mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-04 14:27:38 +00:00
816 lines
27 KiB
C
816 lines
27 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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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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#include <assert.h>
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#include <string/stdstring.h>
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#include <gfx/scaler/pixconv.h>
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#include "../../driver.h"
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#include "../../verbosity.h"
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#include "../configuration.h"
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#include "../video_driver.h"
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#include "../font_driver.h"
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#include "../common/win32_common.h"
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#include "../common/d3d11_common.h"
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#include "../common/dxgi_common.h"
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#include "../common/d3dcompiler_common.h"
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#include "../../performance_counters.h"
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#include "../../menu/menu_driver.h"
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static void d3d11_set_filtering(void* data, unsigned index, bool smooth)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (smooth)
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d3d11->frame.texture.sampler = d3d11->sampler_linear;
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else
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d3d11->frame.texture.sampler = d3d11->sampler_nearest;
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}
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static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
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{
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math_matrix_4x4 rot;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (!d3d11)
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return;
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d3d11->frame.rotation = rotation;
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matrix_4x4_rotate_z(rot, d3d11->frame.rotation * (M_PI / 2.0f));
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matrix_4x4_multiply(d3d11->mvp, rot, d3d11->ubo_values.mvp);
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D3D11_MAPPED_SUBRESOURCE mapped_ubo;
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D3D11MapBuffer(d3d11->ctx, d3d11->frame.ubo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_ubo);
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*(math_matrix_4x4*)mapped_ubo.pData = d3d11->mvp;
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D3D11UnmapBuffer(d3d11->ctx, d3d11->frame.ubo, 0);
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}
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static void d3d11_update_viewport(void* data, bool force_full)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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video_driver_update_viewport(&d3d11->vp, force_full, d3d11->keep_aspect);
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d3d11->frame.viewport.TopLeftX = d3d11->vp.x;
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d3d11->frame.viewport.TopLeftY = d3d11->vp.y;
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d3d11->frame.viewport.Width = d3d11->vp.width;
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d3d11->frame.viewport.Height = d3d11->vp.height;
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d3d11->frame.viewport.MaxDepth = 0.0f;
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d3d11->frame.viewport.MaxDepth = 1.0f;
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d3d11->resize_viewport = false;
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}
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static void d3d11_gfx_free(void* data)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (!d3d11)
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return;
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Release(d3d11->frame.ubo);
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Release(d3d11->frame.texture.view);
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Release(d3d11->frame.texture.handle);
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Release(d3d11->frame.texture.staging);
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Release(d3d11->frame.vbo);
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Release(d3d11->menu.texture.handle);
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Release(d3d11->menu.texture.staging);
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Release(d3d11->menu.texture.view);
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Release(d3d11->menu.vbo);
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Release(d3d11->sprites.vs);
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Release(d3d11->sprites.ps);
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Release(d3d11->sprites.ps_8bit);
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Release(d3d11->sprites.gs);
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Release(d3d11->sprites.vbo);
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Release(d3d11->sprites.layout);
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Release(d3d11->menu_pipeline_vbo);
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Release(d3d11->ribbon_vs);
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Release(d3d11->ribbon_ps);
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Release(d3d11->ribbon_layout);
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Release(d3d11->ubo);
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Release(d3d11->blend_enable);
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Release(d3d11->blend_disable);
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Release(d3d11->blend_pipeline);
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Release(d3d11->sampler_nearest);
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Release(d3d11->sampler_linear);
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Release(d3d11->ps);
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Release(d3d11->vs);
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Release(d3d11->layout);
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Release(d3d11->state);
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Release(d3d11->renderTargetView);
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Release(d3d11->swapChain);
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font_driver_free_osd();
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Release(d3d11->ctx);
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Release(d3d11->device);
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win32_monitor_from_window();
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win32_destroy_window();
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free(d3d11);
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}
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static void*
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d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
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{
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WNDCLASSEX wndclass = { 0 };
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MONITORINFOEX current_mon;
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HMONITOR hm_to_use;
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settings_t* settings = config_get_ptr();
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gfx_ctx_input_t inp = { input, input_data };
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d3d11_video_t* d3d11 = (d3d11_video_t*)calloc(1, sizeof(*d3d11));
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if (!d3d11)
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return NULL;
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win32_window_reset();
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win32_monitor_init();
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wndclass.lpfnWndProc = WndProcD3D;
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win32_window_init(&wndclass, true, NULL);
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win32_monitor_info(¤t_mon, &hm_to_use, &d3d11->cur_mon_id);
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d3d11->vp.full_width = video->width;
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d3d11->vp.full_height = video->height;
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if (!d3d11->vp.full_width)
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d3d11->vp.full_width = current_mon.rcMonitor.right - current_mon.rcMonitor.left;
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if (!d3d11->vp.full_height)
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d3d11->vp.full_height = current_mon.rcMonitor.bottom - current_mon.rcMonitor.top;
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if (!win32_set_video_mode(d3d11, d3d11->vp.full_width, d3d11->vp.full_height, video->fullscreen))
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{
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RARCH_ERR("[D3D11]: win32_set_video_mode failed.\n");
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goto error;
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}
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gfx_ctx_d3d.input_driver(NULL, settings->arrays.input_joypad_driver, input, input_data);
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{
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UINT flags = 0;
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D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
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DXGI_SWAP_CHAIN_DESC desc = {
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.BufferCount = 1,
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.BufferDesc.Width = d3d11->vp.full_width,
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.BufferDesc.Height = d3d11->vp.full_height,
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.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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.BufferDesc.RefreshRate.Numerator = 60,
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.BufferDesc.RefreshRate.Denominator = 1,
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.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.OutputWindow = main_window.hwnd,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Windowed = TRUE,
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.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL,
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#if 0
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.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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#endif
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};
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#ifdef DEBUG
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flags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D11CreateDeviceAndSwapChain(
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NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, &requested_feature_level, 1,
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D3D11_SDK_VERSION, &desc, (IDXGISwapChain**)&d3d11->swapChain, &d3d11->device,
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&d3d11->supportedFeatureLevel, &d3d11->ctx);
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}
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{
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D3D11Texture2D backBuffer;
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DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
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D3D11CreateTexture2DRenderTargetView(
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d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
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Release(backBuffer);
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}
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D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
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video_driver_set_size(&d3d11->vp.full_width, &d3d11->vp.full_height);
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d3d11->viewport.Width = d3d11->vp.full_width;
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d3d11->viewport.Height = d3d11->vp.full_height;
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d3d11->resize_viewport = true;
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d3d11->vsync = video->vsync;
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d3d11->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
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d3d11->frame.texture.desc.Format =
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d3d11_get_closest_match_texture2D(d3d11->device, d3d11->format);
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d3d11->frame.texture.desc.Usage = D3D11_USAGE_DEFAULT;
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d3d11->menu.texture.desc.Usage = D3D11_USAGE_DEFAULT;
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matrix_4x4_ortho(d3d11->ubo_values.mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
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d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width;
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d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height;
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{
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D3D11_BUFFER_DESC desc = {
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.ByteWidth = sizeof(d3d11->ubo_values),
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.Usage = D3D11_USAGE_DYNAMIC,
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.BindFlags = D3D11_BIND_CONSTANT_BUFFER,
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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
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};
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D3D11_SUBRESOURCE_DATA ubo_data = { &d3d11->ubo_values.mvp };
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D3D11CreateBuffer(d3d11->device, &desc, &ubo_data, &d3d11->ubo);
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->frame.ubo);
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}
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d3d11_gfx_set_rotation(d3d11, 0);
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{
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D3D11_SAMPLER_DESC desc = {
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.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
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.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
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.MaxAnisotropy = 1,
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.ComparisonFunc = D3D11_COMPARISON_NEVER,
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.MinLOD = -D3D11_FLOAT32_MAX,
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.MaxLOD = D3D11_FLOAT32_MAX,
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};
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D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_nearest);
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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D3D11CreateSamplerState(d3d11->device, &desc, &d3d11->sampler_linear);
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}
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d3d11_set_filtering(d3d11, 0, video->smooth);
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{
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d3d11_vertex_t vertices[] = {
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{ { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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};
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{
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D3D11_BUFFER_DESC desc = {
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.Usage = D3D11_USAGE_IMMUTABLE,
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.ByteWidth = sizeof(vertices),
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.BindFlags = D3D11_BIND_VERTEX_BUFFER,
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};
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D3D11_SUBRESOURCE_DATA vertexData = { vertices };
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
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d3d11->sprites.capacity = 4096;
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desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity;
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->sprites.vbo);
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}
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}
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{
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D3DBlob vs_code;
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D3DBlob ps_code;
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static const char stock[] =
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#include "d3d_shaders/opaque_sm5.hlsl.h"
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;
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D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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d3d_compile(stock, sizeof(stock), "VSMain", "vs_5_0", &vs_code);
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d3d_compile(stock, sizeof(stock), "PSMain", "ps_5_0", &ps_code);
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D3D11CreateVertexShader(
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d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL,
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&d3d11->vs);
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D3D11CreatePixelShader(
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d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL,
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&d3d11->ps);
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D3D11CreateInputLayout(
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d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code),
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D3DGetBufferSize(vs_code), &d3d11->layout);
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Release(vs_code);
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Release(ps_code);
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}
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{
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D3DBlob vs_code;
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D3DBlob ps_code;
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D3DBlob ps_A8_code;
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D3DBlob gs_code;
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static const char sprite[] =
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#include "d3d_shaders/sprite_sm4.hlsl.h"
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;
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D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, pos),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, coords),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[0]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[1]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[2]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[3]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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#if 1
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d3d_compile(sprite, sizeof(sprite), "VSMain", "vs_5_0", &vs_code);
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d3d_compile(sprite, sizeof(sprite), "PSMain", "ps_5_0", &ps_code);
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d3d_compile(sprite, sizeof(sprite), "PSMainA8", "ps_5_0", &ps_A8_code);
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d3d_compile(sprite, sizeof(sprite), "GSMain", "gs_5_0", &gs_code);
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#else
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if (!d3d_compile_from_file(
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L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "VSMain", "vs_5_0", &vs_code))
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goto error;
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if (!d3d_compile_from_file(
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L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "PSMain", "ps_5_0", &ps_code))
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goto error;
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if (!d3d_compile_from_file(
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L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "PSMainA8", "ps_5_0", &ps_A8_code))
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goto error;
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if (!d3d_compile_from_file(
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L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "GSMain", "gs_5_0", &gs_code))
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goto error;
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#endif
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D3D11CreateVertexShader(
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d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL,
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&d3d11->sprites.vs);
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D3D11CreatePixelShader(
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d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL,
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&d3d11->sprites.ps);
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D3D11CreatePixelShader(
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d3d11->device, D3DGetBufferPointer(ps_A8_code), D3DGetBufferSize(ps_A8_code), NULL,
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&d3d11->sprites.ps_8bit);
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D3D11CreateGeometryShader(
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d3d11->device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), NULL,
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&d3d11->sprites.gs);
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D3D11CreateInputLayout(
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d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code),
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D3DGetBufferSize(vs_code), &d3d11->sprites.layout);
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Release(vs_code);
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Release(ps_code);
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Release(ps_A8_code);
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Release(gs_code);
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}
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{
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D3DBlob vs_code;
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D3DBlob ps_code;
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static const char shader[] =
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#include "d3d_shaders/ribbon_sm4.hlsl.h"
|
|
;
|
|
|
|
D3D11_INPUT_ELEMENT_DESC desc[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
#if 1
|
|
d3d_compile(shader, sizeof(shader), "VSMain", "vs_5_0", &vs_code);
|
|
d3d_compile(shader, sizeof(shader), "PSMain", "ps_5_0", &ps_code);
|
|
#else
|
|
if (!d3d_compile_from_file(
|
|
L"gfx/drivers/d3d_shaders/ribbon_sm4.hlsl", "VSMain", "vs_5_0", &vs_code))
|
|
goto error;
|
|
if (!d3d_compile_from_file(
|
|
L"gfx/drivers/d3d_shaders/ribbon_sm4.hlsl", "PSMain", "ps_5_0", &ps_code))
|
|
goto error;
|
|
#endif
|
|
|
|
D3D11CreateVertexShader(
|
|
d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL,
|
|
&d3d11->ribbon_vs);
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D3D11CreatePixelShader(
|
|
d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL,
|
|
&d3d11->ribbon_ps);
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|
D3D11CreateInputLayout(
|
|
d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code),
|
|
D3DGetBufferSize(vs_code), &d3d11->ribbon_layout);
|
|
|
|
Release(vs_code);
|
|
Release(ps_code);
|
|
}
|
|
|
|
{
|
|
D3D11_BLEND_DESC blend_desc = {
|
|
.AlphaToCoverageEnable = FALSE,
|
|
.IndependentBlendEnable = FALSE,
|
|
.RenderTarget[0] =
|
|
{
|
|
.BlendEnable = TRUE,
|
|
D3D11_BLEND_SRC_ALPHA,
|
|
D3D11_BLEND_INV_SRC_ALPHA,
|
|
D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_SRC_ALPHA,
|
|
D3D11_BLEND_INV_SRC_ALPHA,
|
|
D3D11_BLEND_OP_ADD,
|
|
D3D11_COLOR_WRITE_ENABLE_ALL,
|
|
},
|
|
};
|
|
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_enable);
|
|
|
|
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
|
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
|
|
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_pipeline);
|
|
|
|
blend_desc.RenderTarget[0].BlendEnable = FALSE;
|
|
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_disable);
|
|
}
|
|
{
|
|
D3D11_RASTERIZER_DESC desc = {
|
|
.FillMode = D3D11_FILL_SOLID,
|
|
.CullMode = D3D11_CULL_NONE,
|
|
};
|
|
D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->state);
|
|
}
|
|
D3D11SetState(d3d11->ctx, d3d11->state);
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|
|
|
font_driver_init_osd(d3d11, false, video->is_threaded, FONT_DRIVER_RENDER_D3D11_API);
|
|
|
|
return d3d11;
|
|
|
|
error:
|
|
d3d11_gfx_free(d3d11);
|
|
return NULL;
|
|
}
|
|
|
|
static bool d3d11_gfx_frame(
|
|
void* data,
|
|
const void* frame,
|
|
unsigned width,
|
|
unsigned height,
|
|
uint64_t frame_count,
|
|
unsigned pitch,
|
|
const char* msg,
|
|
video_frame_info_t* video_info)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (d3d11->resize_chain)
|
|
{
|
|
D3D11Texture2D backBuffer;
|
|
|
|
Release(d3d11->renderTargetView);
|
|
DXGIResizeBuffers(d3d11->swapChain, 0, 0, 0, 0, 0);
|
|
|
|
DXGIGetSwapChainBufferD3D11(d3d11->swapChain, 0, &backBuffer);
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|
D3D11CreateTexture2DRenderTargetView(
|
|
d3d11->device, backBuffer, NULL, &d3d11->renderTargetView);
|
|
Release(backBuffer);
|
|
|
|
D3D11SetRenderTargets(d3d11->ctx, 1, &d3d11->renderTargetView, NULL);
|
|
d3d11->viewport.Width = video_info->width;
|
|
d3d11->viewport.Height = video_info->height;
|
|
|
|
d3d11->ubo_values.OutputSize.width = d3d11->viewport.Width;
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|
d3d11->ubo_values.OutputSize.height = d3d11->viewport.Height;
|
|
|
|
d3d11->resize_chain = false;
|
|
d3d11->resize_viewport = true;
|
|
video_driver_set_size(&video_info->width, &video_info->height);
|
|
}
|
|
|
|
PERF_START();
|
|
D3D11ClearRenderTargetView(d3d11->ctx, d3d11->renderTargetView, d3d11->clearcolor);
|
|
D3D11SetVShader(d3d11->ctx, d3d11->vs, NULL, 0);
|
|
D3D11SetPShader(d3d11->ctx, d3d11->ps, NULL, 0);
|
|
D3D11SetGShader(d3d11->ctx, NULL, NULL, 0);
|
|
D3D11SetInputLayout(d3d11->ctx, d3d11->layout);
|
|
D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
if (frame && width && height)
|
|
{
|
|
if (d3d11->frame.texture.desc.Width != width || d3d11->frame.texture.desc.Height != height)
|
|
{
|
|
d3d11->frame.texture.desc.Width = width;
|
|
d3d11->frame.texture.desc.Height = height;
|
|
d3d11_init_texture(d3d11->device, &d3d11->frame.texture);
|
|
}
|
|
|
|
d3d11_update_texture(
|
|
d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture);
|
|
}
|
|
|
|
{
|
|
UINT stride = sizeof(d3d11_vertex_t);
|
|
UINT offset = 0;
|
|
|
|
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
|
|
if (d3d11->resize_viewport)
|
|
#endif
|
|
d3d11_update_viewport(d3d11, false);
|
|
|
|
D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport);
|
|
d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->frame.texture);
|
|
|
|
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset);
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|
D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo);
|
|
D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
|
D3D11Draw(d3d11->ctx, 4, 0);
|
|
// D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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|
|
|
if (d3d11->menu.enabled && d3d11->menu.texture.handle)
|
|
{
|
|
if (d3d11->menu.fullscreen)
|
|
D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport);
|
|
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset);
|
|
D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo);
|
|
d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->menu.texture);
|
|
|
|
D3D11Draw(d3d11->ctx, 4, 0);
|
|
}
|
|
}
|
|
{
|
|
UINT sprite_stride = sizeof(d3d11_sprite_t);
|
|
UINT offset = 0;
|
|
D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport);
|
|
D3D11SetVShader(d3d11->ctx, d3d11->sprites.vs, NULL, 0);
|
|
D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0);
|
|
D3D11SetGShader(d3d11->ctx, d3d11->sprites.gs, NULL, 0);
|
|
D3D11SetInputLayout(d3d11->ctx, d3d11->sprites.layout);
|
|
D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->sprites.vbo, &sprite_stride, &offset);
|
|
D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
|
D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo);
|
|
D3D11SetPShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo);
|
|
|
|
d3d11->sprites.enabled = true;
|
|
|
|
if (d3d11->menu.enabled)
|
|
menu_driver_frame(video_info);
|
|
|
|
if (msg && *msg)
|
|
{
|
|
font_driver_render_msg(video_info, NULL, msg, NULL);
|
|
gfx_ctx_d3d.update_window_title(NULL, video_info);
|
|
}
|
|
d3d11->sprites.enabled = false;
|
|
}
|
|
|
|
DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
|
|
PERF_STOP();
|
|
|
|
return true;
|
|
}
|
|
|
|
static void d3d11_gfx_set_nonblock_state(void* data, bool toggle)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (!d3d11)
|
|
return;
|
|
|
|
d3d11->vsync = !toggle;
|
|
}
|
|
|
|
static bool d3d11_gfx_alive(void* data)
|
|
{
|
|
bool quit;
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
win32_check_window(&quit, &d3d11->resize_chain, &d3d11->vp.full_width, &d3d11->vp.full_height);
|
|
|
|
if (d3d11->resize_chain && d3d11->vp.full_width != 0 && d3d11->vp.full_height != 0)
|
|
video_driver_set_size(&d3d11->vp.full_width, &d3d11->vp.full_height);
|
|
|
|
return !quit;
|
|
}
|
|
|
|
static bool d3d11_gfx_focus(void* data) { return win32_has_focus(); }
|
|
|
|
static bool d3d11_gfx_suppress_screensaver(void* data, bool enable)
|
|
{
|
|
(void)data;
|
|
(void)enable;
|
|
return false;
|
|
}
|
|
|
|
static bool d3d11_gfx_has_windowed(void* data)
|
|
{
|
|
(void)data;
|
|
return true;
|
|
}
|
|
|
|
static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
|
|
{
|
|
(void)data;
|
|
(void)type;
|
|
(void)path;
|
|
|
|
return false;
|
|
}
|
|
|
|
static void d3d11_gfx_viewport_info(void* data, struct video_viewport* vp)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
*vp = d3d11->vp;
|
|
}
|
|
|
|
static bool d3d11_gfx_read_viewport(void* data, uint8_t* buffer, bool is_idle)
|
|
{
|
|
(void)data;
|
|
(void)buffer;
|
|
|
|
return true;
|
|
}
|
|
|
|
static void d3d11_set_menu_texture_frame(
|
|
void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
|
|
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_EX_A4R4G4B4_UNORM;
|
|
|
|
if (d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height)
|
|
{
|
|
d3d11->menu.texture.desc.Format = d3d11_get_closest_match_texture2D(d3d11->device, format);
|
|
d3d11->menu.texture.desc.Width = width;
|
|
d3d11->menu.texture.desc.Height = height;
|
|
d3d11_init_texture(d3d11->device, &d3d11->menu.texture);
|
|
}
|
|
|
|
d3d11_update_texture(d3d11->ctx, width, height, pitch, format, frame, &d3d11->menu.texture);
|
|
d3d11->menu.texture.sampler = config_get_ptr()->bools.menu_linear_filter
|
|
? d3d11->sampler_linear
|
|
: d3d11->sampler_nearest;
|
|
}
|
|
static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (!d3d11)
|
|
return;
|
|
|
|
d3d11->menu.enabled = state;
|
|
d3d11->menu.fullscreen = full_screen;
|
|
}
|
|
|
|
static void d3d11_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (!d3d11)
|
|
return;
|
|
|
|
d3d11->keep_aspect = true;
|
|
d3d11->resize_viewport = true;
|
|
}
|
|
|
|
static void d3d11_gfx_apply_state_changes(void* data)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (d3d11)
|
|
d3d11->resize_viewport = true;
|
|
}
|
|
|
|
static void d3d11_gfx_set_osd_msg(
|
|
void* data, video_frame_info_t* video_info, const char* msg, const void* params, void* font)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
|
|
|
if (d3d11)
|
|
{
|
|
if (d3d11->sprites.enabled)
|
|
font_driver_render_msg(video_info, font, msg, params);
|
|
else
|
|
printf("OSD msg: %s\n", msg);
|
|
}
|
|
}
|
|
static uintptr_t d3d11_gfx_load_texture(
|
|
void* video_data, void* data, bool threaded, enum texture_filter_type filter_type)
|
|
{
|
|
d3d11_video_t* d3d11 = (d3d11_video_t*)video_data;
|
|
struct texture_image* image = (struct texture_image*)data;
|
|
|
|
if (!d3d11)
|
|
return 0;
|
|
|
|
d3d11_texture_t* texture = calloc(1, sizeof(*texture));
|
|
|
|
switch (filter_type)
|
|
{
|
|
case TEXTURE_FILTER_MIPMAP_LINEAR:
|
|
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
|
|
/* fallthrough */
|
|
case TEXTURE_FILTER_LINEAR:
|
|
texture->sampler = d3d11->sampler_linear;
|
|
break;
|
|
case TEXTURE_FILTER_MIPMAP_NEAREST:
|
|
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
|
|
/* fallthrough */
|
|
case TEXTURE_FILTER_NEAREST:
|
|
texture->sampler = d3d11->sampler_nearest;
|
|
break;
|
|
}
|
|
|
|
texture->desc.Width = image->width;
|
|
texture->desc.Height = image->height;
|
|
texture->desc.Format =
|
|
d3d11_get_closest_match_texture2D(d3d11->device, DXGI_FORMAT_B8G8R8A8_UNORM);
|
|
|
|
d3d11_init_texture(d3d11->device, texture);
|
|
|
|
d3d11_update_texture(
|
|
d3d11->ctx, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels,
|
|
texture);
|
|
|
|
return (uintptr_t)texture;
|
|
}
|
|
static void d3d11_gfx_unload_texture(void* data, uintptr_t handle)
|
|
{
|
|
d3d11_texture_t* texture = (d3d11_texture_t*)handle;
|
|
|
|
if (!texture)
|
|
return;
|
|
|
|
Release(texture->view);
|
|
Release(texture->staging);
|
|
Release(texture->handle);
|
|
free(texture);
|
|
}
|
|
|
|
static const video_poke_interface_t d3d11_poke_interface = {
|
|
NULL, /* set_coords */
|
|
NULL, /* set_mvp */
|
|
d3d11_gfx_load_texture,
|
|
d3d11_gfx_unload_texture,
|
|
NULL, /* set_video_mode */
|
|
d3d11_set_filtering,
|
|
NULL, /* get_video_output_size */
|
|
NULL, /* get_video_output_prev */
|
|
NULL, /* get_video_output_next */
|
|
NULL, /* get_current_framebuffer */
|
|
NULL, /* get_proc_address */
|
|
d3d11_gfx_set_aspect_ratio,
|
|
d3d11_gfx_apply_state_changes,
|
|
d3d11_set_menu_texture_frame,
|
|
d3d11_set_menu_texture_enable,
|
|
d3d11_gfx_set_osd_msg,
|
|
NULL, /* show_mouse */
|
|
NULL, /* grab_mouse_toggle */
|
|
NULL, /* get_current_shader */
|
|
NULL, /* get_current_software_framebuffer */
|
|
NULL, /* get_hw_render_interface */
|
|
};
|
|
|
|
static void d3d11_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
|
|
{
|
|
*iface = &d3d11_poke_interface;
|
|
}
|
|
|
|
video_driver_t video_d3d11 = {
|
|
d3d11_gfx_init,
|
|
d3d11_gfx_frame,
|
|
d3d11_gfx_set_nonblock_state,
|
|
d3d11_gfx_alive,
|
|
d3d11_gfx_focus,
|
|
d3d11_gfx_suppress_screensaver,
|
|
d3d11_gfx_has_windowed,
|
|
d3d11_gfx_set_shader,
|
|
d3d11_gfx_free,
|
|
"d3d11",
|
|
NULL, /* set_viewport */
|
|
d3d11_gfx_set_rotation,
|
|
d3d11_gfx_viewport_info,
|
|
d3d11_gfx_read_viewport,
|
|
NULL, /* read_frame_raw */
|
|
|
|
#ifdef HAVE_OVERLAY
|
|
NULL, /* overlay_interface */
|
|
#endif
|
|
d3d11_gfx_get_poke_interface,
|
|
};
|