValue++;
d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle);
if (msg && *msg)
gfx_ctx_d3d.update_window_title(NULL, video_info);
return true;
}
static void d3d12_gfx_set_nonblock_state(void *data, bool toggle)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
d3d12->chain.vsync = !toggle;
}
static bool d3d12_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 d3d12_gfx_focus(void *data)
{
return win32_has_focus();
}
static bool d3d12_gfx_suppress_screensaver(void *data, bool enable)
{
(void)data;
(void)enable;
return false;
}
static bool d3d12_gfx_has_windowed(void *data)
{
(void)data;
return true;
}
static void d3d12_gfx_free(void *data)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
Release(d3d12->frame.vbo);
if (d3d12->frame.tex.handle)
Release(d3d12->frame.tex.handle);
if (d3d12->frame.tex.upload_buffer)
Release(d3d12->frame.tex.upload_buffer);
Release(d3d12->menu.vbo);
if (d3d12->menu.tex.handle)
Release(d3d12->menu.tex.handle);
if (d3d12->menu.tex.handle)
Release(d3d12->menu.tex.upload_buffer);
Release(d3d12->pipe.sampler_heap.handle);
Release(d3d12->pipe.srv_heap.handle);
Release(d3d12->pipe.rtv_heap.handle);
Release(d3d12->pipe.rootSignature);
Release(d3d12->pipe.handle);
Release(d3d12->queue.fence);
Release(d3d12->chain.renderTargets[0]);
Release(d3d12->chain.renderTargets[1]);
Release(d3d12->chain.handle);
Release(d3d12->queue.cmd);
Release(d3d12->queue.allocator);
Release(d3d12->queue.handle);
Release(d3d12->factory);
Release(d3d12->device);
Release(d3d12->adapter);
win32_monitor_from_window();
win32_destroy_window();
free(d3d12);
}
static bool d3d12_gfx_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
(void)data;
(void)type;
(void)path;
return false;
}
static void d3d12_gfx_set_rotation(void *data,
unsigned rotation)
{
(void)data;
(void)rotation;
}
static void d3d12_gfx_viewport_info(void *data,
struct video_viewport *vp)
{
(void)data;
(void)vp;
}
static bool d3d12_gfx_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
(void)data;
(void)buffer;
return true;
}
static void d3d12_set_menu_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
if (!d3d12->menu.tex.handle || (d3d12->menu.tex.desc.Width != width)
|| (d3d12->menu.tex.desc.Height = height))
{
if (d3d12->menu.tex.handle)
Release(d3d12->menu.tex.handle);
if (d3d12->menu.tex.upload_buffer)
Release(d3d12->menu.tex.upload_buffer);
d3d12->menu.tex.desc.Width = width;
d3d12->menu.tex.desc.Height = height;
d3d12->menu.tex.desc.Format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_B4G4R4A4_UNORM;
d3d12_create_texture(d3d12->device, &d3d12->pipe.srv_heap, SRV_HEAP_SLOT_MENU_TEXTURE,
&d3d12->menu.tex);
}
{
unsigned i, j;
D3D12_RANGE read_range = {0, 0};
uint8_t *out = NULL;
D3D12Map(d3d12->menu.tex.upload_buffer, 0, &read_range, &out);
out += d3d12->menu.tex.layout.Offset;
if (rgb32)
{
const uint32_t *in = frame;
for (i = 0; i < height; i++)
{
memcpy(out, in, width * sizeof(*in));
in += width;
out += d3d12->menu.tex.layout.Footprint.RowPitch;
}
}
else
{
const uint16_t *in = frame;
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);
((uint16_t *)out)[j] = (b << 0) | (g << 4) | (r << 8) | (a << 12);
}
in += width;
out += d3d12->menu.tex.layout.Footprint.RowPitch;
}
}
D3D12Unmap(d3d12->menu.tex.upload_buffer, 0, NULL);
}
d3d12->menu.tex.dirty = true;
d3d12->menu.alpha = alpha;
{
D3D12_RANGE read_range = {0, 0};
d3d12_vertex_t *v;
D3D12Map(d3d12->menu.vbo, 0, &read_range, &v);
v[0].color[3] = alpha;
v[1].color[3] = alpha;
v[2].color[3] = alpha;
v[3].color[3] = alpha;
D3D12Unmap(d3d12->menu.vbo, 0, NULL);
}
d3d12->menu.sampler = config_get_ptr()->bools.menu_linear_filter ?
d3d12->sampler_linear : d3d12->sampler_nearest;
}
static void d3d12_set_menu_texture_enable(void *data,
bool state, bool full_screen)
{
d3d12_video_t *d3d12 = (d3d12_video_t *)data;
d3d12->menu.enabled = state;
d3d12->menu.fullscreen = full_screen;
}
static const video_poke_interface_t d3d12_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 */
d3d12_set_menu_texture_frame, /* set_texture_frame */
d3d12_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 d3d12_gfx_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
*iface = &d3d12_poke_interface;
}
video_driver_t video_d3d12 =
{
d3d12_gfx_init,
d3d12_gfx_frame,
d3d12_gfx_set_nonblock_state,
d3d12_gfx_alive,
d3d12_gfx_focus,
d3d12_gfx_suppress_screensaver,
d3d12_gfx_has_windowed,
d3d12_gfx_set_shader,
d3d12_gfx_free,
"d3d12",
NULL, /* set_viewport */
d3d12_gfx_set_rotation,
d3d12_gfx_viewport_info,
d3d12_gfx_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
NULL, /* overlay_interface */
#endif
d3d12_gfx_get_poke_interface,
};