mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
799 lines
28 KiB
C
799 lines
28 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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* Copyright (C) 2016-2019 - Brad Parker
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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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#pragma once
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#include <retro_inline.h>
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#include <retro_math.h>
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#include <retro_common_api.h>
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#include <gfx/math/matrix_4x4.h>
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#include "dxgi_common.h"
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#include <d3d12.h>
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#include "../common/d3dcompiler_common.h"
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#include "../drivers_shader/slang_process.h"
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#define D3D12_MAX_GPU_COUNT 16
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typedef const ID3D12PipelineState* D3D12PipelineStateRef;
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/* auto-generated */
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typedef ID3D12Object* D3D12Object;
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typedef ID3D12DeviceChild* D3D12DeviceChild;
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typedef ID3D12RootSignature* D3D12RootSignature;
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typedef ID3D12RootSignatureDeserializer* D3D12RootSignatureDeserializer;
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typedef ID3D12VersionedRootSignatureDeserializer* D3D12VersionedRootSignatureDeserializer;
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typedef ID3D12Pageable* D3D12Pageable;
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typedef ID3D12Heap* D3D12Heap;
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typedef ID3D12Resource* D3D12Resource;
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typedef ID3D12CommandAllocator* D3D12CommandAllocator;
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typedef ID3D12Fence* D3D12Fence;
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typedef ID3D12PipelineState* D3D12PipelineState;
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typedef ID3D12DescriptorHeap* D3D12DescriptorHeap;
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typedef ID3D12QueryHeap* D3D12QueryHeap;
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typedef ID3D12CommandSignature* D3D12CommandSignature;
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typedef ID3D12CommandList* D3D12CommandList;
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typedef ID3D12GraphicsCommandList* D3D12GraphicsCommandList;
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typedef ID3D12CommandQueue* D3D12CommandQueue;
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typedef ID3D12Device* D3D12Device;
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typedef ID3D12PipelineLibrary* D3D12PipelineLibrary;
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#ifdef DEBUG
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typedef ID3D12Debug* D3D12Debug;
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typedef ID3D12DebugDevice* D3D12DebugDevice;
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typedef ID3D12DebugCommandQueue* D3D12DebugCommandQueue;
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typedef ID3D12DebugCommandList* D3D12DebugCommandList;
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#endif
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typedef ID3D12InfoQueue* D3D12InfoQueue;
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typedef struct d3d12_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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} d3d12_vertex_t;
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typedef struct
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{
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struct
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{
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float x, y, w, h;
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} pos;
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struct
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{
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float u, v, w, h;
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} coords;
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UINT32 colors[4];
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struct
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{
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float scaling;
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float rotation;
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} params;
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} d3d12_sprite_t;
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typedef struct
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{
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D3D12DescriptorHeap handle; /* descriptor pool */
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D3D12_DESCRIPTOR_HEAP_DESC desc;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu; /* descriptor */
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D3D12_GPU_DESCRIPTOR_HANDLE gpu; /* descriptor */
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UINT stride;
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bool* map;
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int start;
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} d3d12_descriptor_heap_t;
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typedef struct
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{
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D3D12Resource handle;
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D3D12Resource upload_buffer;
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D3D12_RESOURCE_DESC desc;
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/* the first view is srv, the rest are mip levels uavs */
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
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D3D12_GPU_DESCRIPTOR_HANDLE sampler;
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D3D12_CPU_DESCRIPTOR_HANDLE rt_view;
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
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UINT num_rows;
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UINT64 row_size_in_bytes;
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UINT64 total_bytes;
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d3d12_descriptor_heap_t* srv_heap;
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bool dirty;
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float4_t size_data;
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} d3d12_texture_t;
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#ifndef ALIGN
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#ifdef _MSC_VER
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#define ALIGN(x) __declspec(align(x))
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#else
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#define ALIGN(x) __attribute__((aligned(x)))
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#endif
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#endif
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typedef struct ALIGN(16)
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{
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math_matrix_4x4 mvp;
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struct
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{
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float width;
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float height;
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} OutputSize;
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float time;
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} d3d12_uniform_t;
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typedef struct
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{
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unsigned cur_mon_id;
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#ifdef __WINRT__
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DXGIFactory2 factory;
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#else
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DXGIFactory1 factory;
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#endif
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DXGIAdapter adapter;
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D3D12Device device;
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IDXGIAdapter1 *adapters[D3D12_MAX_GPU_COUNT];
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struct string_list *gpu_list;
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struct
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{
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D3D12CommandQueue handle;
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D3D12CommandAllocator allocator;
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D3D12GraphicsCommandList cmd;
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D3D12Fence fence;
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HANDLE fenceEvent;
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UINT64 fenceValue;
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} queue;
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struct
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{
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D3D12RootSignature cs_rootSignature; /* descriptor layout */
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D3D12RootSignature sl_rootSignature; /* descriptor layout */
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D3D12RootSignature rootSignature; /* descriptor layout */
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d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
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d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
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d3d12_descriptor_heap_t sampler_heap;
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} desc;
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struct
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{
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HANDLE frameLatencyWaitableObject;
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DXGISwapChain handle;
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D3D12Resource renderTargets[2];
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#ifdef HAVE_DXGI_HDR
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d3d12_texture_t back_buffer;
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#endif
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D3D12_CPU_DESCRIPTOR_HANDLE desc_handles[2];
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D3D12_VIEWPORT viewport;
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D3D12_RECT scissorRect;
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float clearcolor[4];
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int frame_index;
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bool vsync;
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bool waitable_swapchains;
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bool wait_for_vblank;
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unsigned swap_interval;
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#ifdef HAVE_DXGI_HDR
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enum dxgi_swapchain_bit_depth bit_depth;
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DXGI_COLOR_SPACE_TYPE color_space;
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DXGI_FORMAT formats[DXGI_SWAPCHAIN_BIT_DEPTH_COUNT];
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#endif
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} chain;
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struct
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{
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d3d12_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
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D3D12Resource ubo;
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D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
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D3D12Resource vbo;
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D3D12_VERTEX_BUFFER_VIEW vbo_view;
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D3D12_VIEWPORT viewport;
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D3D12_RECT scissorRect;
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float4_t output_size;
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int rotation;
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} frame;
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#ifdef HAVE_DXGI_HDR
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struct
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{
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dxgi_hdr_uniform_t ubo_values;
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D3D12Resource ubo;
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D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
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float max_output_nits;
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float min_output_nits;
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float max_cll;
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float max_fall;
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bool support;
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bool enable;
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} hdr;
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#endif
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struct
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{
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D3D12Resource vbo;
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D3D12_VERTEX_BUFFER_VIEW vbo_view;
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d3d12_texture_t texture;
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float alpha;
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bool enabled;
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bool fullscreen;
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} menu;
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struct
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{
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D3D12PipelineStateRef pipe;
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D3D12PipelineState pipe_blend;
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D3D12PipelineState pipe_noblend;
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D3D12PipelineState pipe_font;
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D3D12Resource vbo;
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D3D12_VERTEX_BUFFER_VIEW vbo_view;
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int offset;
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int capacity;
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bool enabled;
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} sprites;
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#ifdef HAVE_OVERLAY
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struct
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{
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D3D12Resource vbo;
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D3D12_VERTEX_BUFFER_VIEW vbo_view;
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d3d12_texture_t* textures;
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bool enabled;
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bool fullscreen;
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int count;
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} overlays;
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#endif
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struct
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{
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D3D12PipelineState pipe;
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D3D12_GPU_DESCRIPTOR_HANDLE sampler;
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D3D12Resource buffers[SLANG_CBUFFER_MAX];
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D3D12_CONSTANT_BUFFER_VIEW_DESC buffer_view[SLANG_CBUFFER_MAX];
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d3d12_texture_t rt;
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d3d12_texture_t feedback;
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D3D12_VIEWPORT viewport;
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D3D12_RECT scissorRect;
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pass_semantics_t semantics;
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uint32_t frame_count;
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int32_t frame_direction;
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D3D12_GPU_DESCRIPTOR_HANDLE textures;
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D3D12_GPU_DESCRIPTOR_HANDLE samplers;
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} pass[GFX_MAX_SHADERS];
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struct video_shader* shader_preset;
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d3d12_texture_t luts[GFX_MAX_TEXTURES];
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D3D12PipelineState pipes[GFX_MAX_SHADERS];
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D3D12PipelineState mipmapgen_pipe;
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d3d12_uniform_t ubo_values;
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D3D12Resource ubo;
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D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
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DXGI_FORMAT format;
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D3D12_GPU_DESCRIPTOR_HANDLE samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
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math_matrix_4x4 mvp, mvp_no_rot;
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struct video_viewport vp;
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bool resize_chain;
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bool keep_aspect;
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bool resize_viewport;
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bool resize_render_targets;
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bool init_history;
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D3D12Resource menu_pipeline_vbo;
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D3D12_VERTEX_BUFFER_VIEW menu_pipeline_vbo_view;
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#ifdef DEBUG
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D3D12Debug debugController;
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#endif
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} d3d12_video_t;
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typedef enum
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{
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ROOT_ID_TEXTURE_T = 0,
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ROOT_ID_SAMPLER_T,
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ROOT_ID_UBO,
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ROOT_ID_PC,
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ROOT_ID_MAX
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} root_signature_parameter_index_t;
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typedef enum
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{
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CS_ROOT_ID_TEXTURE_T = 0,
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CS_ROOT_ID_UAV_T,
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CS_ROOT_ID_CONSTANTS,
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CS_ROOT_ID_MAX
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} compute_root_index_t;
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static INLINE HRESULT
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D3D12Map(void* resource, UINT subresource, D3D12_RANGE* read_range, void** data)
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{
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return ((ID3D12Resource*)resource)
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->lpVtbl->Map((ID3D12Resource*)resource, subresource, read_range, data);
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}
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static INLINE void D3D12Unmap(void* resource, UINT subresource, D3D12_RANGE* written_range)
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{
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((ID3D12Resource*)resource)
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->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
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}
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static INLINE D3D12_GPU_VIRTUAL_ADDRESS D3D12GetGPUVirtualAddress(void* resource)
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{
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return ((ID3D12Resource*)resource)->lpVtbl->GetGPUVirtualAddress((ID3D12Resource*)resource);
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}
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static INLINE HRESULT D3D12ResetCommandAllocator(D3D12CommandAllocator command_allocator)
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{
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return command_allocator->lpVtbl->Reset(command_allocator);
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}
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static INLINE ULONG D3D12ReleaseFence(D3D12Fence fence) { return fence->lpVtbl->Release(fence); }
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static INLINE UINT64 D3D12GetCompletedValue(D3D12Fence fence)
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{
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return fence->lpVtbl->GetCompletedValue(fence);
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}
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static INLINE HRESULT D3D12SetEventOnCompletion(D3D12Fence fence, UINT64 value, HANDLE h_event)
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{
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return fence->lpVtbl->SetEventOnCompletion(fence, value, h_event);
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}
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static INLINE HRESULT D3D12CloseGraphicsCommandList(D3D12GraphicsCommandList graphics_command_list)
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{
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return graphics_command_list->lpVtbl->Close(graphics_command_list);
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}
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static INLINE HRESULT D3D12ResetGraphicsCommandList(
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D3D12GraphicsCommandList graphics_command_list,
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D3D12CommandAllocator allocator,
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D3D12PipelineState initial_state)
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{
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return graphics_command_list->lpVtbl->Reset(graphics_command_list, allocator, initial_state);
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}
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static INLINE void D3D12DrawInstanced(
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D3D12GraphicsCommandList graphics_command_list,
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UINT vertex_count_per_instance,
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UINT instance_count,
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UINT start_vertex_location,
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UINT start_instance_location)
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{
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graphics_command_list->lpVtbl->DrawInstanced(
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graphics_command_list, vertex_count_per_instance, instance_count, start_vertex_location,
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start_instance_location);
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}
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static INLINE void D3D12Dispatch(
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D3D12GraphicsCommandList graphics_command_list,
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UINT thread_group_count_x,
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UINT thread_group_count_y,
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UINT thread_group_count_z)
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{
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graphics_command_list->lpVtbl->Dispatch(
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graphics_command_list, thread_group_count_x, thread_group_count_y, thread_group_count_z);
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}
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static INLINE void D3D12CopyTextureRegion(
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D3D12GraphicsCommandList graphics_command_list,
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D3D12_TEXTURE_COPY_LOCATION* dst,
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UINT dst_x,
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UINT dst_y,
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UINT dst_z,
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D3D12_TEXTURE_COPY_LOCATION* src,
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D3D12_BOX* src_box)
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{
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graphics_command_list->lpVtbl->CopyTextureRegion(
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graphics_command_list, dst, dst_x, dst_y, dst_z, src, src_box);
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}
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static INLINE void D3D12IASetPrimitiveTopology(
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D3D12GraphicsCommandList graphics_command_list, D3D12_PRIMITIVE_TOPOLOGY primitive_topology)
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{
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graphics_command_list->lpVtbl->IASetPrimitiveTopology(graphics_command_list, primitive_topology);
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}
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static INLINE void D3D12RSSetViewports(
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D3D12GraphicsCommandList graphics_command_list, UINT num_viewports, D3D12_VIEWPORT* viewports)
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{
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graphics_command_list->lpVtbl->RSSetViewports(graphics_command_list, num_viewports, viewports);
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}
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static INLINE void D3D12RSSetScissorRects(
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D3D12GraphicsCommandList graphics_command_list, UINT num_rects, D3D12_RECT* rects)
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{
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graphics_command_list->lpVtbl->RSSetScissorRects(graphics_command_list, num_rects, rects);
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}
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static INLINE void D3D12SetPipelineState(
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D3D12GraphicsCommandList graphics_command_list, D3D12PipelineStateRef pipeline_state)
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{
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graphics_command_list->lpVtbl->SetPipelineState(graphics_command_list, (D3D12PipelineState)pipeline_state);
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}
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static INLINE void D3D12ResourceBarrier(
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D3D12GraphicsCommandList graphics_command_list,
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UINT num_barriers,
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D3D12_RESOURCE_BARRIER* barriers)
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{
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graphics_command_list->lpVtbl->ResourceBarrier(graphics_command_list, num_barriers, barriers);
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}
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static INLINE void D3D12SetComputeRootSignature(
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D3D12GraphicsCommandList graphics_command_list, D3D12RootSignature root_signature)
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{
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graphics_command_list->lpVtbl->SetComputeRootSignature(graphics_command_list, root_signature);
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}
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static INLINE void D3D12SetGraphicsRootSignature(
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D3D12GraphicsCommandList graphics_command_list, D3D12RootSignature root_signature)
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{
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graphics_command_list->lpVtbl->SetGraphicsRootSignature(graphics_command_list, root_signature);
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}
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static INLINE void D3D12SetComputeRootDescriptorTable(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
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{
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graphics_command_list->lpVtbl->SetComputeRootDescriptorTable(
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graphics_command_list, root_parameter_index, base_descriptor);
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}
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static INLINE void D3D12SetGraphicsRootDescriptorTable(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
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{
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graphics_command_list->lpVtbl->SetGraphicsRootDescriptorTable(
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graphics_command_list, root_parameter_index, base_descriptor);
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}
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static INLINE void D3D12SetComputeRoot32BitConstants(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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UINT num32_bit_values_to_set,
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void* src_data,
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UINT dest_offset_in32_bit_values)
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{
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graphics_command_list->lpVtbl->SetComputeRoot32BitConstants(
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graphics_command_list, root_parameter_index, num32_bit_values_to_set, src_data,
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dest_offset_in32_bit_values);
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}
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static INLINE void D3D12SetComputeRootConstantBufferView(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
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{
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graphics_command_list->lpVtbl->SetComputeRootConstantBufferView(
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graphics_command_list, root_parameter_index, buffer_location);
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}
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static INLINE void D3D12SetGraphicsRootConstantBufferView(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
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{
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graphics_command_list->lpVtbl->SetGraphicsRootConstantBufferView(
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graphics_command_list, root_parameter_index, buffer_location);
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}
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static INLINE void D3D12IASetVertexBuffers(
|
|
D3D12GraphicsCommandList graphics_command_list,
|
|
UINT start_slot,
|
|
UINT num_views,
|
|
D3D12_VERTEX_BUFFER_VIEW* views)
|
|
{
|
|
graphics_command_list->lpVtbl->IASetVertexBuffers(
|
|
graphics_command_list, start_slot, num_views, views);
|
|
}
|
|
|
|
static INLINE void D3D12OMSetRenderTargets(
|
|
D3D12GraphicsCommandList graphics_command_list,
|
|
UINT num_render_target_descriptors,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE* render_target_descriptors,
|
|
BOOL r_ts_single_handle_to_descriptor_range,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE* depth_stencil_descriptor)
|
|
{
|
|
graphics_command_list->lpVtbl->OMSetRenderTargets(
|
|
graphics_command_list, num_render_target_descriptors, render_target_descriptors,
|
|
r_ts_single_handle_to_descriptor_range, depth_stencil_descriptor);
|
|
}
|
|
|
|
static INLINE HRESULT
|
|
D3D12SignalCommandQueue(D3D12CommandQueue command_queue, D3D12Fence fence, UINT64 value)
|
|
{
|
|
return command_queue->lpVtbl->Signal(command_queue, fence, value);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateCommandQueue(
|
|
D3D12Device device, D3D12_COMMAND_QUEUE_DESC* desc, ID3D12CommandQueue** out)
|
|
{
|
|
return device->lpVtbl->CreateCommandQueue(device, desc, uuidof(ID3D12CommandQueue), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateCommandAllocator(
|
|
D3D12Device device, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator** out)
|
|
{
|
|
return device->lpVtbl->CreateCommandAllocator(
|
|
device, type, uuidof(ID3D12CommandAllocator), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateGraphicsPipelineState(
|
|
D3D12Device device, D3D12_GRAPHICS_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
|
|
{
|
|
return device->lpVtbl->CreateGraphicsPipelineState(
|
|
device, desc, uuidof(ID3D12PipelineState), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateComputePipelineState(
|
|
D3D12Device device, D3D12_COMPUTE_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
|
|
{
|
|
return device->lpVtbl->CreateComputePipelineState(
|
|
device, desc, uuidof(ID3D12PipelineState), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CheckFeatureSupport(
|
|
D3D12Device device,
|
|
D3D12_FEATURE feature,
|
|
void* feature_support_data,
|
|
UINT feature_support_data_size)
|
|
{
|
|
return device->lpVtbl->CheckFeatureSupport(
|
|
device, feature, feature_support_data, feature_support_data_size);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateDescriptorHeap(
|
|
D3D12Device device,
|
|
D3D12_DESCRIPTOR_HEAP_DESC* descriptor_heap_desc,
|
|
D3D12DescriptorHeap* out)
|
|
{
|
|
return device->lpVtbl->CreateDescriptorHeap(
|
|
device, descriptor_heap_desc, uuidof(ID3D12DescriptorHeap), (void**)out);
|
|
}
|
|
|
|
static INLINE UINT D3D12GetDescriptorHandleIncrementSize(
|
|
D3D12Device device, D3D12_DESCRIPTOR_HEAP_TYPE descriptor_heap_type)
|
|
{
|
|
return device->lpVtbl->GetDescriptorHandleIncrementSize(device, descriptor_heap_type);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateRootSignature(
|
|
D3D12Device device,
|
|
UINT node_mask,
|
|
void* blob_with_root_signature,
|
|
SIZE_T blob_length_in_bytes,
|
|
ID3D12RootSignature** out)
|
|
{
|
|
return device->lpVtbl->CreateRootSignature(
|
|
device, node_mask, blob_with_root_signature, blob_length_in_bytes,
|
|
uuidof(ID3D12RootSignature), (void**)out);
|
|
}
|
|
|
|
static INLINE void D3D12CreateShaderResourceView(
|
|
D3D12Device device,
|
|
D3D12Resource resource,
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC* desc,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
|
|
{
|
|
device->lpVtbl->CreateShaderResourceView(device, resource, desc, dest_descriptor);
|
|
}
|
|
|
|
static INLINE void D3D12CreateUnorderedAccessView(
|
|
D3D12Device device,
|
|
void* resource,
|
|
void* counter_resource,
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC* desc,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
|
|
{
|
|
device->lpVtbl->CreateUnorderedAccessView(
|
|
device, (ID3D12Resource*)resource, (ID3D12Resource*)counter_resource, desc,
|
|
dest_descriptor);
|
|
}
|
|
|
|
static INLINE void D3D12CreateRenderTargetView(
|
|
D3D12Device device,
|
|
void* resource,
|
|
D3D12_RENDER_TARGET_VIEW_DESC* desc,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
|
|
{
|
|
device->lpVtbl->CreateRenderTargetView(device, (ID3D12Resource*)resource, desc, dest_descriptor);
|
|
}
|
|
static INLINE void D3D12CreateDepthStencilView(
|
|
D3D12Device device,
|
|
void* resource,
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC* desc,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
|
|
{
|
|
device->lpVtbl->CreateDepthStencilView(device, (ID3D12Resource*)resource, desc, dest_descriptor);
|
|
}
|
|
|
|
static INLINE void D3D12CreateSampler(
|
|
D3D12Device device, D3D12_SAMPLER_DESC* desc, D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
|
|
{
|
|
device->lpVtbl->CreateSampler(device, desc, dest_descriptor);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateCommittedResource(
|
|
D3D12Device device,
|
|
D3D12_HEAP_PROPERTIES* heap_properties,
|
|
D3D12_HEAP_FLAGS heap_flags,
|
|
D3D12_RESOURCE_DESC* desc,
|
|
D3D12_RESOURCE_STATES initial_resource_state,
|
|
D3D12_CLEAR_VALUE* optimized_clear_value,
|
|
ID3D12Resource** out)
|
|
{
|
|
return device->lpVtbl->CreateCommittedResource(
|
|
device, heap_properties, heap_flags, desc, initial_resource_state, optimized_clear_value,
|
|
uuidof(ID3D12Resource), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateFence(
|
|
D3D12Device device, UINT64 initial_value, D3D12_FENCE_FLAGS flags, ID3D12Fence** out)
|
|
{
|
|
return device->lpVtbl->CreateFence(
|
|
device, initial_value, flags, uuidof(ID3D12Fence), (void**)out);
|
|
}
|
|
|
|
static INLINE void D3D12GetCopyableFootprints(
|
|
D3D12Device device,
|
|
D3D12_RESOURCE_DESC* resource_desc,
|
|
UINT first_subresource,
|
|
UINT num_subresources,
|
|
UINT64 base_offset,
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts,
|
|
UINT* num_rows,
|
|
UINT64* row_size_in_bytes,
|
|
UINT64* total_bytes)
|
|
{
|
|
device->lpVtbl->GetCopyableFootprints(
|
|
device, resource_desc, first_subresource, num_subresources, base_offset, layouts, num_rows,
|
|
row_size_in_bytes, total_bytes);
|
|
}
|
|
|
|
/* end of auto-generated */
|
|
#ifdef DEBUG
|
|
static INLINE HRESULT D3D12GetDebugInterface_(D3D12Debug* out)
|
|
{
|
|
return D3D12GetDebugInterface(uuidof(ID3D12Debug), (void**)out);
|
|
}
|
|
#endif
|
|
|
|
static INLINE HRESULT
|
|
D3D12CreateDevice_(DXGIAdapter adapter, D3D_FEATURE_LEVEL MinimumFeatureLevel, D3D12Device* out)
|
|
{
|
|
return D3D12CreateDevice(
|
|
(IUnknown*)adapter, MinimumFeatureLevel, uuidof(ID3D12Device), (void**)out);
|
|
}
|
|
|
|
static INLINE HRESULT D3D12CreateGraphicsCommandList(
|
|
D3D12Device device,
|
|
UINT node_mask,
|
|
D3D12_COMMAND_LIST_TYPE type,
|
|
D3D12CommandAllocator command_allocator,
|
|
D3D12PipelineState initial_state,
|
|
D3D12GraphicsCommandList* out)
|
|
{
|
|
return device->lpVtbl->CreateCommandList(
|
|
device, node_mask, type, command_allocator, initial_state,
|
|
uuidof(ID3D12GraphicsCommandList), (void**)out);
|
|
}
|
|
|
|
static INLINE void D3D12ClearRenderTargetView(
|
|
D3D12GraphicsCommandList command_list,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE render_target_view,
|
|
const FLOAT colorRGBA[4],
|
|
UINT num_rects,
|
|
const D3D12_RECT* rects)
|
|
{
|
|
command_list->lpVtbl->ClearRenderTargetView(
|
|
command_list, render_target_view, colorRGBA, num_rects, rects);
|
|
}
|
|
|
|
static INLINE void D3D12ExecuteGraphicsCommandLists(
|
|
D3D12CommandQueue command_queue,
|
|
UINT num_command_lists,
|
|
const D3D12GraphicsCommandList* command_lists)
|
|
{
|
|
command_queue->lpVtbl->ExecuteCommandLists(
|
|
command_queue, num_command_lists, (ID3D12CommandList* const*)command_lists);
|
|
}
|
|
|
|
static INLINE HRESULT
|
|
DXGIGetSwapChainBuffer(DXGISwapChain swapchain, UINT buffer, D3D12Resource* surface)
|
|
{
|
|
return swapchain->lpVtbl->GetBuffer(swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
|
|
}
|
|
|
|
static INLINE void D3D12SetDescriptorHeaps(
|
|
D3D12GraphicsCommandList command_list,
|
|
UINT num_descriptor_heaps,
|
|
const D3D12DescriptorHeap* descriptor_heaps)
|
|
{
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, num_descriptor_heaps, descriptor_heaps);
|
|
}
|
|
|
|
static INLINE D3D12_CPU_DESCRIPTOR_HANDLE
|
|
D3D12GetCPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE out;
|
|
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_CPU_DESCRIPTOR_HANDLE*))
|
|
descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
|
|
return out;
|
|
}
|
|
|
|
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
|
|
D3D12GetGPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
|
|
{
|
|
D3D12_GPU_DESCRIPTOR_HANDLE out;
|
|
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_GPU_DESCRIPTOR_HANDLE*))
|
|
descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
|
|
return out;
|
|
}
|
|
|
|
RETRO_BEGIN_DECLS
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap);
|
|
|
|
D3D12_GPU_VIRTUAL_ADDRESS
|
|
d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer);
|
|
|
|
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* tex);
|
|
void d3d12_release_texture(d3d12_texture_t* texture);
|
|
|
|
void d3d12_update_texture(
|
|
int width,
|
|
int height,
|
|
int pitch,
|
|
DXGI_FORMAT format,
|
|
const void* data,
|
|
d3d12_texture_t* texture);
|
|
|
|
void d3d12_upload_texture(D3D12GraphicsCommandList cmd,
|
|
d3d12_texture_t* texture, void *userdata);
|
|
|
|
#if !defined(__cplusplus) || defined(CINTERFACE)
|
|
static INLINE void d3d12_resource_transition(
|
|
D3D12GraphicsCommandList cmd,
|
|
D3D12Resource resource,
|
|
D3D12_RESOURCE_STATES state_before,
|
|
D3D12_RESOURCE_STATES state_after)
|
|
{
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = resource;
|
|
barrier.Transition.StateBefore = state_before;
|
|
barrier.Transition.StateAfter = state_after;
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
D3D12ResourceBarrier(cmd, 1, &barrier);
|
|
}
|
|
|
|
static INLINE void d3d12_set_texture(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
|
|
{
|
|
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
|
|
}
|
|
|
|
static INLINE void
|
|
d3d12_set_sampler(D3D12GraphicsCommandList cmd, D3D12_GPU_DESCRIPTOR_HANDLE sampler)
|
|
{
|
|
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, sampler);
|
|
}
|
|
|
|
static INLINE void
|
|
d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
|
|
{
|
|
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor[0]);
|
|
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, texture->sampler);
|
|
}
|
|
|
|
#endif
|
|
|
|
RETRO_END_DECLS
|