RetroArch/gfx/drivers/d3d10.c
LazyBumHorse a882901e39 save unmodified auto-shaders as a reference instead of a copy, see:
- implement #reference directive for auto-shaders
 - replace usual preset saving and loading functions with video_shader_read_preset() and video_shader_write_preset()
 - apply saved presets automatically for console menus
 - move auto-shader saving logic from menus into menu_shader.c menu_shader_manager_save_auto_preset()
 - refactor menu_shader_manager_save_preset() into menu_shader_manager_save_preset_internal()
2019-08-22 16:57:28 +02:00

1805 lines
56 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
* Copyright (C) 2016-2019 - Brad Parker
*
* 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 <http://www.gnu.org/licenses/>.
*/
#define CINTERFACE
#define COBJMACROS
#include <assert.h>
#include <string/stdstring.h>
#include <file/file_path.h>
#include <encodings/utf.h>
#include <lists/string_list.h>
#include <formats/image.h>
#include <dxgi.h>
#include "../../driver.h"
#include "../../verbosity.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#include "../../managers/state_manager.h"
#include "../font_driver.h"
#include "../common/d3d_common.h"
#include "../common/win32_common.h"
#include "../common/d3d10_common.h"
#include "../common/dxgi_common.h"
#include "../common/d3dcompiler_common.h"
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#ifdef HAVE_MENU_WIDGETS
#include "../../menu/widgets/menu_widgets.h"
#endif
#endif
#ifdef __WINRT__
#error "UWP does not support D3D10"
#endif
#define D3D10_MAX_GPU_COUNT 16
/* Temporary workaround for d3d10 not being able to poll flags during init */
static gfx_ctx_driver_t d3d10_fake_context;
static uint32_t d3d10_get_flags(void *data);
static struct string_list *d3d10_gpu_list = NULL;
static IDXGIAdapter1 *d3d10_adapters[D3D10_MAX_GPU_COUNT] = {NULL};
static IDXGIAdapter1 *d3d10_current_adapter = NULL;
static void d3d10_clear_scissor(d3d10_video_t *d3d10, video_frame_info_t *video_info)
{
D3D10_RECT scissor_rect;
scissor_rect.left = 0;
scissor_rect.top = 0;
scissor_rect.right = video_info->width;
scissor_rect.bottom = video_info->height;
D3D10SetScissorRects(d3d10->device, 1, &scissor_rect);
}
#ifdef HAVE_OVERLAY
static void d3d10_free_overlays(d3d10_video_t* d3d10)
{
unsigned i;
for (i = 0; i < (unsigned)d3d10->overlays.count; i++)
d3d10_release_texture(&d3d10->overlays.textures[i]);
Release(d3d10->overlays.vbo);
}
static void
d3d10_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, float h)
{
d3d10_sprite_t* sprites = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
D3D10MapBuffer(d3d10->overlays.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites);
sprites[index].pos.x = x;
sprites[index].pos.y = y;
sprites[index].pos.w = w;
sprites[index].pos.h = h;
D3D10UnmapBuffer(d3d10->overlays.vbo);
}
static void d3d10_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h)
{
d3d10_sprite_t* sprites = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
D3D10MapBuffer(
d3d10->overlays.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites);
sprites[index].coords.u = u;
sprites[index].coords.v = v;
sprites[index].coords.w = w;
sprites[index].coords.h = h;
D3D10UnmapBuffer(d3d10->overlays.vbo);
}
static void d3d10_overlay_set_alpha(void* data, unsigned index, float mod)
{
d3d10_sprite_t* sprites = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
D3D10MapBuffer(
d3d10->overlays.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites);
sprites[index].colors[0] = DXGI_COLOR_RGBA(0xFF, 0xFF, 0xFF, mod * 0xFF);
sprites[index].colors[1] = sprites[index].colors[0];
sprites[index].colors[2] = sprites[index].colors[0];
sprites[index].colors[3] = sprites[index].colors[0];
D3D10UnmapBuffer(d3d10->overlays.vbo);
}
static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_images)
{
D3D10_BUFFER_DESC desc;
unsigned i;
d3d10_sprite_t* sprites;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
const struct texture_image* images = (const struct texture_image*)image_data;
if (!d3d10)
return false;
d3d10_free_overlays(d3d10);
d3d10->overlays.count = num_images;
d3d10->overlays.textures = (d3d10_texture_t*)calloc(
num_images, sizeof(d3d10_texture_t));
desc.ByteWidth = sizeof(d3d10_sprite_t) * num_images;
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
#if 0
desc.StructureByteStride = 0;
#endif
D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->overlays.vbo);
D3D10MapBuffer(d3d10->overlays.vbo,
D3D10_MAP_WRITE_DISCARD, 0, (void**)&sprites);
for (i = 0; i < (unsigned)num_images; i++)
{
d3d10->overlays.textures[i].desc.Width = images[i].width;
d3d10->overlays.textures[i].desc.Height = images[i].height;
d3d10->overlays.textures[i].desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
d3d10_init_texture(d3d10->device, &d3d10->overlays.textures[i]);
d3d10_update_texture(
d3d10->device,
images[i].width,
images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM,
images[i].pixels, &d3d10->overlays.textures[i]);
sprites[i].pos.x = 0.0f;
sprites[i].pos.y = 0.0f;
sprites[i].pos.w = 1.0f;
sprites[i].pos.h = 1.0f;
sprites[i].coords.u = 0.0f;
sprites[i].coords.v = 0.0f;
sprites[i].coords.w = 1.0f;
sprites[i].coords.h = 1.0f;
sprites[i].params.scaling = 1;
sprites[i].params.rotation = 0;
sprites[i].colors[0] = 0xFFFFFFFF;
sprites[i].colors[1] = sprites[i].colors[0];
sprites[i].colors[2] = sprites[i].colors[0];
sprites[i].colors[3] = sprites[i].colors[0];
}
D3D10UnmapBuffer(d3d10->overlays.vbo);
return true;
}
static void d3d10_overlay_enable(void* data, bool state)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
d3d10->overlays.enabled = state;
win32_show_cursor(state);
}
static void d3d10_overlay_full_screen(void* data, bool enable)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
d3d10->overlays.fullscreen = enable;
}
static void d3d10_get_overlay_interface(void* data, const video_overlay_interface_t** iface)
{
static const video_overlay_interface_t overlay_interface = {
d3d10_overlay_enable, d3d10_overlay_load, d3d10_overlay_tex_geom,
d3d10_overlay_vertex_geom, d3d10_overlay_full_screen, d3d10_overlay_set_alpha,
};
*iface = &overlay_interface;
}
#endif
static void d3d10_set_filtering(void* data, unsigned index, bool smooth)
{
unsigned i;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
if (smooth)
d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_LINEAR][i];
else
d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_NEAREST][i];
}
}
static void d3d10_gfx_set_rotation(void* data, unsigned rotation)
{
math_matrix_4x4 rot;
void* mapped_ubo = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
matrix_4x4_rotate_z(rot, rotation * (M_PI / 2.0f));
matrix_4x4_multiply(d3d10->mvp, rot, d3d10->ubo_values.mvp);
D3D10MapBuffer(d3d10->frame.ubo, D3D10_MAP_WRITE_DISCARD, 0, &mapped_ubo);
*(math_matrix_4x4*)mapped_ubo = d3d10->mvp;
D3D10UnmapBuffer(d3d10->frame.ubo);
}
static void d3d10_update_viewport(void* data, bool force_full)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
video_driver_update_viewport(&d3d10->vp, force_full, d3d10->keep_aspect);
d3d10->frame.viewport.TopLeftX = d3d10->vp.x;
d3d10->frame.viewport.TopLeftY = d3d10->vp.y;
d3d10->frame.viewport.Width = d3d10->vp.width;
d3d10->frame.viewport.Height = d3d10->vp.height;
d3d10->frame.viewport.MaxDepth = 0.0f;
d3d10->frame.viewport.MaxDepth = 1.0f;
if (d3d10->shader_preset && (d3d10->frame.output_size.x != d3d10->vp.width ||
d3d10->frame.output_size.y != d3d10->vp.height))
d3d10->resize_render_targets = true;
d3d10->frame.output_size.x = d3d10->vp.width;
d3d10->frame.output_size.y = d3d10->vp.height;
d3d10->frame.output_size.z = 1.0f / d3d10->vp.width;
d3d10->frame.output_size.w = 1.0f / d3d10->vp.height;
d3d10->resize_viewport = false;
}
static void d3d10_free_shader_preset(d3d10_video_t* d3d10)
{
unsigned i;
if (!d3d10->shader_preset)
return;
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
unsigned j;
free(d3d10->shader_preset->pass[i].source.string.vertex);
free(d3d10->shader_preset->pass[i].source.string.fragment);
free(d3d10->pass[i].semantics.textures);
d3d10_release_shader(&d3d10->pass[i].shader);
d3d10_release_texture(&d3d10->pass[i].rt);
d3d10_release_texture(&d3d10->pass[i].feedback);
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
free(d3d10->pass[i].semantics.cbuffers[j].uniforms);
Release(d3d10->pass[i].buffers[j]);
}
}
memset(d3d10->pass, 0, sizeof(d3d10->pass));
/* only free the history textures here */
for (i = 1; i <= (unsigned)d3d10->shader_preset->history_size; i++)
d3d10_release_texture(&d3d10->frame.texture[i]);
memset(
&d3d10->frame.texture[1], 0,
sizeof(d3d10->frame.texture[1]) * d3d10->shader_preset->history_size);
for (i = 0; i < d3d10->shader_preset->luts; i++)
d3d10_release_texture(&d3d10->luts[i]);
memset(d3d10->luts, 0, sizeof(d3d10->luts));
free(d3d10->shader_preset);
d3d10->shader_preset = NULL;
d3d10->init_history = false;
d3d10->resize_render_targets = false;
}
static bool d3d10_gfx_set_shader(void* data, enum rarch_shader_type type, const char* path)
{
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
unsigned i;
config_file_t* conf = NULL;
d3d10_texture_t* source = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return false;
D3D10Flush(d3d10->device);
d3d10_free_shader_preset(d3d10);
if (string_is_empty(path))
return true;
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("[D3D10] Only Slang shaders are supported. Falling back to stock.\n");
return false;
}
if (!(conf = video_shader_read_preset(path)))
return false;
d3d10->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d10->shader_preset));
if (!video_shader_read_conf_preset(conf, d3d10->shader_preset))
goto error;
source = &d3d10->frame.texture[0];
for (i = 0; i < d3d10->shader_preset->passes; source = &d3d10->pass[i++].rt)
{
unsigned j;
/* clang-format off */
semantics_map_t semantics_map = {
{
/* Original */
{ &d3d10->frame.texture[0].view, 0,
&d3d10->frame.texture[0].size_data, 0},
/* Source */
{ &source->view, 0,
&source->size_data, 0},
/* OriginalHistory */
{ &d3d10->frame.texture[0].view, sizeof(*d3d10->frame.texture),
&d3d10->frame.texture[0].size_data, sizeof(*d3d10->frame.texture)},
/* PassOutput */
{ &d3d10->pass[0].rt.view, sizeof(*d3d10->pass),
&d3d10->pass[0].rt.size_data, sizeof(*d3d10->pass)},
/* PassFeedback */
{ &d3d10->pass[0].feedback.view, sizeof(*d3d10->pass),
&d3d10->pass[0].feedback.size_data, sizeof(*d3d10->pass)},
/* User */
{ &d3d10->luts[0].view, sizeof(*d3d10->luts),
&d3d10->luts[0].size_data, sizeof(*d3d10->luts)},
},
{
&d3d10->mvp, /* MVP */
&d3d10->pass[i].rt.size_data, /* OutputSize */
&d3d10->frame.output_size, /* FinalViewportSize */
&d3d10->pass[i].frame_count, /* FrameCount */
&d3d10->pass[i].frame_direction, /* FrameDirection */
}
};
/* clang-format on */
if (!slang_process(
d3d10->shader_preset, i, RARCH_SHADER_HLSL, 40, &semantics_map,
&d3d10->pass[i].semantics))
goto error;
{
static const D3D10_INPUT_ELEMENT_DESC desc[] = {
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord),
D3D10_INPUT_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] = {0};
char ps_path[PATH_MAX_LENGTH] = {0};
const char* slang_path = d3d10->shader_preset->pass[i].source.path;
const char* vs_src = d3d10->shader_preset->pass[i].source.string.vertex;
const char* ps_src = d3d10->shader_preset->pass[i].source.string.fragment;
strlcpy(vs_path, slang_path, sizeof(vs_path));
strlcpy(ps_path, slang_path, sizeof(ps_path));
strlcat(vs_path, vs_ext, sizeof(vs_path));
strlcat(ps_path, ps_ext, sizeof(ps_path));
if (!d3d10_init_shader(
d3d10->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc),
&d3d10->pass[i].shader))
save_hlsl = true;
if (!d3d10_init_shader(
d3d10->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0,
&d3d10->pass[i].shader))
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(d3d10->shader_preset->pass[i].source.string.vertex);
free(d3d10->shader_preset->pass[i].source.string.fragment);
d3d10->shader_preset->pass[i].source.string.vertex = NULL;
d3d10->shader_preset->pass[i].source.string.fragment = NULL;
if (!d3d10->pass[i].shader.vs || !d3d10->pass[i].shader.ps)
goto error;
}
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
D3D10_BUFFER_DESC desc;
desc.ByteWidth = d3d10->pass[i].semantics.cbuffers[j].size;
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (!desc.ByteWidth)
continue;
D3D10CreateBuffer(d3d10->device, &desc,
NULL, &d3d10->pass[i].buffers[j]);
}
}
for (i = 0; i < d3d10->shader_preset->luts; i++)
{
struct texture_image image = { 0 };
image.supports_rgba = true;
if (!image_texture_load(&image, d3d10->shader_preset->lut[i].path))
goto error;
d3d10->luts[i].desc.Width = image.width;
d3d10->luts[i].desc.Height = image.height;
d3d10->luts[i].desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
if (d3d10->shader_preset->lut[i].mipmap)
d3d10->luts[i].desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
d3d10_init_texture(d3d10->device, &d3d10->luts[i]);
d3d10_update_texture(
d3d10->device,
image.width, image.height, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d10->luts[i]);
image_texture_free(&image);
}
video_shader_resolve_current_parameters(conf, d3d10->shader_preset);
config_file_free(conf);
d3d10->resize_render_targets = true;
d3d10->init_history = true;
return true;
error:
d3d10_free_shader_preset(d3d10);
#endif
return false;
}
static void d3d10_gfx_free(void* data)
{
unsigned i;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
#ifdef HAVE_OVERLAY
d3d10_free_overlays(d3d10);
#endif
d3d10_free_shader_preset(d3d10);
d3d10_release_texture(&d3d10->frame.texture[0]);
Release(d3d10->frame.ubo);
Release(d3d10->frame.vbo);
d3d10_release_texture(&d3d10->menu.texture);
Release(d3d10->menu.vbo);
d3d10_release_shader(&d3d10->sprites.shader);
d3d10_release_shader(&d3d10->sprites.shader_font);
Release(d3d10->sprites.vbo);
for (i = 0; i < GFX_MAX_SHADERS; i++)
d3d10_release_shader(&d3d10->shaders[i]);
Release(d3d10->menu_pipeline_vbo);
Release(d3d10->blend_pipeline);
Release(d3d10->ubo);
Release(d3d10->blend_enable);
Release(d3d10->blend_disable);
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
Release(d3d10->samplers[RARCH_FILTER_LINEAR][i]);
Release(d3d10->samplers[RARCH_FILTER_NEAREST][i]);
}
Release(d3d10->state);
Release(d3d10->renderTargetView);
Release(d3d10->swapChain);
font_driver_free_osd();
#if 0
if (video_driver_is_video_cache_context())
{
cached_device_d3d10 = d3d10->device;
cached_context = d3d10->context;
}
else
#endif
{
Release(d3d10->device);
}
for (i = 0; i < D3D10_MAX_GPU_COUNT; i++)
{
if (d3d10_adapters[i])
{
Release(d3d10_adapters[i]);
d3d10_adapters[i] = NULL;
}
}
#ifdef HAVE_MONITOR
win32_monitor_from_window();
#endif
#ifdef HAVE_WINDOW
win32_destroy_window();
#endif
free(d3d10);
}
static void *d3d10_gfx_init(const video_info_t* video,
input_driver_t** input, void** input_data)
{
unsigned i;
#ifdef HAVE_MONITOR
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
WNDCLASSEX wndclass = { 0 };
#endif
settings_t* settings = config_get_ptr();
d3d10_video_t* d3d10 = (d3d10_video_t*)calloc(1, sizeof(*d3d10));
if (!d3d10)
return NULL;
#ifdef HAVE_WINDOW
win32_window_reset();
#endif
#ifdef HAVE_MONITOR
win32_monitor_init();
wndclass.lpfnWndProc = WndProcD3D;
#ifdef HAVE_WINDOW
win32_window_init(&wndclass, true, NULL);
#endif
win32_monitor_info(&current_mon, &hm_to_use, &d3d10->cur_mon_id);
#endif
d3d10->vp.full_width = video->width;
d3d10->vp.full_height = video->height;
#ifdef HAVE_MONITOR
if (!d3d10->vp.full_width)
d3d10->vp.full_width =
current_mon.rcMonitor.right - current_mon.rcMonitor.left;
if (!d3d10->vp.full_height)
d3d10->vp.full_height =
current_mon.rcMonitor.bottom - current_mon.rcMonitor.top;
#endif
if (!win32_set_video_mode(d3d10,
d3d10->vp.full_width, d3d10->vp.full_height, video->fullscreen))
{
RARCH_ERR("[D3D10]: win32_set_video_mode failed.\n");
goto error;
}
d3d_input_driver(settings->arrays.input_driver, settings->arrays.input_joypad_driver, input, input_data);
{
UINT flags = 0;
DXGI_SWAP_CHAIN_DESC desc = {{0}};
desc.BufferCount = 1;
desc.BufferDesc.Width = d3d10->vp.full_width;
desc.BufferDesc.Height = d3d10->vp.full_height;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
#ifdef HAVE_WINDOW
desc.OutputWindow = main_window.hwnd;
#endif
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Windowed = TRUE;
desc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
#if 0
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
#endif
#ifdef DEBUG
flags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
if (FAILED(D3D10CreateDeviceAndSwapChain(
(IDXGIAdapter*)d3d10->adapter, D3D10_DRIVER_TYPE_HARDWARE,
NULL, flags, D3D10_SDK_VERSION, &desc,
(IDXGISwapChain**)&d3d10->swapChain, &d3d10->device)))
goto error;
}
{
D3D10Texture2D backBuffer;
DXGIGetSwapChainBufferD3D10(d3d10->swapChain, 0, &backBuffer);
D3D10CreateTexture2DRenderTargetView(
d3d10->device, backBuffer, NULL, &d3d10->renderTargetView);
Release(backBuffer);
}
D3D10SetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL);
video_driver_set_size(&d3d10->vp.full_width, &d3d10->vp.full_height);
d3d10->viewport.Width = d3d10->vp.full_width;
d3d10->viewport.Height = d3d10->vp.full_height;
d3d10->resize_viewport = true;
d3d10->keep_aspect = video->force_aspect;
d3d10->vsync = video->vsync;
d3d10->format = video->rgb32 ?
DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d10->frame.texture[0].desc.Format = d3d10->format;
d3d10->frame.texture[0].desc.Usage = D3D10_USAGE_DEFAULT;
d3d10->frame.texture[0].desc.Width = 4;
d3d10->frame.texture[0].desc.Height = 4;
d3d10_init_texture(d3d10->device, &d3d10->frame.texture[0]);
d3d10->menu.texture.desc.Usage = D3D10_USAGE_DEFAULT;
matrix_4x4_ortho(d3d10->ubo_values.mvp, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
d3d10->ubo_values.OutputSize.width = d3d10->viewport.Width;
d3d10->ubo_values.OutputSize.height = d3d10->viewport.Height;
{
D3D10_SUBRESOURCE_DATA ubo_data;
D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(d3d10->ubo_values);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
ubo_data.pSysMem = &d3d10->ubo_values.mvp;
ubo_data.SysMemPitch = 0;
ubo_data.SysMemSlicePitch = 0;
D3D10CreateBuffer(d3d10->device, &desc, &ubo_data, &d3d10->ubo);
D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->frame.ubo);
}
d3d10_gfx_set_rotation(d3d10, 0);
{
D3D10_SAMPLER_DESC desc = { D3D10_FILTER_MIN_MAG_MIP_POINT };
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
desc.MinLOD = -D3D10_FLOAT32_MAX;
desc.MaxLOD = D3D10_FLOAT32_MAX;
/* Initialize samplers */
for (i = 0; i < RARCH_WRAP_MAX; i++)
{
switch (i)
{
case RARCH_WRAP_BORDER:
desc.AddressU = D3D10_TEXTURE_ADDRESS_BORDER;
break;
case RARCH_WRAP_EDGE:
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
break;
case RARCH_WRAP_REPEAT:
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
break;
case RARCH_WRAP_MIRRORED_REPEAT:
desc.AddressU = D3D10_TEXTURE_ADDRESS_MIRROR;
break;
}
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
D3D10CreateSamplerState(d3d10->device, &desc,
&d3d10->samplers[RARCH_FILTER_LINEAR][i]);
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
D3D10CreateSamplerState(d3d10->device, &desc,
&d3d10->samplers[RARCH_FILTER_NEAREST][i]);
}
}
d3d10_set_filtering(d3d10, 0, video->smooth);
{
D3D10_BUFFER_DESC desc;
d3d10_vertex_t vertices[] = {
{ { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
};
D3D10_SUBRESOURCE_DATA
vertexData = { vertices };
desc.ByteWidth = sizeof(vertices);
desc.Usage = D3D10_USAGE_IMMUTABLE;
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D10CreateBuffer(d3d10->device, &desc, &vertexData, &d3d10->frame.vbo);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
D3D10CreateBuffer(d3d10->device, &desc, &vertexData, &d3d10->menu.vbo);
d3d10->sprites.capacity = 4096;
desc.ByteWidth = sizeof(d3d10_sprite_t) * d3d10->sprites.capacity;
D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->sprites.vbo);
}
{
D3D10_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_vertex_t, color),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
static const char shader[] =
#include "d3d_shaders/opaque_sm5.hlsl.h"
;
if (!d3d10_init_shader(
d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]))
goto error;
}
{
D3D10_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_sprite_t, pos),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_sprite_t, coords),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[0]),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[1]),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[2]),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d10_sprite_t, colors[3]),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_sprite_t, params),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
static const char shader[] =
#include "d3d_shaders/sprite_sm4.hlsl.h"
;
if (!d3d10_init_shader(
d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc,
countof(desc), &d3d10->sprites.shader))
goto error;
if (!d3d10_init_shader(
d3d10->device, shader, sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc,
countof(desc), &d3d10->sprites.shader_font))
goto error;
}
if (string_is_equal(settings->arrays.menu_driver, "xmb"))
{
{
D3D10_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
static const char ribbon[] =
#include "d3d_shaders/ribbon_sm4.hlsl.h"
;
static const char ribbon_simple[] =
#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
;
if (!d3d10_init_shader(
d3d10->device, ribbon, sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU]))
goto error;
if (!d3d10_init_shader(
d3d10->device, ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL,
desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_2]))
goto error;
}
{
D3D10_INPUT_ELEMENT_DESC desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord),
D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
static const char simple_snow[] =
#include "d3d_shaders/simple_snow_sm4.hlsl.h"
;
static const char snow[] =
#include "d3d_shaders/snow_sm4.hlsl.h"
;
static const char bokeh[] =
#include "d3d_shaders/bokeh_sm4.hlsl.h"
;
static const char snowflake[] =
#include "d3d_shaders/snowflake_sm4.hlsl.h"
;
if (!d3d10_init_shader(
d3d10->device, simple_snow, sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL,
desc, countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_3]))
goto error;
if (!d3d10_init_shader(
d3d10->device, snow, sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_4]))
goto error;
if (!d3d10_init_shader(
d3d10->device, bokeh, sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_5]))
goto error;
if (!d3d10_init_shader(
d3d10->device, snowflake, sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc,
countof(desc), &d3d10->shaders[VIDEO_SHADER_MENU_6]))
goto error;
}
}
{
D3D10_BLEND_DESC blend_desc = { 0 };
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.BlendEnable[0] = TRUE;
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
D3D10CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_enable);
blend_desc.SrcBlend = D3D10_BLEND_ONE;
blend_desc.DestBlend = D3D10_BLEND_ONE;
D3D10CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_pipeline);
blend_desc.BlendEnable[0] = FALSE;
D3D10CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_disable);
}
{
D3D10_RASTERIZER_DESC desc = { (D3D10_FILL_MODE)0 };
desc.FillMode = D3D10_FILL_SOLID;
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = TRUE;
D3D10CreateRasterizerState(d3d10->device, &desc, &d3d10->state);
}
D3D10SetState(d3d10->device, d3d10->state);
font_driver_init_osd(d3d10, false, video->is_threaded, FONT_DRIVER_RENDER_D3D10_API);
{
d3d10_fake_context.get_flags = d3d10_get_flags;
video_context_driver_set(&d3d10_fake_context);
#ifdef HAVE_SLANG
const char *shader_preset = retroarch_get_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d10_gfx_set_shader(d3d10, type, shader_preset);
#endif
}
#if 0
if (video_driver_get_hw_context()->context_type == RETRO_HW_CONTEXT_DIRECT3D &&
video_driver_get_hw_context()->version_major == 11)
{
d3d10->hw.enable = true;
d3d10->hw.iface.interface_type = RETRO_HW_RENDER_INTERFACE_D3D10;
d3d10->hw.iface.interface_version = RETRO_HW_RENDER_INTERFACE_D3D10_VERSION;
d3d10->hw.iface.handle = d3d10;
d3d10->hw.iface.device = d3d10->device;
d3d10->hw.iface.context = d3d10->context;
d3d10->hw.iface.featureLevel = d3d10->supportedFeatureLevel;
d3d10->hw.iface.D3DCompile = D3DCompile;
}
#endif
#ifdef __WINRT__
DXGICreateFactory2(&d3d10->factory);
#else
DXGICreateFactory(&d3d10->factory);
#endif
{
int i = 0;
if (d3d10_gpu_list)
string_list_free(d3d10_gpu_list);
d3d10_gpu_list = string_list_new();
while (true)
{
DXGI_ADAPTER_DESC desc = {0};
union string_list_elem_attr attr = {0};
char str[128];
str[0] = '\0';
#ifdef __WINRT__
if (FAILED(DXGIEnumAdapters2(d3d10->factory, i, &d3d10->adapter)))
break;
#else
if (FAILED(DXGIEnumAdapters(d3d10->factory, i, &d3d10->adapter)))
break;
#endif
IDXGIAdapter_GetDesc(d3d10->adapter, &desc);
utf16_to_char_string((const uint16_t*)
desc.Description, str, sizeof(str));
RARCH_LOG("[D3D10]: Found GPU at index %d: %s\n", i, str);
string_list_append(d3d10_gpu_list, str, attr);
if (i < D3D10_MAX_GPU_COUNT)
d3d10_adapters[i] = d3d10->adapter;
i++;
}
video_driver_set_gpu_api_devices(GFX_CTX_DIRECT3D10_API, d3d10_gpu_list);
if (0 <= settings->ints.d3d10_gpu_index && settings->ints.d3d10_gpu_index <= i && settings->ints.d3d10_gpu_index < D3D10_MAX_GPU_COUNT)
{
d3d10_current_adapter = d3d10_adapters[settings->ints.d3d10_gpu_index];
d3d10->adapter = d3d10_current_adapter;
RARCH_LOG("[D3D10]: Using GPU index %d.\n", settings->ints.d3d10_gpu_index);
video_driver_set_gpu_device_string(d3d10_gpu_list->elems[settings->ints.d3d10_gpu_index].data);
}
else
{
RARCH_WARN("[D3D10]: Invalid GPU index %d, using first device found.\n", settings->ints.d3d10_gpu_index);
d3d10_current_adapter = d3d10_adapters[0];
d3d10->adapter = d3d10_current_adapter;
}
}
return d3d10;
error:
d3d10_gfx_free(d3d10);
return NULL;
}
static void d3d10_init_history(d3d10_video_t* d3d10, 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(d3d10->shader_preset);
for (i = 0; i < (unsigned)d3d10->shader_preset->history_size + 1; i++)
{
d3d10->frame.texture[i].desc.Width = width;
d3d10->frame.texture[i].desc.Height = height;
d3d10->frame.texture[i].desc.Format = d3d10->frame.texture[0].desc.Format;
d3d10->frame.texture[i].desc.Usage = d3d10->frame.texture[0].desc.Usage;
d3d10_init_texture(d3d10->device, &d3d10->frame.texture[i]);
/* todo: clear texture ? */
}
d3d10->init_history = false;
}
static void d3d10_init_render_targets(d3d10_video_t* d3d10,
unsigned width, unsigned height)
{
unsigned i;
assert(d3d10->shader_preset);
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d10->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 = d3d10->vp.width * pass->fbo.scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
width = pass->fbo.abs_x;
break;
default:
break;
}
if (!width)
width = d3d10->vp.width;
switch (pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
height *= pass->fbo.scale_y;
break;
case RARCH_SCALE_VIEWPORT:
height = d3d10->vp.height * pass->fbo.scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
height = pass->fbo.abs_y;
break;
default:
break;
}
if (!height)
height = d3d10->vp.height;
}
else if (i == (d3d10->shader_preset->passes - 1))
{
width = d3d10->vp.width;
height = d3d10->vp.height;
}
RARCH_LOG("[D3D10]: Updating framebuffer size %u x %u.\n", width, height);
if ((i != (d3d10->shader_preset->passes - 1)) || (width != d3d10->vp.width) ||
(height != d3d10->vp.height))
{
d3d10->pass[i].viewport.Width = width;
d3d10->pass[i].viewport.Height = height;
d3d10->pass[i].viewport.MaxDepth = 1.0;
d3d10->pass[i].rt.desc.Width = width;
d3d10->pass[i].rt.desc.Height = height;
d3d10->pass[i].rt.desc.BindFlags = D3D10_BIND_RENDER_TARGET;
d3d10->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d10->pass[i].semantics.format);
d3d10_init_texture(d3d10->device, &d3d10->pass[i].rt);
if (pass->feedback)
{
d3d10->pass[i].feedback.desc = d3d10->pass[i].rt.desc;
d3d10_init_texture(d3d10->device, &d3d10->pass[i].feedback);
/* todo: do we need to clear it to black here ? */
}
}
else
{
d3d10->pass[i].rt.size_data.x = width;
d3d10->pass[i].rt.size_data.y = height;
d3d10->pass[i].rt.size_data.z = 1.0f / width;
d3d10->pass[i].rt.size_data.w = 1.0f / height;
}
}
d3d10->resize_render_targets = false;
#if 0
error:
d3d10_free_shader_preset(d3d10);
return false;
#endif
}
static bool d3d10_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)
{
unsigned i;
d3d10_texture_t* texture = NULL;
d3d10_video_t * d3d10 = (d3d10_video_t*)data;
D3D10Device context = d3d10->device;
if (d3d10->resize_chain)
{
D3D10Texture2D backBuffer;
Release(d3d10->renderTargetView);
DXGIResizeBuffers(d3d10->swapChain, 0, 0, 0, (DXGI_FORMAT)0, 0);
DXGIGetSwapChainBufferD3D10(d3d10->swapChain, 0, &backBuffer);
D3D10CreateTexture2DRenderTargetView(
d3d10->device, backBuffer, NULL, &d3d10->renderTargetView);
Release(backBuffer);
D3D10SetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL);
d3d10->viewport.Width = video_info->width;
d3d10->viewport.Height = video_info->height;
d3d10->ubo_values.OutputSize.width = d3d10->viewport.Width;
d3d10->ubo_values.OutputSize.height = d3d10->viewport.Height;
d3d10->resize_chain = false;
d3d10->resize_viewport = true;
video_driver_set_size(&video_info->width, &video_info->height);
}
PERF_START();
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
if (d3d10->resize_viewport)
#endif
d3d10_update_viewport(d3d10, false);
D3D10SetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
#if 0
if (d3d10->hw.enable)
{
D3D10SetRenderTargets(context, 1, &d3d10->renderTargetView, NULL);
D3D10SetState(context, d3d10->state);
}
#endif
if (frame && width && height)
{
if (d3d10->shader_preset)
{
if (d3d10->frame.texture[0].desc.Width != width ||
d3d10->frame.texture[0].desc.Height != height)
d3d10->resize_render_targets = true;
if (d3d10->resize_render_targets)
{
unsigned i;
/* release all render targets first to avoid memory fragmentation */
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
d3d10_release_texture(&d3d10->pass[i].rt);
d3d10_release_texture(&d3d10->pass[i].feedback);
memset(&d3d10->pass[i].rt, 0, sizeof(d3d10->pass[i].rt));
memset(&d3d10->pass[i].feedback, 0, sizeof(d3d10->pass[i].feedback));
}
}
if (d3d10->shader_preset->history_size)
{
if (d3d10->init_history)
d3d10_init_history(d3d10, width, height);
else
{
int k;
/* todo: what about frame-duping ?
* maybe clone d3d10_texture_t with AddRef */
d3d10_texture_t tmp = d3d10->frame.texture[d3d10->shader_preset->history_size];
for (k = d3d10->shader_preset->history_size; k > 0; k--)
d3d10->frame.texture[k] = d3d10->frame.texture[k - 1];
d3d10->frame.texture[0] = tmp;
}
}
}
/* either no history, or we moved a texture of a different size in the front slot */
if (d3d10->frame.texture[0].desc.Width != width ||
d3d10->frame.texture[0].desc.Height != height)
{
d3d10->frame.texture[0].desc.Width = width;
d3d10->frame.texture[0].desc.Height = height;
d3d10_init_texture(d3d10->device, &d3d10->frame.texture[0]);
}
if (d3d10->resize_render_targets)
d3d10_init_render_targets(d3d10, width, height);
if (frame != RETRO_HW_FRAME_BUFFER_VALID)
d3d10_update_texture(
d3d10->device,
width, height, pitch, d3d10->format, frame, &d3d10->frame.texture[0]);
}
D3D10SetVertexBuffer(context, 0, d3d10->frame.vbo, sizeof(d3d10_vertex_t), 0);
D3D10SetBlendState(context, d3d10->blend_disable, NULL, D3D10_DEFAULT_SAMPLE_MASK);
texture = d3d10->frame.texture;
if (d3d10->shader_preset)
{
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
if (d3d10->shader_preset->pass[i].feedback)
{
d3d10_texture_t tmp = d3d10->pass[i].feedback;
d3d10->pass[i].feedback = d3d10->pass[i].rt;
d3d10->pass[i].rt = tmp;
}
}
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
unsigned j;
d3d10_set_shader(context, &d3d10->pass[i].shader);
if (d3d10->shader_preset->pass[i].frame_count_mod)
d3d10->pass[i].frame_count =
frame_count % d3d10->shader_preset->pass[i].frame_count_mod;
else
d3d10->pass[i].frame_count = frame_count;
d3d10->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1;
for (j = 0; j < SLANG_CBUFFER_MAX; j++)
{
D3D10Buffer buffer = d3d10->pass[i].buffers[j];
cbuffer_sem_t* buffer_sem = &d3d10->pass[i].semantics.cbuffers[j];
if (buffer_sem->stage_mask && buffer_sem->uniforms)
{
void* uniform_data = NULL;
uniform_sem_t* uniform = buffer_sem->uniforms;
D3D10MapBuffer(buffer, D3D10_MAP_WRITE_DISCARD,
0, (void**)&uniform_data);
while (uniform->size)
{
if (uniform->data)
memcpy((uint8_t*)uniform_data + uniform->offset,
uniform->data, uniform->size);
uniform++;
}
D3D10UnmapBuffer(buffer);
if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK)
D3D10SetVShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer);
if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK)
D3D10SetPShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer);
}
}
{
D3D10RenderTargetView null_rt = NULL;
D3D10SetRenderTargets(context, 1, &null_rt, NULL);
}
{
D3D10ShaderResourceView textures[SLANG_NUM_BINDINGS] = { NULL };
D3D10SamplerState samplers[SLANG_NUM_BINDINGS] = { NULL };
texture_sem_t* texture_sem = d3d10->pass[i].semantics.textures;
while (texture_sem->stage_mask)
{
int binding = texture_sem->binding;
textures[binding] = *(D3D10ShaderResourceView*)texture_sem->texture_data;
samplers[binding] = d3d10->samplers[texture_sem->filter][texture_sem->wrap];
texture_sem++;
}
#if 0
if (d3d10->hw.enable && (i == 0))
D3D10SetPShaderResources(context, 1, SLANG_NUM_BINDINGS - 1, textures + 1);
else
#endif
D3D10SetPShaderResources(context, 0, SLANG_NUM_BINDINGS, textures);
D3D10SetPShaderSamplers(context, 0, SLANG_NUM_BINDINGS, samplers);
}
if (d3d10->pass[i].rt.handle)
{
D3D10SetRenderTargets(context, 1, &d3d10->pass[i].rt.rt_view, NULL);
#if 0
D3D10ClearRenderTargetView(context, d3d10->pass[i].rt.rt_view, d3d10->clearcolor);
#endif
D3D10SetViewports(context, 1, &d3d10->pass[i].viewport);
D3D10Draw(context, 4, 0);
texture = &d3d10->pass[i].rt;
}
else
{
texture = NULL;
break;
}
}
D3D10SetRenderTargets(context, 1, &d3d10->renderTargetView, NULL);
}
if (texture)
{
d3d10_set_shader(context, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
#if 0
/* TODO/FIXME */
if (!d3d10->hw.enable || d3d10->shader_preset)
#endif
D3D10SetPShaderResources(context, 0, 1, &texture->view);
D3D10SetPShaderSamplers(
context, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
D3D10SetVShaderConstantBuffers(context, 0, 1, &d3d10->frame.ubo);
}
D3D10ClearRenderTargetView(context, d3d10->renderTargetView, d3d10->clearcolor);
D3D10SetViewports(context, 1, &d3d10->frame.viewport);
d3d10_clear_scissor(d3d10, video_info);
D3D10Draw(context, 4, 0);
D3D10SetBlendState(context, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK);
if (d3d10->menu.enabled && d3d10->menu.texture.handle)
{
if (d3d10->menu.fullscreen)
D3D10SetViewports(context, 1, &d3d10->viewport);
d3d10_set_shader(context, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
D3D10SetVertexBuffer(context, 0, d3d10->menu.vbo, sizeof(d3d10_vertex_t), 0);
D3D10SetVShaderConstantBuffers(context, 0, 1, &d3d10->ubo);
d3d10_set_texture_and_sampler(context, 0, &d3d10->menu.texture);
D3D10Draw(context, 4, 0);
}
d3d10_set_shader(context, &d3d10->sprites.shader);
D3D10SetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D10SetVShaderConstantBuffer(context, 0, d3d10->ubo);
D3D10SetPShaderConstantBuffer(context, 0, d3d10->ubo);
d3d10->sprites.enabled = true;
#ifdef HAVE_MENU
#ifndef HAVE_MENU_WIDGETS
if (d3d10->menu.enabled)
#endif
{
D3D10SetViewports(context, 1, &d3d10->viewport);
D3D10SetVertexBuffer(context, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0);
}
#endif
#ifdef HAVE_MENU
if (d3d10->menu.enabled)
menu_driver_frame(video_info);
else
#endif
if (video_info->statistics_show)
{
struct font_params* osd_params = (struct font_params*)&video_info->osd_stat_params;
if (osd_params)
{
D3D10SetViewports(context, 1, &d3d10->viewport);
D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK);
D3D10SetVertexBuffer(context, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0);
font_driver_render_msg(
video_info, NULL, video_info->stat_text,
(const struct font_params*)&video_info->osd_stat_params);
}
}
#ifdef HAVE_OVERLAY
if (d3d10->overlays.enabled)
{
if (d3d10->overlays.fullscreen)
D3D10SetViewports(context, 1, &d3d10->viewport);
else
D3D10SetViewports(context, 1, &d3d10->frame.viewport);
D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK);
D3D10SetVertexBuffer(context, 0, d3d10->overlays.vbo, sizeof(d3d10_sprite_t), 0);
D3D10SetPShaderSamplers(
context, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
for (i = 0; i < (unsigned)d3d10->overlays.count; i++)
{
D3D10SetPShaderResources(context, 0, 1, &d3d10->overlays.textures[i].view);
D3D10Draw(d3d10->device, 1, i);
}
}
#endif
#ifdef HAVE_MENU
#ifdef HAVE_MENU_WIDGETS
if (video_info->widgets_inited)
menu_widgets_frame(video_info);
#endif
#endif
if (msg && *msg)
{
D3D10SetViewports(d3d10->device, 1, &d3d10->viewport);
D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK);
D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0);
font_driver_render_msg(video_info, NULL, msg, NULL);
dxgi_update_title(video_info);
}
d3d10->sprites.enabled = false;
PERF_STOP();
DXGIPresent(d3d10->swapChain, !!d3d10->vsync, 0);
return true;
}
static void d3d10_gfx_set_nonblock_state(void* data, bool toggle)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
d3d10->vsync = !toggle;
}
static bool d3d10_gfx_alive(void* data)
{
bool quit;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
win32_check_window(&quit, &d3d10->resize_chain, &d3d10->vp.full_width, &d3d10->vp.full_height);
if (d3d10->resize_chain && d3d10->vp.full_width != 0 && d3d10->vp.full_height != 0)
video_driver_set_size(&d3d10->vp.full_width, &d3d10->vp.full_height);
return !quit;
}
static bool d3d10_gfx_focus(void* data) { return win32_has_focus(); }
static bool d3d10_gfx_suppress_screensaver(void* data, bool enable)
{
(void)data;
(void)enable;
return false;
}
static bool d3d10_gfx_has_windowed(void* data)
{
(void)data;
return true;
}
static struct video_shader* d3d10_gfx_get_current_shader(void* data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return NULL;
return d3d10->shader_preset;
}
static void d3d10_gfx_viewport_info(void* data, struct video_viewport* vp)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
*vp = d3d10->vp;
}
static void d3d10_set_menu_texture_frame(
void* data, const void* frame, bool rgb32, unsigned width, unsigned height, float alpha)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
settings_t* settings = config_get_ptr();
DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM :
(DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
if (
d3d10->menu.texture.desc.Width != width ||
d3d10->menu.texture.desc.Height != height)
{
d3d10->menu.texture.desc.Format = format;
d3d10->menu.texture.desc.Width = width;
d3d10->menu.texture.desc.Height = height;
d3d10_init_texture(d3d10->device, &d3d10->menu.texture);
}
d3d10_update_texture(d3d10->device, width, height, 0,
format, frame, &d3d10->menu.texture);
d3d10->menu.texture.sampler = d3d10->samplers
[settings->bools.menu_linear_filter
? RARCH_FILTER_LINEAR
: RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
}
static void d3d10_set_menu_texture_enable(void* data, bool state, bool full_screen)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
d3d10->menu.enabled = state;
d3d10->menu.fullscreen = full_screen;
}
static void d3d10_gfx_set_aspect_ratio(void* data, unsigned aspect_ratio_idx)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
d3d10->keep_aspect = true;
d3d10->resize_viewport = true;
}
static void d3d10_gfx_apply_state_changes(void* data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (d3d10)
d3d10->resize_viewport = true;
}
static void d3d10_gfx_set_osd_msg(
void* data, video_frame_info_t* video_info, const char* msg, const void* params, void* font)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (d3d10)
{
if (d3d10->sprites.enabled)
font_driver_render_msg(video_info, font, msg, (const struct font_params*)params);
else
printf("OSD msg: %s\n", msg);
}
}
static void d3d10_gfx_show_mouse(void* data, bool state) { win32_show_cursor(state); }
static uintptr_t d3d10_gfx_load_texture(
void* video_data, void* data, bool threaded, enum texture_filter_type filter_type)
{
d3d10_texture_t* texture = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)video_data;
struct texture_image* image = (struct texture_image*)data;
if (!d3d10)
return 0;
texture = (d3d10_texture_t*)calloc(1, sizeof(*texture));
if (!texture)
return 0;
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
texture->desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
/* fallthrough */
case TEXTURE_FILTER_LINEAR:
texture->sampler = d3d10->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_EDGE];
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
texture->desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
/* fallthrough */
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d10->samplers[RARCH_FILTER_NEAREST][RARCH_WRAP_EDGE];
break;
}
texture->desc.Width = image->width;
texture->desc.Height = image->height;
texture->desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
d3d10_init_texture(d3d10->device, texture);
d3d10_update_texture(
d3d10->device,
image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels,
texture);
return (uintptr_t)texture;
}
static void d3d10_gfx_unload_texture(void* data, uintptr_t handle)
{
d3d10_texture_t* texture = (d3d10_texture_t*)handle;
if (!texture)
return;
Release(texture->view);
Release(texture->staging);
Release(texture->handle);
free(texture);
}
#if 0
static bool
d3d10_get_hw_render_interface(void* data, const struct retro_hw_render_interface** iface)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
*iface = (const struct retro_hw_render_interface*)&d3d10->hw.iface;
return d3d10->hw.enable;
}
#endif
static uint32_t d3d10_get_flags(void *data)
{
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG);
#endif
return flags;
}
static const video_poke_interface_t d3d10_poke_interface = {
d3d10_get_flags,
d3d10_gfx_load_texture,
d3d10_gfx_unload_texture,
NULL, /* set_video_mode */
#ifndef __WINRT__
win32_get_refresh_rate,
#else
/* UWP does not expose this information easily */
NULL,
#endif
d3d10_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 */
d3d10_gfx_set_aspect_ratio,
d3d10_gfx_apply_state_changes,
d3d10_set_menu_texture_frame,
d3d10_set_menu_texture_enable,
d3d10_gfx_set_osd_msg,
d3d10_gfx_show_mouse,
NULL, /* grab_mouse_toggle */
d3d10_gfx_get_current_shader,
NULL, /* get_current_software_framebuffer */
#if 0
d3d10_get_hw_render_interface,
#else
NULL, /* get_hw_render_interface */
#endif
};
static void d3d10_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
{
*iface = &d3d10_poke_interface;
}
#if defined(HAVE_MENU) && defined(HAVE_MENU_WIDGETS)
static bool d3d10_menu_widgets_enabled(void *data)
{
(void)data;
return true;
}
#endif
video_driver_t video_d3d10 = {
d3d10_gfx_init,
d3d10_gfx_frame,
d3d10_gfx_set_nonblock_state,
d3d10_gfx_alive,
d3d10_gfx_focus,
d3d10_gfx_suppress_screensaver,
d3d10_gfx_has_windowed,
d3d10_gfx_set_shader,
d3d10_gfx_free,
"d3d10",
NULL, /* set_viewport */
d3d10_gfx_set_rotation,
d3d10_gfx_viewport_info,
NULL, /* read_viewport */
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d10_get_overlay_interface,
#endif
#ifdef HAVE_VIDEO_LAYOUT
NULL,
#endif
d3d10_gfx_get_poke_interface,
NULL, /* d3d10_wrap_type_to_enum */
#if defined(HAVE_MENU) && defined(HAVE_MENU_WIDGETS)
d3d10_menu_widgets_enabled
#endif
};