/* 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; }