RetroArch/gfx/common/d3d11_common.h

503 lines
16 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/>.
*/
#pragma once
#include <retro_inline.h>
#include <lists/string_list.h>
#include "dxgi_common.h"
#ifdef CINTERFACE
#define D3D11_NO_HELPERS
#endif
#include <d3d11.h>
#include <assert.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
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;
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 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;
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;
struct video_viewport vp;
D3D11_VIEWPORT viewport;
D3D11_RECT scissor;
DXGI_FORMAT format;
float clearcolor[4];
unsigned swap_interval;
bool vsync;
bool resize_chain;
bool keep_aspect;
bool resize_viewport;
bool resize_render_targets;
bool init_history;
bool has_flip_model;
bool has_allow_tearing;
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
DXGIFactory factory;
#endif
DXGIAdapter adapter;
struct
{
bool enable;
struct retro_hw_render_interface_d3d11 iface;
} hw;
#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;
bool support;
bool enable;
} hdr;
#endif
struct
{
d3d11_shader_t shader;
d3d11_shader_t shader_font;
D3D11Buffer vbo;
int offset;
int capacity;
bool enabled;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D11Buffer vbo;
d3d11_texture_t* textures;
bool enabled;
bool fullscreen;
int count;
} overlays;
#endif
struct
{
d3d11_texture_t texture;
D3D11Buffer vbo;
bool enabled;
bool fullscreen;
} 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;
} 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;
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void D3D11GetTexture2DDesc(D3D11Texture2D texture2d, D3D11_TEXTURE2D_DESC* desc)
{
texture2d->lpVtbl->GetDesc(texture2d, desc);
}
static INLINE void D3D11GetShaderResourceViewResource(
D3D11ShaderResourceView shader_resource_view, D3D11Resource* resource)
{
shader_resource_view->lpVtbl->GetResource(shader_resource_view, resource);
}
static INLINE void D3D11GetShaderResourceViewTexture2D(
D3D11ShaderResourceView shader_resource_view, D3D11Texture2D* texture2d)
{
shader_resource_view->lpVtbl->GetResource(shader_resource_view, (D3D11Resource*)texture2d);
}
static INLINE void D3D11GetShaderResourceViewDesc(
D3D11ShaderResourceView shader_resource_view, D3D11_SHADER_RESOURCE_VIEW_DESC* desc)
{
shader_resource_view->lpVtbl->GetDesc(shader_resource_view, desc);
}
static INLINE void D3D11SetPShaderResources(
D3D11DeviceContext device_context,
UINT start_slot,
UINT num_views,
ID3D11ShaderResourceView* const* shader_resource_views)
{
device_context->lpVtbl->PSSetShaderResources(
device_context, start_slot, num_views,
shader_resource_views);
}
static INLINE void
D3D11GenerateMips(D3D11DeviceContext device_context, D3D11ShaderResourceView shader_resource_view)
{
device_context->lpVtbl->GenerateMips(device_context, shader_resource_view);
}
static INLINE void
D3D11GetState(D3D11DeviceContext device_context, D3D11RasterizerState* rasterizer_state)
{
device_context->lpVtbl->RSGetState(device_context, rasterizer_state);
}
static INLINE HRESULT D3D11CreateBuffer(
D3D11Device device,
D3D11_BUFFER_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Buffer* buffer)
{
return device->lpVtbl->CreateBuffer(device, desc, initial_data, buffer);
}
static INLINE HRESULT D3D11CreateTexture2D(
D3D11Device device,
D3D11_TEXTURE2D_DESC* desc,
D3D11_SUBRESOURCE_DATA* initial_data,
D3D11Texture2D* texture2d)
{
return device->lpVtbl->CreateTexture2D(device, desc, initial_data, texture2d);
}
static INLINE HRESULT D3D11CreateShaderResourceView(
D3D11Device device,
D3D11Resource resource,
D3D11_SHADER_RESOURCE_VIEW_DESC* desc,
D3D11ShaderResourceView* srview)
{
return device->lpVtbl->CreateShaderResourceView(device, resource, desc, srview);
}
static INLINE HRESULT D3D11CreateRenderTargetView(
D3D11Device device,
D3D11Resource resource,
D3D11_RENDER_TARGET_VIEW_DESC* desc,
D3D11RenderTargetView* rtview)
{
return device->lpVtbl->CreateRenderTargetView(device, resource, desc, rtview);
}
static INLINE HRESULT D3D11CreateDepthStencilView(
D3D11Device device,
D3D11Resource resource,
D3D11_DEPTH_STENCIL_VIEW_DESC* desc,
D3D11DepthStencilView* depth_stencil_view)
{
return device->lpVtbl->CreateDepthStencilView(device, resource, desc, depth_stencil_view);
}
static INLINE HRESULT D3D11CreateInputLayout(
D3D11Device device,
const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
void* shader_bytecode_with_input_signature,
SIZE_T bytecode_length,
D3D11InputLayout* input_layout)
{
return device->lpVtbl->CreateInputLayout(
device, input_element_descs, num_elements, shader_bytecode_with_input_signature,
bytecode_length, input_layout);
}
static INLINE HRESULT D3D11CreateVertexShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11VertexShader* vertex_shader)
{
return device->lpVtbl->CreateVertexShader(
device, shader_bytecode, bytecode_length, class_linkage, vertex_shader);
}
static INLINE HRESULT D3D11CreateGeometryShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11GeometryShader* geometry_shader)
{
return device->lpVtbl->CreateGeometryShader(
device, shader_bytecode, bytecode_length, class_linkage, geometry_shader);
}
static INLINE HRESULT D3D11CreatePixelShader(
D3D11Device device,
void* shader_bytecode,
SIZE_T bytecode_length,
D3D11ClassLinkage class_linkage,
D3D11PixelShader* pixel_shader)
{
return device->lpVtbl->CreatePixelShader(
device, shader_bytecode, bytecode_length, class_linkage, pixel_shader);
}
static INLINE HRESULT
D3D11CheckFormatSupport(D3D11Device device, DXGI_FORMAT format, UINT* format_support)
{
return device->lpVtbl->CheckFormatSupport(device, format, format_support);
}
static INLINE D3D_FEATURE_LEVEL D3D11GetFeatureLevel(D3D11Device device)
{
return device->lpVtbl->GetFeatureLevel(device);
}
/* end of auto-generated */
static INLINE HRESULT D3D11CreateTexture2DRenderTargetView(
D3D11Device device,
D3D11Texture2D texture,
D3D11_RENDER_TARGET_VIEW_DESC* desc,
D3D11RenderTargetView* rtview)
{
return device->lpVtbl->CreateRenderTargetView(device, (D3D11Resource)texture, desc, rtview);
}
static INLINE HRESULT D3D11CreateTexture2DShaderResourceView(
D3D11Device device,
D3D11Texture2D texture,
D3D11_SHADER_RESOURCE_VIEW_DESC* desc,
D3D11ShaderResourceView* srview)
{
return device->lpVtbl->CreateShaderResourceView(device, (D3D11Resource)texture, desc, srview);
}
#endif
void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture);
static INLINE void d3d11_release_texture(d3d11_texture_t* texture)
{
Release(texture->handle);
Release(texture->staging);
Release(texture->view);
Release(texture->rt_view);
}
void d3d11_update_texture(
D3D11DeviceContext ctx,
unsigned width,
unsigned height,
unsigned pitch,
DXGI_FORMAT format,
const void* data,
d3d11_texture_t* texture);
DXGI_FORMAT d3d11_get_closest_match(
D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support);
bool d3d11_init_shader(
D3D11Device device,
const char* src,
size_t size,
const void* src_name,
LPCSTR vs_entry,
LPCSTR ps_entry,
LPCSTR gs_entry,
const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
d3d11_shader_t* out,
enum d3d11_feature_level_hint hint);
static INLINE void d3d11_release_shader(d3d11_shader_t* shader)
{
Release(shader->layout);
Release(shader->vs);
Release(shader->ps);
Release(shader->gs);
}