RetroArch/gfx/common/d3d11_defines.h
Antonio Orefice 2a56a827e8
Add Frametime Uniforms (#17155)
* Initial implementation of CoreAspect uniform

* float -> float_t

* Possibly fix wii_u building

* vulkan: use float instead of float_t;

* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"

* CoreAspect + glsl fix: use glUniform1f()

* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.

* Fixed stupid typo

* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)

* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS

* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?

* d3d10,11,12, wrong function called by overlook.

* Add test shader, will remove that before PR

* Fix metal rotated aspect reporting

* remove test shader

* Fix C89 Build

* Use OriginalAspectRotated instead of OriginalAspectRot

* Add CoreFPS and FrameTimeDelta Uniforms.
_HAS_ORIGINALASPECT_UNIFORMS is (#)defined and can be used to query for them.

* add test shader

* remote test shader

* Wrong paste.

* gx2: use float

* wrong indentation

* resolved merge conflict

* fix indentation

* Fix comment/Formatting

* Change uniform name from CoreFPS to OriginalFPS

* underliyng references: core_fps -> original_fps
2024-11-12 19:50:59 -08:00

311 lines
9.7 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/>.
*/
#ifndef _D3D11_DEFINES_H_
#define _D3D11_DEFINES_H_
#include <retro_inline.h>
#include <lists/string_list.h>
#include "dxgi_common.h"
#ifdef CINTERFACE
#define D3D11_NO_HELPERS
#endif
#include <d3d11.h>
#include <boolean.h>
#include <retro_math.h>
#include <gfx/math/matrix_4x4.h>
#include <libretro_d3d.h>
#include "../drivers_shader/slang_process.h"
#define D3D11_MAX_GPU_COUNT 16
enum d3d11_state_flags
{
D3D11_ST_FLAG_VSYNC = (1 << 0),
D3D11_ST_FLAG_WAITABLE_SWAPCHAINS = (1 << 1),
D3D11_ST_FLAG_WAIT_FOR_VBLANK = (1 << 2),
D3D11_ST_FLAG_RESIZE_CHAIN = (1 << 3),
D3D11_ST_FLAG_KEEP_ASPECT = (1 << 4),
D3D11_ST_FLAG_RESIZE_VIEWPORT = (1 << 5),
D3D11_ST_FLAG_RESIZE_RTS = (1 << 6), /* RT = Render Target */
D3D11_ST_FLAG_INIT_HISTORY = (1 << 7),
D3D11_ST_FLAG_HAS_FLIP_MODEL = (1 << 8),
D3D11_ST_FLAG_HAS_ALLOW_TEARING = (1 << 9),
D3D11_ST_FLAG_HW_IFACE_ENABLE = (1 << 10),
D3D11_ST_FLAG_HDR_SUPPORT = (1 << 11),
D3D11_ST_FLAG_HDR_ENABLE = (1 << 12),
D3D11_ST_FLAG_SPRITES_ENABLE = (1 << 13),
D3D11_ST_FLAG_OVERLAYS_ENABLE = (1 << 14),
D3D11_ST_FLAG_OVERLAYS_FULLSCREEN = (1 << 15),
D3D11_ST_FLAG_MENU_ENABLE = (1 << 16),
D3D11_ST_FLAG_MENU_FULLSCREEN = (1 << 17),
D3D11_ST_FLAG_FRAME_DUPE_LOCK = (1 << 18)
};
enum d3d11_feature_level_hint
{
D3D11_FEATURE_LEVEL_HINT_DONTCARE,
D3D11_FEATURE_LEVEL_HINT_1_0_CORE,
D3D11_FEATURE_LEVEL_HINT_9_1,
D3D11_FEATURE_LEVEL_HINT_9_2,
D3D11_FEATURE_LEVEL_HINT_9_3,
D3D11_FEATURE_LEVEL_HINT_10_0,
D3D11_FEATURE_LEVEL_HINT_10_1,
D3D11_FEATURE_LEVEL_HINT_11_0,
D3D11_FEATURE_LEVEL_HINT_11_1,
D3D11_FEATURE_LEVEL_HINT_12_0,
D3D11_FEATURE_LEVEL_HINT_12_1,
D3D11_FEATURE_LEVEL_HINT_12_2
};
typedef const ID3D11ShaderResourceView* D3D11ShaderResourceViewRef;
typedef const ID3D11SamplerState* D3D11SamplerStateRef;
typedef const ID3D11BlendState* D3D11BlendStateRef;
typedef ID3D11InputLayout* D3D11InputLayout;
typedef ID3D11RasterizerState* D3D11RasterizerState;
typedef ID3D11DepthStencilState* D3D11DepthStencilState;
typedef ID3D11BlendState* D3D11BlendState;
typedef ID3D11PixelShader* D3D11PixelShader;
typedef ID3D11SamplerState* D3D11SamplerState;
typedef ID3D11VertexShader* D3D11VertexShader;
typedef ID3D11DomainShader* D3D11DomainShader;
typedef ID3D11HullShader* D3D11HullShader;
typedef ID3D11ComputeShader* D3D11ComputeShader;
typedef ID3D11GeometryShader* D3D11GeometryShader;
/* auto-generated */
typedef ID3D11Resource* D3D11Resource;
typedef ID3D11Buffer* D3D11Buffer;
typedef ID3D11Texture1D* D3D11Texture1D;
typedef ID3D11Texture2D* D3D11Texture2D;
typedef ID3D11Texture3D* D3D11Texture3D;
typedef ID3D11View* D3D11View;
typedef ID3D11ShaderResourceView* D3D11ShaderResourceView;
typedef ID3D11RenderTargetView* D3D11RenderTargetView;
typedef ID3D11DepthStencilView* D3D11DepthStencilView;
typedef ID3D11UnorderedAccessView* D3D11UnorderedAccessView;
typedef ID3D11Asynchronous* D3D11Asynchronous;
typedef ID3D11Query* D3D11Query;
typedef ID3D11Predicate* D3D11Predicate;
typedef ID3D11Counter* D3D11Counter;
typedef ID3D11ClassInstance* D3D11ClassInstance;
typedef ID3D11ClassLinkage* D3D11ClassLinkage;
typedef ID3D11CommandList* D3D11CommandList;
typedef ID3D11DeviceContext* D3D11DeviceContext;
typedef ID3D11VideoDecoder* D3D11VideoDecoder;
typedef ID3D11VideoProcessorEnumerator* D3D11VideoProcessorEnumerator;
typedef ID3D11VideoProcessor* D3D11VideoProcessor;
typedef ID3D11AuthenticatedChannel* D3D11AuthenticatedChannel;
typedef ID3D11CryptoSession* D3D11CryptoSession;
typedef ID3D11VideoDecoderOutputView* D3D11VideoDecoderOutputView;
typedef ID3D11VideoProcessorInputView* D3D11VideoProcessorInputView;
typedef ID3D11VideoProcessorOutputView* D3D11VideoProcessorOutputView;
typedef ID3D11VideoContext* D3D11VideoContext;
typedef ID3D11VideoDevice* D3D11VideoDevice;
typedef ID3D11Device* D3D11Device;
#ifdef DEBUG
typedef ID3D11Debug* D3D11Debug;
#endif
typedef ID3D11SwitchToRef* D3D11SwitchToRef;
typedef ID3D11TracingDevice* D3D11TracingDevice;
typedef ID3D11InfoQueue* D3D11InfoQueue;
typedef struct d3d11_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d11_vertex_t;
typedef struct
{
D3D11Texture2D handle;
D3D11Texture2D staging;
D3D11_TEXTURE2D_DESC desc;
D3D11RenderTargetView rt_view;
D3D11ShaderResourceView view;
D3D11SamplerStateRef sampler;
float4_t size_data;
} d3d11_texture_t;
typedef struct
{
UINT32 colors[4];
struct
{
float x, y, w, h;
} pos;
struct
{
float u, v, w, h;
} coords;
struct
{
float scaling;
float rotation;
} params;
} d3d11_sprite_t;
#ifndef ALIGN
#ifdef _MSC_VER
#define ALIGN(x) __declspec(align(x))
#else
#define ALIGN(x) __attribute__((aligned(x)))
#endif
#endif
typedef struct ALIGN(16)
{
math_matrix_4x4 mvp;
struct
{
float width;
float height;
} OutputSize;
float time;
} d3d11_uniform_t;
typedef struct d3d11_shader_t
{
D3D11VertexShader vs;
D3D11PixelShader ps;
D3D11GeometryShader gs;
D3D11InputLayout layout;
} d3d11_shader_t;
typedef struct
{
unsigned cur_mon_id;
HANDLE frameLatencyWaitableObject;
DXGISwapChain swapChain;
D3D11Device device;
D3D_FEATURE_LEVEL supportedFeatureLevel;
D3D11DeviceContext context;
D3D11RasterizerState scissor_enabled;
D3D11RasterizerState scissor_disabled;
D3D11Buffer ubo;
d3d11_uniform_t ubo_values;
#ifdef HAVE_DXGI_HDR
d3d11_texture_t back_buffer;
#endif
D3D11SamplerState samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
D3D11BlendState blend_enable;
D3D11BlendState blend_disable;
D3D11BlendState blend_pipeline;
D3D11Buffer menu_pipeline_vbo;
math_matrix_4x4 mvp, mvp_no_rot, identity;
struct video_viewport vp;
D3D11_VIEWPORT viewport;
D3D11_RECT scissor;
DXGI_FORMAT format;
float clearcolor[4];
unsigned swap_interval;
uint32_t flags;
d3d11_shader_t shaders[GFX_MAX_SHADERS];
#ifdef HAVE_DXGI_HDR
enum dxgi_swapchain_bit_depth
chain_bit_depth;
DXGI_COLOR_SPACE_TYPE chain_color_space;
DXGI_FORMAT chain_formats[DXGI_SWAPCHAIN_BIT_DEPTH_COUNT];
#endif
#ifdef __WINRT__
DXGIFactory2 factory;
#else
DXGIFactory1 factory;
#endif
DXGIAdapter adapter;
struct retro_hw_render_interface_d3d11 hw_iface;
#ifdef HAVE_DXGI_HDR
struct
{
dxgi_hdr_uniform_t ubo_values;
D3D11Buffer ubo;
float max_output_nits;
float min_output_nits;
float max_cll;
float max_fall;
} hdr;
#endif
struct
{
d3d11_shader_t shader;
d3d11_shader_t shader_font;
D3D11Buffer vbo;
int offset;
int capacity;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D11Buffer vbo;
d3d11_texture_t* textures;
int count;
} overlays;
#endif
struct
{
d3d11_texture_t texture;
D3D11Buffer vbo;
} menu;
struct
{
d3d11_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D11Buffer vbo;
D3D11Buffer ubo;
D3D11_VIEWPORT viewport;
float4_t output_size;
int rotation;
} frame;
struct
{
d3d11_shader_t shader;
D3D11Buffer buffers[SLANG_CBUFFER_MAX];
d3d11_texture_t rt;
d3d11_texture_t feedback;
D3D11_VIEWPORT viewport;
pass_semantics_t semantics;
uint32_t frame_count;
int32_t frame_direction;
uint32_t frame_time_delta;
float original_fps;
uint32_t rotation;
uint32_t total_subframes;
uint32_t current_subframe;
float core_aspect;
float core_aspect_rot;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
struct string_list *gpu_list;
IDXGIAdapter1 *current_adapter;
IDXGIAdapter1 *adapters[D3D11_MAX_GPU_COUNT];
d3d11_texture_t luts[GFX_MAX_TEXTURES];
} d3d11_video_t;
#endif