(D3D12) slang shaders support.

This commit is contained in:
aliaspider 2018-02-11 00:00:20 +01:00
parent a8ee5f6c44
commit 37bebb5b65
11 changed files with 763 additions and 83 deletions

View File

@ -1271,6 +1271,9 @@ ifeq ($(HAVE_D3D12), 1)
OBJ += gfx/drivers/d3d12.o gfx/common/d3d12_common.o \
gfx/drivers_font/d3d12_font.o menu/drivers_display/menu_display_d3d12.o
DEFINES += -DHAVE_D3D12
HAVE_SLANG = 1
HAVE_GLSLANG = 1
HAVE_SPIRV_CROSS = 1
endif
ifneq ($(findstring 1, $(HAVE_D3D10) $(HAVE_D3D11) $(HAVE_D3D12)),)

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@ -2272,6 +2272,7 @@ static bool check_shader_compatibility(enum file_path_enum enum_idx)
if (string_is_equal(settings->arrays.video_driver, "vulkan") ||
string_is_equal(settings->arrays.video_driver, "d3d11") ||
string_is_equal(settings->arrays.video_driver, "d3d12") ||
string_is_equal(settings->arrays.video_driver, "gx2"))
{
if (enum_idx != FILE_PATH_SLANGP_EXTENSION)

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@ -2423,14 +2423,6 @@ D3D11UnmapBuffer(D3D11DeviceContext device_context, D3D11Buffer buffer, UINT sub
#include "../video_driver.h"
#include "../drivers_shader/slang_process.h"
typedef struct
{
float x;
float y;
float z;
float w;
} float4_t;
typedef struct d3d11_vertex_t
{
float position[2];

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@ -235,8 +235,6 @@ bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, HWND hwnd
for (int i = 0; i < countof(d3d12->chain.renderTargets); i++)
{
d3d12->chain.desc_handles[i].ptr =
d3d12->desc.rtv_heap.cpu.ptr + i * d3d12->desc.rtv_heap.stride;
DXGIGetSwapChainBuffer(d3d12->chain.handle, i, &d3d12->chain.renderTargets[i]);
D3D12CreateRenderTargetView(
d3d12->device, d3d12->chain.renderTargets[i], NULL, d3d12->chain.desc_handles[i]);
@ -328,10 +326,11 @@ bool d3d12_create_root_signature(
bool d3d12_init_descriptors(d3d12_video_t* d3d12)
{
int i, j;
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_DESCRIPTOR_RANGE srv_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE uav_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_DESCRIPTOR_RANGE srv_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE uav_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[1] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_STATIC_SAMPLER_DESC static_sampler = { D3D12_FILTER_MIN_MAG_MIP_POINT };
D3D12_ROOT_PARAMETER root_params[ROOT_ID_MAX];
D3D12_ROOT_PARAMETER cs_root_params[CS_ROOT_ID_MAX];
@ -351,6 +350,11 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
root_params[ROOT_ID_UBO].Descriptor.ShaderRegister = 0;
root_params[ROOT_ID_UBO].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_params[ROOT_ID_PC].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_params[ROOT_ID_PC].Descriptor.RegisterSpace = 0;
root_params[ROOT_ID_PC].Descriptor.ShaderRegister = 1;
root_params[ROOT_ID_PC].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
desc.NumParameters = countof(root_params);
desc.pParameters = root_params;
desc.NumStaticSamplers = 0;
@ -407,15 +411,41 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap);
d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3d12->desc.srv_heap.desc.NumDescriptors = 1024;
d3d12->desc.srv_heap.desc.NumDescriptors = SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 1024;
d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap);
d3d12->desc.sampler_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
d3d12->desc.sampler_heap.desc.NumDescriptors = 2 * RARCH_WRAP_MAX;
d3d12->desc.sampler_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12->desc.sampler_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
d3d12->desc.sampler_heap.desc.NumDescriptors =
SLANG_NUM_BINDINGS * GFX_MAX_SHADERS + 2 * RARCH_WRAP_MAX;
d3d12->desc.sampler_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.sampler_heap);
for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
{
d3d12->chain.desc_handles[i].ptr =
d3d12->desc.rtv_heap.cpu.ptr + i * d3d12->desc.rtv_heap.stride;
}
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
d3d12->pass[i].rt.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr +
(countof(d3d12->chain.renderTargets) + i) * d3d12->desc.rtv_heap.stride;
d3d12->pass[i].textures.ptr = d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap).ptr -
d3d12->desc.srv_heap.cpu.ptr + d3d12->desc.srv_heap.gpu.ptr;
d3d12->pass[i].samplers.ptr =
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap).ptr -
d3d12->desc.sampler_heap.cpu.ptr + d3d12->desc.sampler_heap.gpu.ptr;
for (j = 1; j < SLANG_NUM_BINDINGS; j++)
{
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.srv_heap);
d3d12_descriptor_heap_slot_alloc(&d3d12->desc.sampler_heap);
}
}
return true;
}
@ -577,9 +607,14 @@ void d3d12_release_texture(d3d12_texture_t* texture)
}
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
{
int i;
d3d12_release_texture(texture);
if (texture->desc.MipLevels > 1)
if (!texture->desc.MipLevels)
texture->desc.MipLevels = 1;
if (!(texture->desc.Width >> (texture->desc.MipLevels - 1)) &&
!(texture->desc.Height >> (texture->desc.MipLevels - 1)))
{
unsigned width = texture->desc.Width >> 5;
unsigned height = texture->desc.Height >> 5;
@ -591,8 +626,6 @@ void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
texture->desc.MipLevels++;
}
}
else
texture->desc.MipLevels = 1;
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support = {
@ -621,38 +654,39 @@ void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &texture->handle);
}
if (texture->srv_heap)
{
int i;
D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { texture->desc.Format };
assert(texture->srv_heap);
view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = { texture->desc.Format };
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = texture->desc.MipLevels;
texture->cpu_descriptor[0] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateShaderResourceView(
device, texture->handle, &view_desc, texture->cpu_descriptor[0]);
D3D12CreateShaderResourceView(device, texture->handle, &desc, texture->cpu_descriptor[0]);
texture->gpu_descriptor[0].ptr = texture->cpu_descriptor[0].ptr - texture->srv_heap->cpu.ptr +
texture->srv_heap->gpu.ptr;
}
for (i = 1; i < texture->desc.MipLevels; i++)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = { texture->desc.Format };
for (i = 1; i < texture->desc.MipLevels; i++)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = { texture->desc.Format };
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = i;
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = i;
texture->cpu_descriptor[i] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateUnorderedAccessView(
device, texture->handle, NULL, &desc, texture->cpu_descriptor[i]);
texture->gpu_descriptor[i].ptr = texture->cpu_descriptor[i].ptr -
texture->srv_heap->cpu.ptr + texture->srv_heap->gpu.ptr;
}
texture->cpu_descriptor[i] = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateUnorderedAccessView(
device, texture->handle, NULL, &desc, texture->cpu_descriptor[i]);
texture->gpu_descriptor[i].ptr = texture->cpu_descriptor[i].ptr - texture->srv_heap->cpu.ptr +
texture->srv_heap->gpu.ptr;
}
if (texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
{
assert(texture->rt_view.ptr);
D3D12CreateRenderTargetView(device, texture->handle, NULL, texture->rt_view);
}
else
{
@ -670,11 +704,19 @@ void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
buffer_desc.MipLevels = 1;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
#if 0
buffer_desc.Flags = D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
#endif
D3D12CreateCommittedResource(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &texture->upload_buffer);
}
texture->size_data.x = texture->desc.Width;
texture->size_data.y = texture->desc.Height;
texture->size_data.z = 1.0f / texture->desc.Width;
texture->size_data.w = 1.0f / texture->desc.Height;
}
void d3d12_update_texture(

View File

@ -1306,12 +1306,14 @@ typedef struct
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12_CPU_DESCRIPTOR_HANDLE rt_view;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
UINT64 row_size_in_bytes;
UINT64 total_bytes;
d3d12_descriptor_heap_t* srv_heap;
bool dirty;
float4_t size_data;
} d3d12_texture_t;
#ifndef ALIGN
@ -1377,13 +1379,14 @@ typedef struct
struct
{
d3d12_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t texture;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
float4_t output_size;
int rotation;
} frame;
@ -1411,6 +1414,25 @@ typedef struct
bool enabled;
} sprites;
struct
{
D3D12PipelineState pipe;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12Resource buffers[SLANG_CBUFFER_MAX];
D3D12_CONSTANT_BUFFER_VIEW_DESC buffer_view[SLANG_CBUFFER_MAX];
d3d12_texture_t rt;
d3d12_texture_t feedback;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
pass_semantics_t semantics;
uint32_t frame_count;
D3D12_GPU_DESCRIPTOR_HANDLE textures;
D3D12_GPU_DESCRIPTOR_HANDLE samplers;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
d3d12_texture_t luts[GFX_MAX_TEXTURES];
D3D12PipelineState pipes[GFX_MAX_SHADERS];
D3D12PipelineState mipmapgen_pipe;
d3d12_uniform_t ubo_values;
@ -1423,6 +1445,8 @@ typedef struct
bool resize_chain;
bool keep_aspect;
bool resize_viewport;
bool resize_render_targets;
bool init_history;
D3D12Resource menu_pipeline_vbo;
D3D12_VERTEX_BUFFER_VIEW menu_pipeline_vbo_view;
@ -1435,6 +1459,7 @@ typedef enum {
ROOT_ID_TEXTURE_T = 0,
ROOT_ID_SAMPLER_T,
ROOT_ID_UBO,
ROOT_ID_PC,
ROOT_ID_MAX,
} root_signature_parameter_index_t;

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@ -16,6 +16,7 @@
#define CINTERFACE
#include <stdio.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
@ -131,6 +132,10 @@ bool d3d_compile(const char* src, size_t size, LPCSTR src_name, LPCSTR entrypoin
compileflags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
if (!size)
size = strlen(src);
if (FAILED(D3DCompile(
src, size, src_name, NULL, NULL, entrypoint, target, compileflags, 0, out, &error_msg)))
{

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@ -770,6 +770,14 @@ typedef enum {
DXGI_FORMAT_EX_A4R4G4B4_UNORM = 1000,
} DXGI_FORMAT_EX;
typedef struct
{
float x;
float y;
float z;
float w;
} float4_t;
RETRO_BEGIN_DECLS
DXGI_FORMAT* dxgi_get_format_fallback_list(DXGI_FORMAT format);

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@ -18,6 +18,7 @@
#include <assert.h>
#include <stdbool.h>
#include <string/stdstring.h>
#include <file/file_path.h>
#include "../video_driver.h"
#include "../font_driver.h"
@ -86,19 +87,292 @@ static void d3d12_update_viewport(void* data, bool force_full)
d3d12->frame.scissorRect.right = d3d12->vp.x + d3d12->vp.width;
d3d12->frame.scissorRect.bottom = d3d12->vp.y + d3d12->vp.height;
if (d3d12->shader_preset && (d3d12->frame.output_size.x != d3d12->vp.width ||
d3d12->frame.output_size.y != d3d12->vp.height))
d3d12->resize_render_targets = true;
d3d12->frame.output_size.x = d3d12->vp.width;
d3d12->frame.output_size.y = d3d12->vp.height;
d3d12->frame.output_size.z = 1.0f / d3d12->vp.width;
d3d12->frame.output_size.w = 1.0f / d3d12->vp.height;
d3d12->resize_viewport = false;
}
static void d3d12_free_shader_preset(d3d12_video_t* d3d12)
{
unsigned i;
if (!d3d12->shader_preset)
return;
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
unsigned j;
free(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
free(d3d12->pass[i].semantics.textures);
d3d12_release_texture(&d3d12->pass[i].rt);
d3d12_release_texture(&d3d12->pass[i].feedback);
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
free(d3d12->pass[i].semantics.cbuffers[j].uniforms);
Release(d3d12->pass[i].buffers[j]);
}
Release(d3d12->pass[i].pipe);
}
memset(d3d12->pass, 0, sizeof(d3d12->pass));
/* only free the history textures here */
for (i = 1; i <= d3d12->shader_preset->history_size; i++)
d3d12_release_texture(&d3d12->frame.texture[i]);
memset(
&d3d12->frame.texture[1], 0,
sizeof(d3d12->frame.texture[1]) * d3d12->shader_preset->history_size);
for (i = 0; i < d3d12->shader_preset->luts; i++)
d3d12_release_texture(&d3d12->luts[i]);
memset(d3d12->luts, 0, sizeof(d3d12->luts));
free(d3d12->shader_preset);
d3d12->shader_preset = NULL;
d3d12->init_history = false;
d3d12->resize_render_targets = false;
}
static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
unsigned i;
d3d12_texture_t* source;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return false;
d3d12_free_shader_preset(d3d12);
if (!path)
return true;
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("Only .slang or .slangp shaders are supported. Falling back to stock.\n");
return false;
}
config_file_t* conf = config_file_new(path);
if (!conf)
return false;
d3d12->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d12->shader_preset));
if (!video_shader_read_conf_cgp(conf, d3d12->shader_preset))
goto error;
video_shader_resolve_relative(d3d12->shader_preset, path);
source = &d3d12->frame.texture[0];
for (i = 0; i < d3d12->shader_preset->passes; source = &d3d12->pass[i++].rt)
{
unsigned j;
/* clang-format off */
semantics_map_t semantics_map = {
{
/* Original */
{ &d3d12->frame.texture[0], 0,
&d3d12->frame.texture[0].size_data, 0,
&d3d12->pass[i].sampler, 0 },
/* Source */
{ source, 0,
&source->size_data, 0,
&d3d12->pass[i].sampler, 0 },
/* OriginalHistory */
{ &d3d12->frame.texture[0], sizeof(*d3d12->frame.texture),
&d3d12->frame.texture[0].size_data, sizeof(*d3d12->frame.texture),
&d3d12->pass[i].sampler, 0 },
/* PassOutput */
{ &d3d12->pass[0].rt, sizeof(*d3d12->pass),
&d3d12->pass[0].rt.size_data, sizeof(*d3d12->pass),
&d3d12->pass[i].sampler, 0 },
/* PassFeedback */
{ &d3d12->pass[0].feedback, sizeof(*d3d12->pass),
&d3d12->pass[0].feedback.size_data, sizeof(*d3d12->pass),
&d3d12->pass[i].sampler, 0 },
/* User */
{ &d3d12->luts[0], sizeof(*d3d12->luts),
&d3d12->luts[0].size_data, sizeof(*d3d12->luts),
&d3d12->luts[0].sampler, sizeof(*d3d12->luts) },
},
{
&d3d12->mvp, /* MVP */
&d3d12->pass[i].rt.size_data, /* OutputSize */
&d3d12->frame.output_size, /* FinalViewportSize */
&d3d12->pass[i].frame_count, /* FrameCount */
}
};
/* clang-format on */
if (!slang_process(
d3d12->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map,
&d3d12->pass[i].semantics))
goto error;
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.sl_rootSignature };
static const D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
#ifdef DEBUG
bool save_hlsl = true;
#else
bool save_hlsl = false;
#endif
static const char vs_ext[] = ".vs.hlsl";
static const char ps_ext[] = ".ps.hlsl";
char vs_path[PATH_MAX_LENGTH];
char ps_path[PATH_MAX_LENGTH];
const char* slang_path = d3d12->shader_preset->pass[i].source.path;
const char* vs_src = d3d12->shader_preset->pass[i].source.string.vertex;
const char* ps_src = d3d12->shader_preset->pass[i].source.string.fragment;
int base_len = strlen(slang_path) - strlen(".slang");
if (base_len <= 0)
base_len = strlen(slang_path);
strncpy(vs_path, slang_path, base_len);
strncpy(ps_path, slang_path, base_len);
strncpy(vs_path + base_len, vs_ext, sizeof(vs_ext));
strncpy(ps_path + base_len, ps_ext, sizeof(ps_ext));
if (!d3d_compile(vs_src, 0, vs_path, "main", "vs_5_0", &vs_code))
save_hlsl = true;
if (!d3d_compile(ps_src, 0, ps_path, "main", "ps_5_0", &ps_code))
save_hlsl = true;
desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc;
desc.RTVFormats[0] = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pass[i].pipe))
save_hlsl = true;
if (save_hlsl)
{
FILE* fp = fopen(vs_path, "w");
fwrite(vs_src, 1, strlen(vs_src), fp);
fclose(fp);
fp = fopen(ps_path, "w");
fwrite(ps_src, 1, strlen(ps_src), fp);
fclose(fp);
}
free(d3d12->shader_preset->pass[i].source.string.vertex);
free(d3d12->shader_preset->pass[i].source.string.fragment);
d3d12->shader_preset->pass[i].source.string.vertex = NULL;
d3d12->shader_preset->pass[i].source.string.fragment = NULL;
Release(vs_code);
Release(ps_code);
if (!d3d12->pass[i].pipe)
goto error;
d3d12->pass[i].rt.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr +
(countof(d3d12->chain.renderTargets) + i) * d3d12->desc.rtv_heap.stride;
d3d12->pass[i].textures.ptr =
d3d12->desc.srv_heap.gpu.ptr + i * SLANG_NUM_SEMANTICS * d3d12->desc.srv_heap.stride;
d3d12->pass[i].samplers.ptr = d3d12->desc.sampler_heap.gpu.ptr +
i * SLANG_NUM_SEMANTICS * d3d12->desc.sampler_heap.stride;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
if (!d3d12->pass[i].semantics.cbuffers[j].size)
continue;
d3d12->pass[i].buffer_view[j].SizeInBytes = d3d12->pass[i].semantics.cbuffers[j].size;
d3d12->pass[i].buffer_view[j].BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->pass[i].buffer_view[j].SizeInBytes,
&d3d12->pass[i].buffers[j]);
}
}
for (i = 0; i < d3d12->shader_preset->luts; i++)
{
struct texture_image image = { 0 };
image.supports_rgba = true;
if (!image_texture_load(&image, d3d12->shader_preset->lut[i].path))
goto error;
d3d12->luts[i].desc.Width = image.width;
d3d12->luts[i].desc.Height = image.height;
d3d12->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
d3d12->luts[i].srv_heap = &d3d12->desc.srv_heap;
if (d3d12->shader_preset->lut[i].mipmap)
d3d12->luts[i].desc.MipLevels = UINT16_MAX;
d3d12_init_texture(d3d12->device, &d3d12->luts[i]);
d3d12_update_texture(
image.width, image.height, 0, DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d12->luts[i]);
image_texture_free(&image);
d3d12->luts[i].sampler =
d3d12->samplers[d3d12->shader_preset->lut[i].filter][d3d12->shader_preset->lut[i].wrap];
}
video_shader_resolve_current_parameters(conf, d3d12->shader_preset);
config_file_free(conf);
d3d12->resize_render_targets = true;
d3d12->init_history = true;
return true;
error:
d3d12_free_shader_preset(d3d12);
#endif
return false;
}
static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
D3DBlob cs_code = NULL;
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { 0 };
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = { d3d12->desc.rootSignature };
desc.BlendState.RenderTarget[0] = d3d12_blend_enable_desc;
desc.pRootSignature = d3d12->desc.rootSignature;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
{
@ -329,15 +603,15 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
static const char shader[] =
#include "d3d_shaders/mimpapgen_sm5.h"
;
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {d3d12->desc.cs_rootSignature};
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = { d3d12->desc.cs_rootSignature };
if (!d3d_compile(shader, sizeof(shader), NULL, "CSMain", "cs_5_0", &cs_code))
goto error;
desc.CS.pShaderBytecode = D3DGetBufferPointer(cs_code);
desc.CS.BytecodeLength = D3DGetBufferSize(cs_code);
if(!D3D12CreateComputePipelineState(d3d12->device, &desc, &d3d12->mipmapgen_pipe))
if (!D3D12CreateComputePipelineState(d3d12->device, &desc, &d3d12->mipmapgen_pipe))
Release(cs_code);
Release(cs_code);
cs_code = NULL;
}
@ -356,6 +630,11 @@ static void d3d12_gfx_free(void* data)
unsigned i;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
d3d12_free_shader_preset(d3d12);
font_driver_free_osd();
Release(d3d12->sprites.vbo);
@ -363,8 +642,8 @@ static void d3d12_gfx_free(void* data)
Release(d3d12->frame.ubo);
Release(d3d12->frame.vbo);
Release(d3d12->frame.texture.handle);
Release(d3d12->frame.texture.upload_buffer);
Release(d3d12->frame.texture[0].handle);
Release(d3d12->frame.texture[0].upload_buffer);
Release(d3d12->menu.vbo);
Release(d3d12->menu.texture.handle);
Release(d3d12->menu.texture.upload_buffer);
@ -501,10 +780,18 @@ d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
d3d12->keep_aspect = video->force_aspect;
d3d12->chain.vsync = video->vsync;
d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d12->frame.texture.desc.Format = d3d12->format;
d3d12->frame.texture[0].desc.Format = d3d12->format;
font_driver_init_osd(d3d12, false, video->is_threaded, FONT_DRIVER_RENDER_D3D12_API);
if (settings->bools.video_shader_enable)
{
const char* ext = path_get_extension(settings->paths.path_shader);
if (ext && !strcmp(ext, "slangp"))
d3d12_gfx_set_shader(d3d12, RARCH_SHADER_SLANG, settings->paths.path_shader);
}
return d3d12;
error:
@ -513,6 +800,133 @@ error:
return NULL;
}
static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
unsigned i;
/* todo: should we init history to max_width/max_height instead ?
* to prevent out of memory errors happening several frames later
* and to reduce memory fragmentation */
assert(d3d12->shader_preset);
for (i = 0; i < d3d12->shader_preset->history_size + 1; i++)
{
d3d12->frame.texture[i].desc.Width = width;
d3d12->frame.texture[i].desc.Height = height;
d3d12->frame.texture[i].desc.Format = d3d12->frame.texture[0].desc.Format;
d3d12->frame.texture[i].desc.MipLevels = d3d12->frame.texture[0].desc.MipLevels;
d3d12->frame.texture[i].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[i]);
/* todo: clear texture ? */
}
d3d12->init_history = false;
}
static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsigned height)
{
unsigned i;
assert(d3d12->shader_preset);
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d12->shader_preset->pass[i];
if (pass->fbo.valid)
{
switch (pass->fbo.type_x)
{
case RARCH_SCALE_INPUT:
width *= pass->fbo.scale_x;
break;
case RARCH_SCALE_VIEWPORT:
width = d3d12->vp.width * pass->fbo.scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
width = pass->fbo.abs_x;
break;
default:
break;
}
if (!width)
width = d3d12->vp.width;
switch (pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
height *= pass->fbo.scale_y;
break;
case RARCH_SCALE_VIEWPORT:
height = d3d12->vp.height * pass->fbo.scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
height = pass->fbo.abs_y;
break;
default:
break;
}
if (!height)
height = d3d12->vp.height;
}
else if (i == (d3d12->shader_preset->passes - 1))
{
width = d3d12->vp.width;
height = d3d12->vp.height;
}
RARCH_LOG("[d3d12]: Updating framebuffer size %u x %u.\n", width, height);
if ((i != (d3d12->shader_preset->passes - 1)) || (width != d3d12->vp.width) ||
(height != d3d12->vp.height))
{
d3d12->pass[i].viewport.Width = width;
d3d12->pass[i].viewport.Height = height;
d3d12->pass[i].viewport.MaxDepth = 1.0;
d3d12->pass[i].scissorRect.right = width;
d3d12->pass[i].scissorRect.bottom = height;
d3d12->pass[i].rt.desc.Width = width;
d3d12->pass[i].rt.desc.Height = height;
d3d12->pass[i].rt.desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->pass[i].rt.srv_heap = &d3d12->desc.srv_heap;
d3d12->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d12->pass[i].semantics.format);
d3d12_init_texture(d3d12->device, &d3d12->pass[i].rt);
if (pass->feedback)
{
d3d12->pass[i].feedback.desc = d3d12->pass[i].rt.desc;
d3d12->pass[i].feedback.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->pass[i].feedback);
/* todo: do we need to clear it to black here ? */
}
}
else
{
d3d12->pass[i].rt.size_data.x = width;
d3d12->pass[i].rt.size_data.y = height;
d3d12->pass[i].rt.size_data.z = 1.0f / width;
d3d12->pass[i].rt.size_data.w = 1.0f / height;
}
d3d12->pass[i].sampler = d3d12->samplers[pass->filter][pass->wrap];
}
d3d12->resize_render_targets = false;
#if 0
error:
d3d12_free_shader_preset(d3d12);
return false;
#endif
}
static bool d3d12_gfx_frame(
void* data,
const void* frame,
@ -523,7 +937,9 @@ static bool d3d12_gfx_frame(
const char* msg,
video_frame_info_t* video_info)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
unsigned i;
d3d12_texture_t* texture = NULL;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
if (d3d12->resize_chain)
{
@ -561,13 +977,214 @@ static bool d3d12_gfx_frame(
D3D12ResetGraphicsCommandList(
d3d12->queue.cmd, d3d12->queue.allocator, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature);
{
D3D12DescriptorHeap desc_heaps[] = { d3d12->desc.srv_heap.handle,
d3d12->desc.sampler_heap.handle };
D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps);
}
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d12->resize_viewport)
#endif
d3d12_update_viewport(d3d12, false);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
if (data && width && height)
{
if (d3d12->shader_preset)
{
if (d3d12->frame.texture[0].desc.Width != width ||
d3d12->frame.texture[0].desc.Height != height)
d3d12->resize_render_targets = true;
if (d3d12->resize_render_targets)
{
/* release all render targets first to avoid memory fragmentation */
for (i = 0; i < d3d12->shader_preset->passes; i++)
d3d12_release_texture(&d3d12->pass[i].rt);
}
if (d3d12->shader_preset->history_size)
{
if (d3d12->init_history)
d3d12_init_history(d3d12, width, height);
else
{
int k;
/* todo: what about frame-duping ?
* maybe clone d3d12_texture_t with AddRef */
d3d12_texture_t tmp = d3d12->frame.texture[d3d12->shader_preset->history_size];
for (k = d3d12->shader_preset->history_size; k > 0; k--)
d3d12->frame.texture[k] = d3d12->frame.texture[k - 1];
d3d12->frame.texture[0] = tmp;
}
}
}
/* either no history, or we moved a texture of a different size in the front slot */
if (d3d12->frame.texture[0].desc.Width != width ||
d3d12->frame.texture[0].desc.Height != height)
{
d3d12->frame.texture[0].desc.Width = width;
d3d12->frame.texture[0].desc.Height = height;
d3d12->frame.texture[0].srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture[0]);
}
if (d3d12->resize_render_targets)
d3d12_init_render_targets(d3d12, width, height);
d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture[0]);
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.texture[0]);
}
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
texture = d3d12->frame.texture;
if (d3d12->shader_preset)
{
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.sl_rootSignature);
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
if (d3d12->shader_preset->pass[i].feedback)
{
d3d12_texture_t tmp = d3d12->pass[i].feedback;
d3d12->pass[i].feedback = d3d12->pass[i].rt;
d3d12->pass[i].rt = tmp;
}
}
for (i = 0; i < d3d12->shader_preset->passes; i++)
{
unsigned j;
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pass[i].pipe);
if (d3d12->shader_preset->pass[i].frame_count_mod)
d3d12->pass[i].frame_count =
frame_count % d3d12->shader_preset->pass[i].frame_count_mod;
else
d3d12->pass[i].frame_count = frame_count;
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
cbuffer_sem_t* buffer_sem = &d3d12->pass[i].semantics.cbuffers[j];
if (buffer_sem->stage_mask && buffer_sem->uniforms)
{
D3D12_RANGE range = { 0, 0 };
uint8_t* mapped_data = NULL;
uniform_sem_t* uniform = buffer_sem->uniforms;
D3D12Map(d3d12->pass[i].buffers[j], 0, &range, (void**)&mapped_data);
while (uniform->size)
{
if (uniform->data)
memcpy(mapped_data + uniform->offset, uniform->data, uniform->size);
uniform++;
}
D3D12Unmap(d3d12->pass[i].buffers[j], 0, NULL);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, j == SLANG_CBUFFER_UBO ? ROOT_ID_UBO : ROOT_ID_PC,
d3d12->pass[i].buffer_view[j].BufferLocation);
}
}
#if 0
D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, NULL, FALSE, NULL);
#endif
{
texture_sem_t* texture_sem = d3d12->pass[i].semantics.textures;
while (texture_sem->stage_mask)
{
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].textures.ptr - d3d12->desc.srv_heap.gpu.ptr +
d3d12->desc.srv_heap.cpu.ptr +
texture_sem->binding * d3d12->desc.srv_heap.stride
};
d3d12_texture_t* tex = texture_sem->texture_data;
D3D12_SHADER_RESOURCE_VIEW_DESC desc = { tex->desc.Format };
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = tex->desc.MipLevels;
D3D12CreateShaderResourceView(d3d12->device, tex->handle, &desc, handle);
}
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = {
d3d12->pass[i].samplers.ptr - d3d12->desc.sampler_heap.gpu.ptr +
d3d12->desc.sampler_heap.cpu.ptr +
texture_sem->binding * d3d12->desc.sampler_heap.stride
};
D3D12_SAMPLER_DESC desc = { D3D12_FILTER_MIN_MAG_MIP_POINT };
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
desc.MinLOD = -D3D12_FLOAT32_MAX;
desc.MaxLOD = D3D12_FLOAT32_MAX;
desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
D3D12CreateSampler(d3d12->device, &desc, handle);
}
texture_sem++;
}
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_TEXTURE_T, d3d12->pass[i].textures);
D3D12SetGraphicsRootDescriptorTable(
d3d12->queue.cmd, ROOT_ID_SAMPLER_T, d3d12->pass[i].samplers);
}
if (d3d12->pass[i].rt.handle)
{
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->pass[i].rt.handle,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12OMSetRenderTargets(d3d12->queue.cmd, 1, &d3d12->pass[i].rt.rt_view, FALSE, NULL);
#if 0
D3D12ClearRenderTargetView(
d3d12->queue.cmd, d3d12->pass[i].rt.rt_view, d3d12->chain.clearcolor, 0, NULL);
#endif
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->pass[i].viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->pass[i].scissorRect);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->pass[i].rt.handle, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture = &d3d12->pass[i].rt;
}
else
{
texture = NULL;
break;
}
}
}
if (texture)
{
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.texture[0]);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, ROOT_ID_UBO, d3d12->frame.ubo_view.BufferLocation);
}
d3d12_resource_transition(
d3d12->queue.cmd, d3d12->chain.renderTargets[d3d12->chain.frame_index],
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
@ -578,35 +1195,14 @@ static bool d3d12_gfx_frame(
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.texture.desc.Width != width || d3d12->frame.texture.desc.Height != height)
{
d3d12->frame.texture.desc.Width = width;
d3d12->frame.texture.desc.Height = height;
d3d12->frame.texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture);
}
d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture);
d3d12_upload_texture(d3d12->queue.cmd, &d3d12->frame.texture);
}
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d12->resize_viewport)
#endif
d3d12_update_viewport(d3d12, false);
D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport);
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect);
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, ROOT_ID_UBO, d3d12->frame.ubo_view.BufferLocation);
d3d12_set_texture(d3d12->queue.cmd, &d3d12->frame.texture);
d3d12_set_sampler(d3d12->queue.cmd, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->desc.rootSignature);
if (d3d12->menu.enabled && d3d12->menu.texture.handle)
{
if (d3d12->menu.texture.dirty)
@ -713,13 +1309,14 @@ static bool d3d12_gfx_has_windowed(void* data)
return true;
}
static bool d3d12_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
static struct video_shader* d3d12_gfx_get_current_shader(void* data)
{
(void)data;
(void)type;
(void)path;
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
return false;
if (!d3d12)
return NULL;
return d3d12->shader_preset;
}
static void d3d12_gfx_viewport_info(void* data, struct video_viewport* vp)
@ -886,7 +1483,7 @@ static const video_poke_interface_t d3d12_poke_interface = {
d3d12_gfx_set_osd_msg,
NULL, /* show_mouse */
NULL, /* grab_mouse_toggle */
NULL, /* get_current_shader */
d3d12_gfx_get_current_shader,
NULL, /* get_current_software_framebuffer */
NULL, /* get_hw_render_interface */
};

View File

@ -599,8 +599,12 @@ static void video_context_driver_reset(void)
{
const char *video_driver = video_driver_get_ident();
if(string_is_equal(video_driver, "d3d11"))
if(string_is_equal(video_driver, "d3d10"))
current_video_context_api = GFX_CTX_DIRECT3D10_API;
else if(string_is_equal(video_driver, "d3d11"))
current_video_context_api = GFX_CTX_DIRECT3D11_API;
else if(string_is_equal(video_driver, "d3d12"))
current_video_context_api = GFX_CTX_DIRECT3D12_API;
else if(string_is_equal(video_driver, "gx2"))
current_video_context_api = GFX_CTX_GX2_API;
}

View File

@ -43,7 +43,7 @@
#define RARCH_SCALE_BASE 256
#if defined(HAVE_CG) || defined(HAVE_HLSL) || defined(HAVE_GLSL) || defined(HAVE_SLANG) || defined(HAVE_D3D11)
#if defined(HAVE_CG) || defined(HAVE_HLSL) || defined(HAVE_GLSL) || defined(HAVE_SLANG)
#ifndef HAVE_SHADER_MANAGER
#define HAVE_SHADER_MANAGER
#endif
@ -97,7 +97,9 @@ enum gfx_ctx_api
GFX_CTX_OPENGL_ES_API,
GFX_CTX_DIRECT3D8_API,
GFX_CTX_DIRECT3D9_API,
GFX_CTX_DIRECT3D10_API,
GFX_CTX_DIRECT3D11_API,
GFX_CTX_DIRECT3D12_API,
GFX_CTX_OPENVG_API,
GFX_CTX_VULKAN_API,
GFX_CTX_GDI_API,

View File

@ -1162,6 +1162,7 @@ enum rarch_shader_type video_shader_parse_type(const char *path,
return shader_type;
break;
case GFX_CTX_DIRECT3D11_API:
case GFX_CTX_DIRECT3D12_API:
case GFX_CTX_VULKAN_API:
case GFX_CTX_GX2_API:
if (shader_type == RARCH_SHADER_SLANG)