/* 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 .
*/
#define CINTERFACE
#include
#include "d3d10_common.h"
#include "d3dcompiler_common.h"
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
#include
typedef HRESULT(WINAPI* PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)(
IDXGIAdapter* pAdapter,
D3D10_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
UINT SDKVersion,
DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
IDXGISwapChain** ppSwapChain,
ID3D10Device** ppDevice);
HRESULT WINAPI D3D10CreateDeviceAndSwapChain(
IDXGIAdapter* pAdapter,
D3D10_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
UINT SDKVersion,
DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
IDXGISwapChain** ppSwapChain,
ID3D10Device** ppDevice)
{
static dylib_t d3d10_dll;
static PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN fp;
if (!d3d10_dll)
d3d10_dll = dylib_load("d3d10.dll");
if (!d3d10_dll)
return TYPE_E_CANTLOADLIBRARY;
if (!fp)
fp = (PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc(
d3d10_dll, "D3D10CreateDeviceAndSwapChain");
if (!fp)
return TYPE_E_DLLFUNCTIONNOTFOUND;
return fp(
pAdapter, DriverType, Software, Flags, SDKVersion,
pSwapChainDesc, ppSwapChain, ppDevice);
}
#endif
void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture)
{
bool is_render_target = texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET;
UINT format_support = D3D10_FORMAT_SUPPORT_TEXTURE2D | D3D10_FORMAT_SUPPORT_SHADER_SAMPLE;
d3d10_release_texture(texture);
texture->desc.MipLevels = 1;
texture->desc.ArraySize = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.SampleDesc.Quality = 0;
texture->desc.BindFlags |= D3D10_BIND_SHADER_RESOURCE;
texture->desc.CPUAccessFlags =
texture->desc.Usage == D3D10_USAGE_DYNAMIC ? D3D10_CPU_ACCESS_WRITE : 0;
if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
{
unsigned width, height;
texture->desc.BindFlags |= D3D10_BIND_RENDER_TARGET;
width = texture->desc.Width >> 5;
height = texture->desc.Height >> 5;
while (width && height)
{
width >>= 1;
height >>= 1;
texture->desc.MipLevels++;
}
}
if (texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET)
format_support |= D3D10_FORMAT_SUPPORT_RENDER_TARGET;
texture->desc.Format = d3d10_get_closest_match(device, texture->desc.Format, format_support);
D3D10CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
{
D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
view_desc.Format = texture->desc.Format;
view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MostDetailedMip = 0;
view_desc.Texture2D.MipLevels = -1;
D3D10CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view);
}
if (is_render_target)
D3D10CreateTexture2DRenderTargetView(device, texture->handle, NULL, &texture->rt_view);
else
{
D3D10_TEXTURE2D_DESC desc = texture->desc;
desc.MipLevels = 1;
desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.Usage = D3D10_USAGE_STAGING;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
D3D10CreateTexture2D(device, &desc, NULL, &texture->staging);
}
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 d3d10_update_texture(
D3D10Device ctx,
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d10_texture_t* texture)
{
D3D10_MAPPED_TEXTURE2D mapped_texture;
D3D10_BOX frame_box = { 0, 0, 0, (UINT)width,
(UINT)height, 1 };
if (!texture || !texture->staging)
return;
D3D10MapTexture2D(texture->staging,
0, D3D10_MAP_WRITE, 0,
&mapped_texture);
#if 0
conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
mapped_texture.RowPitch, pitch);
#else
dxgi_copy(
width, height, format, pitch, data, texture->desc.Format,
mapped_texture.RowPitch,
mapped_texture.pData);
#endif
D3D10UnmapTexture2D(texture->staging, 0);
D3D10CopyTexture2DSubresourceRegion(
ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
D3D10GenerateMips(ctx, texture->view);
}
DXGI_FORMAT
d3d10_get_closest_match(D3D10Device device,
DXGI_FORMAT desired_format, UINT desired_format_support)
{
DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
if(!format)
format = default_list;
while (*format != DXGI_FORMAT_UNKNOWN)
{
UINT format_support;
if (SUCCEEDED(D3D10CheckFormatSupport(device, *format, &format_support)) &&
((format_support & desired_format_support) == desired_format_support))
break;
format++;
}
assert(*format);
return *format;
}
bool d3d10_init_shader(
D3D10Device device,
const char* src,
size_t size,
const void* src_name,
LPCSTR vs_entry,
LPCSTR ps_entry,
LPCSTR gs_entry,
const D3D10_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
d3d10_shader_t* out)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
bool success = true;
if (!src) /* LPCWSTR filename */
{
if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_4_0", &vs_code))
success = false;
if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_4_0", &ps_code))
success = false;
if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_4_0", &gs_code))
success = false;
}
else /* char array */
{
if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_4_0", &vs_code))
success = false;
if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_4_0", &ps_code))
success = false;
if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_4_0", &gs_code))
success = false;
}
if (vs_code)
D3D10CreateVertexShader(
device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), &out->vs);
if (ps_code)
D3D10CreatePixelShader(
device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), &out->ps);
if (gs_code)
D3D10CreateGeometryShader(
device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), &out->gs);
if (vs_code && input_element_descs)
D3D10CreateInputLayout(
device,
(D3D10_INPUT_ELEMENT_DESC*)input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
D3DGetBufferSize(vs_code), &out->layout);
Release(vs_code);
Release(ps_code);
Release(gs_code);
return success;
}