mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-28 02:30:35 +00:00
257 lines
8.3 KiB
C
257 lines
8.3 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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#define CINTERFACE
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#include <gfx/scaler/pixconv.h>
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#include "d3d10_common.h"
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#include "d3dcompiler_common.h"
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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#include <dynamic/dylib.h>
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typedef HRESULT(WINAPI* PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)(
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IDXGIAdapter* pAdapter,
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D3D10_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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UINT SDKVersion,
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DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
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IDXGISwapChain** ppSwapChain,
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ID3D10Device** ppDevice);
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HRESULT WINAPI D3D10CreateDeviceAndSwapChain(
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IDXGIAdapter* pAdapter,
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D3D10_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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UINT SDKVersion,
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DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
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IDXGISwapChain** ppSwapChain,
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ID3D10Device** ppDevice)
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{
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static dylib_t d3d10_dll;
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static PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN fp;
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if (!d3d10_dll)
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d3d10_dll = dylib_load("d3d10.dll");
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if (!d3d10_dll)
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return TYPE_E_CANTLOADLIBRARY;
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if (!fp)
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fp = (PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc(
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d3d10_dll, "D3D10CreateDeviceAndSwapChain");
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if (!fp)
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return TYPE_E_DLLFUNCTIONNOTFOUND;
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return fp(
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pAdapter, DriverType, Software, Flags, SDKVersion,
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pSwapChainDesc, ppSwapChain, ppDevice);
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}
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#endif
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void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture)
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{
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bool is_render_target = texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET;
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UINT format_support = D3D10_FORMAT_SUPPORT_TEXTURE2D | D3D10_FORMAT_SUPPORT_SHADER_SAMPLE;
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d3d10_release_texture(texture);
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texture->desc.MipLevels = 1;
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texture->desc.ArraySize = 1;
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texture->desc.SampleDesc.Count = 1;
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texture->desc.SampleDesc.Quality = 0;
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texture->desc.BindFlags |= D3D10_BIND_SHADER_RESOURCE;
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texture->desc.CPUAccessFlags =
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texture->desc.Usage == D3D10_USAGE_DYNAMIC ? D3D10_CPU_ACCESS_WRITE : 0;
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if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
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{
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unsigned width, height;
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texture->desc.BindFlags |= D3D10_BIND_RENDER_TARGET;
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width = texture->desc.Width >> 5;
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height = texture->desc.Height >> 5;
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while (width && height)
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{
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width >>= 1;
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height >>= 1;
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texture->desc.MipLevels++;
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}
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}
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if (texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET)
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format_support |= D3D10_FORMAT_SUPPORT_RENDER_TARGET;
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texture->desc.Format = d3d10_get_closest_match(device, texture->desc.Format, format_support);
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D3D10CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
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{
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D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
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view_desc.Format = texture->desc.Format;
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view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MostDetailedMip = 0;
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view_desc.Texture2D.MipLevels = -1;
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D3D10CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view);
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}
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if (is_render_target)
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D3D10CreateTexture2DRenderTargetView(device, texture->handle, NULL, &texture->rt_view);
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else
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{
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D3D10_TEXTURE2D_DESC desc = texture->desc;
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desc.MipLevels = 1;
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desc.BindFlags = 0;
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desc.MiscFlags = 0;
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desc.Usage = D3D10_USAGE_STAGING;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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D3D10CreateTexture2D(device, &desc, NULL, &texture->staging);
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}
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texture->size_data.x = texture->desc.Width;
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texture->size_data.y = texture->desc.Height;
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texture->size_data.z = 1.0f / texture->desc.Width;
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texture->size_data.w = 1.0f / texture->desc.Height;
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}
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void d3d10_update_texture(
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D3D10Device ctx,
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int width,
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int height,
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int pitch,
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DXGI_FORMAT format,
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const void* data,
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d3d10_texture_t* texture)
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{
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D3D10_MAPPED_TEXTURE2D mapped_texture;
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D3D10_BOX frame_box = { 0, 0, 0, (UINT)width,
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(UINT)height, 1 };
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if (!texture || !texture->staging)
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return;
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D3D10MapTexture2D(texture->staging,
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0, D3D10_MAP_WRITE, 0,
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&mapped_texture);
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#if 0
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conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
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mapped_texture.RowPitch, pitch);
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#else
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dxgi_copy(
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width, height, format, pitch, data, texture->desc.Format,
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mapped_texture.RowPitch,
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mapped_texture.pData);
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#endif
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D3D10UnmapTexture2D(texture->staging, 0);
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D3D10CopyTexture2DSubresourceRegion(
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ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
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if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
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D3D10GenerateMips(ctx, texture->view);
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}
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DXGI_FORMAT
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d3d10_get_closest_match(D3D10Device device,
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DXGI_FORMAT desired_format, UINT desired_format_support)
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{
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DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
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DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
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if(!format)
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format = default_list;
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while (*format != DXGI_FORMAT_UNKNOWN)
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{
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UINT format_support;
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if (SUCCEEDED(D3D10CheckFormatSupport(device, *format, &format_support)) &&
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((format_support & desired_format_support) == desired_format_support))
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break;
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format++;
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}
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assert(*format);
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return *format;
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}
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bool d3d10_init_shader(
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D3D10Device device,
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const char* src,
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size_t size,
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const void* src_name,
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LPCSTR vs_entry,
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LPCSTR ps_entry,
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LPCSTR gs_entry,
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const D3D10_INPUT_ELEMENT_DESC* input_element_descs,
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UINT num_elements,
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d3d10_shader_t* out)
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{
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D3DBlob vs_code = NULL;
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D3DBlob ps_code = NULL;
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D3DBlob gs_code = NULL;
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bool success = true;
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if (!src) /* LPCWSTR filename */
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{
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if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_4_0", &vs_code))
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success = false;
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if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_4_0", &ps_code))
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success = false;
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if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_4_0", &gs_code))
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success = false;
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}
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else /* char array */
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{
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if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_4_0", &vs_code))
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success = false;
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if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_4_0", &ps_code))
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success = false;
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if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_4_0", &gs_code))
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success = false;
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}
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if (vs_code)
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D3D10CreateVertexShader(
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device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), &out->vs);
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if (ps_code)
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D3D10CreatePixelShader(
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device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), &out->ps);
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if (gs_code)
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D3D10CreateGeometryShader(
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device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), &out->gs);
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if (vs_code && input_element_descs)
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D3D10CreateInputLayout(
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device,
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(D3D10_INPUT_ELEMENT_DESC*)input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
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D3DGetBufferSize(vs_code), &out->layout);
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Release(vs_code);
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Release(ps_code);
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Release(gs_code);
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return success;
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}
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