RetroArch/gfx/drivers_display/gfx_display_d3d12.c
2020-09-26 22:01:23 +02:00

310 lines
10 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#define CINTERFACE
#include <retro_miscellaneous.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../gfx_display.h"
#include "../../retroarch.h"
#include "../font_driver.h"
#include "../common/d3d12_common.h"
static void gfx_display_d3d12_blend_begin(void *data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12->sprites.pipe = d3d12->sprites.pipe_blend;
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
}
static void gfx_display_d3d12_blend_end(void *data)
{
d3d12_video_t* d3d12 = (d3d12_video_t*)data;
d3d12->sprites.pipe = d3d12->sprites.pipe_noblend;
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
}
static void gfx_display_d3d12_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
int vertex_count = 1;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !draw || !draw->texture)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[draw->pipeline_id]);
D3D12DrawInstanced(d3d12->queue.cmd, draw->coords->vertices, 1, 0, 0);
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->sprites.vbo_view);
return;
}
if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
vertex_count = draw->coords->vertices;
if (!d3d12->sprites.enabled || vertex_count > d3d12->sprites.capacity)
return;
if (d3d12->sprites.offset + vertex_count > d3d12->sprites.capacity)
d3d12->sprites.offset = 0;
{
d3d12_sprite_t* sprite;
D3D12_RANGE range = { 0, 0 };
D3D12Map(d3d12->sprites.vbo, 0, &range, (void**)&sprite);
sprite += d3d12->sprites.offset;
if (vertex_count == 1)
{
sprite->pos.x = draw->x / (float)d3d12->chain.viewport.Width;
sprite->pos.y = (d3d12->chain.viewport.Height - draw->y - draw->height) /
(float)d3d12->chain.viewport.Height;
sprite->pos.w = draw->width / (float)d3d12->chain.viewport.Width;
sprite->pos.h = draw->height / (float)d3d12->chain.viewport.Height;
sprite->coords.u = 0.0f;
sprite->coords.v = 0.0f;
sprite->coords.w = 1.0f;
sprite->coords.h = 1.0f;
if (draw->scale_factor)
sprite->params.scaling = draw->scale_factor;
else
sprite->params.scaling = 1.0f;
sprite->params.rotation = draw->rotation;
sprite->colors[3] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
sprite->colors[2] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5],
0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]);
sprite->colors[1] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9],
0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]);
sprite->colors[0] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13],
0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]);
}
else
{
int i;
const float* vertex = draw->coords->vertex;
const float* tex_coord = draw->coords->tex_coord;
const float* color = draw->coords->color;
for (i = 0; i < vertex_count; i++)
{
d3d12_vertex_t* v = (d3d12_vertex_t*)sprite;
v->position[0] = *vertex++;
v->position[1] = *vertex++;
v->texcoord[0] = *tex_coord++;
v->texcoord[1] = *tex_coord++;
v->color[0] = *color++;
v->color[1] = *color++;
v->color[2] = *color++;
v->color[3] = *color++;
sprite++;
}
D3D12SetPipelineState(d3d12->queue.cmd,
d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
range.Begin = d3d12->sprites.offset * sizeof(*sprite);
range.End = (d3d12->sprites.offset + vertex_count) * sizeof(*sprite);
D3D12Unmap(d3d12->sprites.vbo, 0, &range);
}
{
d3d12_texture_t* texture = (d3d12_texture_t*)draw->texture;
if (texture->dirty)
{
d3d12_upload_texture(d3d12->queue.cmd,
texture, d3d12);
if (vertex_count > 1)
D3D12SetPipelineState(d3d12->queue.cmd,
d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
else
D3D12SetPipelineState(d3d12->queue.cmd,
d3d12->sprites.pipe);
}
d3d12_set_texture_and_sampler(d3d12->queue.cmd, texture);
}
D3D12DrawInstanced(d3d12->queue.cmd, vertex_count, 1, d3d12->sprites.offset, 0);
d3d12->sprites.offset += vertex_count;
if (vertex_count > 1)
{
D3D12SetPipelineState(d3d12->queue.cmd, d3d12->sprites.pipe);
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
}
return;
}
static void gfx_display_d3d12_draw_pipeline(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !draw)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
{
gfx_display_t *p_disp = disp_get_ptr();
video_coord_array_t* ca = &p_disp->dispca;
if (!d3d12->menu_pipeline_vbo)
{
void* vertex_data_begin;
D3D12_RANGE read_range = { 0, 0 };
d3d12->menu_pipeline_vbo_view.StrideInBytes = 2 * sizeof(float);
d3d12->menu_pipeline_vbo_view.SizeInBytes =
ca->coords.vertices * d3d12->menu_pipeline_vbo_view.StrideInBytes;
d3d12->menu_pipeline_vbo_view.BufferLocation = d3d12_create_buffer(
d3d12->device, d3d12->menu_pipeline_vbo_view.SizeInBytes,
&d3d12->menu_pipeline_vbo);
D3D12Map(d3d12->menu_pipeline_vbo, 0, &read_range, &vertex_data_begin);
memcpy(vertex_data_begin, ca->coords.vertex, d3d12->menu_pipeline_vbo_view.SizeInBytes);
D3D12Unmap(d3d12->menu_pipeline_vbo, 0, NULL);
}
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->menu_pipeline_vbo_view);
draw->coords->vertices = ca->coords.vertices;
break;
}
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
D3D12IASetVertexBuffers(d3d12->queue.cmd, 0, 1, &d3d12->frame.vbo_view);
draw->coords->vertices = 4;
break;
default:
return;
}
D3D12IASetPrimitiveTopology(d3d12->queue.cmd, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3d12->ubo_values.time += 0.01f;
{
D3D12_RANGE read_range = { 0, 0 };
d3d12_uniform_t* mapped_ubo;
D3D12Map(d3d12->ubo, 0, &read_range, (void**)&mapped_ubo);
*mapped_ubo = d3d12->ubo_values;
D3D12Unmap(d3d12->ubo, 0, NULL);
}
D3D12SetGraphicsRootConstantBufferView(
d3d12->queue.cmd, ROOT_ID_UBO, d3d12->ubo_view.BufferLocation);
}
static bool gfx_display_d3d12_font_init_first(
void** font_handle,
void* video_data,
const char* font_path,
float menu_font_size,
bool is_threaded)
{
font_data_t** handle = (font_data_t**)font_handle;
font_data_t* new_handle = font_driver_init_first(
video_data, font_path, menu_font_size, true, is_threaded, FONT_DRIVER_RENDER_D3D12_API);
if (!new_handle)
return false;
*handle = new_handle;
return true;
}
void gfx_display_d3d12_scissor_begin(void *data,
unsigned video_width, unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
D3D12_RECT rect;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12 || !width || !height)
return;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &rect);
}
void gfx_display_d3d12_scissor_end(void *data,
unsigned video_width,
unsigned video_height)
{
D3D12_RECT rect;
d3d12_video_t *d3d12 = (d3d12_video_t*)data;
if (!d3d12)
return;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d12 = {
gfx_display_d3d12_draw,
gfx_display_d3d12_draw_pipeline,
gfx_display_d3d12_blend_begin,
gfx_display_d3d12_blend_end,
NULL, /* get_default_mvp */
NULL, /* get_default_vertices */
NULL, /* get_default_tex_coords */
gfx_display_d3d12_font_init_first,
GFX_VIDEO_DRIVER_DIRECT3D12,
"d3d12",
true,
gfx_display_d3d12_scissor_begin,
gfx_display_d3d12_scissor_end
};