RetroArch/gfx/common/d3d10_common.h
2023-03-26 21:20:27 +01:00

284 lines
8.1 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/>.
*/
#pragma once
#include <retro_inline.h>
#include "dxgi_common.h"
#include <d3d10.h>
#include <boolean.h>
#include <retro_math.h>
#include <gfx/math/matrix_4x4.h>
#include "../drivers_shader/slang_process.h"
#define D3D10_MAX_GPU_COUNT 16
typedef const ID3D10SamplerState* D3D10SamplerStateRef;
typedef ID3D10InputLayout* D3D10InputLayout;
typedef ID3D10RasterizerState* D3D10RasterizerState;
typedef ID3D10DepthStencilState* D3D10DepthStencilState;
typedef ID3D10BlendState* D3D10BlendState;
typedef ID3D10PixelShader* D3D10PixelShader;
typedef ID3D10SamplerState* D3D10SamplerState;
typedef ID3D10VertexShader* D3D10VertexShader;
typedef ID3D10GeometryShader* D3D10GeometryShader;
/* auto-generated */
typedef ID3DDestructionNotifier* D3DDestructionNotifier;
typedef ID3D10Resource* D3D10Resource;
typedef ID3D10Buffer* D3D10Buffer;
typedef ID3D10Texture1D* D3D10Texture1D;
typedef ID3D10Texture2D* D3D10Texture2D;
typedef ID3D10Texture3D* D3D10Texture3D;
typedef ID3D10View* D3D10View;
typedef ID3D10ShaderResourceView* D3D10ShaderResourceView;
typedef ID3D10RenderTargetView* D3D10RenderTargetView;
typedef ID3D10DepthStencilView* D3D10DepthStencilView;
typedef ID3D10Asynchronous* D3D10Asynchronous;
typedef ID3D10Query* D3D10Query;
typedef ID3D10Predicate* D3D10Predicate;
typedef ID3D10Counter* D3D10Counter;
typedef ID3D10Device* D3D10Device;
typedef ID3D10Multithread* D3D10Multithread;
#ifdef DEBUG
typedef ID3D10Debug* D3D10Debug;
#endif
typedef ID3D10SwitchToRef* D3D10SwitchToRef;
typedef ID3D10InfoQueue* D3D10InfoQueue;
typedef struct d3d10_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d10_vertex_t;
typedef struct
{
D3D10Texture2D handle;
D3D10Texture2D staging;
D3D10_TEXTURE2D_DESC desc;
D3D10RenderTargetView rt_view;
D3D10ShaderResourceView view;
D3D10SamplerStateRef sampler;
float4_t size_data;
} d3d10_texture_t;
typedef struct
{
struct
{
float x, y, w, h;
} pos;
struct
{
float u, v, w, h;
} coords;
UINT32 colors[4];
struct
{
float scaling;
float rotation;
} params;
} d3d10_sprite_t;
#ifndef ALIGN
#ifdef _MSC_VER
#define ALIGN(x) __declspec(align(x))
#else
#define ALIGN(x) __attribute__((aligned(x)))
#endif
#endif
typedef struct ALIGN(16)
{
math_matrix_4x4 mvp;
struct
{
float width;
float height;
} OutputSize;
float time;
} d3d10_uniform_t;
typedef struct d3d10_shader_t
{
D3D10VertexShader vs;
D3D10PixelShader ps;
D3D10GeometryShader gs;
D3D10InputLayout layout;
} d3d10_shader_t;
enum d3d10_video_flags
{
D3D10_ST_FLAG_VSYNC = (1 << 0),
D3D10_ST_FLAG_RESIZE_CHAIN = (1 << 1),
D3D10_ST_FLAG_KEEP_ASPECT = (1 << 2),
D3D10_ST_FLAG_RESIZE_VIEWPORT = (1 << 3),
D3D10_ST_FLAG_RESIZE_RTS = (1 << 4), /* RT = Render Target */
D3D10_ST_FLAG_INIT_HISTORY = (1 << 5),
D3D10_ST_FLAG_SPRITES_ENABLE = (1 << 6),
D3D10_ST_FLAG_OVERLAYS_ENABLE = (1 << 7),
D3D10_ST_FLAG_OVERLAYS_FULLSCREEN = (1 << 8),
D3D10_ST_FLAG_MENU_ENABLE = (1 << 9),
D3D10_ST_FLAG_MENU_FULLSCREEN = (1 << 10)
};
typedef struct
{
unsigned cur_mon_id;
DXGISwapChain swapChain;
D3D10Device device;
D3D10RasterizerState state;
D3D10RenderTargetView renderTargetView;
D3D10Buffer ubo;
d3d10_uniform_t ubo_values;
D3D10SamplerState samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
D3D10BlendState blend_enable;
D3D10BlendState blend_disable;
D3D10BlendState blend_pipeline;
D3D10Buffer menu_pipeline_vbo;
math_matrix_4x4 mvp, mvp_no_rot;
struct video_viewport vp;
D3D10_VIEWPORT viewport;
DXGI_FORMAT format;
float clearcolor[4];
unsigned swap_interval;
d3d10_shader_t shaders[GFX_MAX_SHADERS];
#ifdef __WINRT__
DXGIFactory2 factory;
#else
DXGIFactory1 factory;
#endif
DXGIAdapter adapter;
struct
{
d3d10_shader_t shader;
d3d10_shader_t shader_font;
D3D10Buffer vbo;
int offset;
int capacity;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D10Buffer vbo;
d3d10_texture_t* textures;
int count;
} overlays;
#endif
struct
{
d3d10_texture_t texture;
D3D10Buffer vbo;
} menu;
struct
{
d3d10_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D10Buffer vbo;
D3D10Buffer ubo;
D3D10_VIEWPORT viewport;
float4_t output_size;
int rotation;
} frame;
struct
{
d3d10_shader_t shader;
D3D10Buffer buffers[SLANG_CBUFFER_MAX];
d3d10_texture_t rt;
d3d10_texture_t feedback;
D3D10_VIEWPORT viewport;
pass_semantics_t semantics;
uint32_t frame_count;
int32_t frame_direction;
uint32_t rotation;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
d3d10_texture_t luts[GFX_MAX_TEXTURES];
struct string_list *gpu_list;
IDXGIAdapter1 *adapters[D3D10_MAX_GPU_COUNT];
IDXGIAdapter1 *current_adapter;
uint16_t flags;
} d3d10_video_t;
void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture);
static INLINE void d3d10_release_texture(d3d10_texture_t* texture)
{
Release(texture->handle);
Release(texture->staging);
Release(texture->view);
Release(texture->rt_view);
}
void d3d10_update_texture(
D3D10Device ctx,
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d10_texture_t* texture);
DXGI_FORMAT d3d10_get_closest_match(
D3D10Device device, DXGI_FORMAT desired_format, UINT desired_format_support);
bool d3d10_init_shader(
D3D10Device device,
const char* src,
size_t size,
const void* src_name,
LPCSTR vs_entry,
LPCSTR ps_entry,
LPCSTR gs_entry,
const D3D10_INPUT_ELEMENT_DESC* input_element_descs,
UINT num_elements,
d3d10_shader_t* out);
static INLINE void d3d10_release_shader(d3d10_shader_t* shader)
{
Release(shader->layout);
Release(shader->vs);
Release(shader->ps);
Release(shader->gs);
}
static INLINE void d3d10_set_shader(D3D10Device ctx, d3d10_shader_t* shader)
{
ctx->lpVtbl->IASetInputLayout(ctx, shader->layout);
ctx->lpVtbl->VSSetShader(ctx, shader->vs);
ctx->lpVtbl->PSSetShader(ctx, shader->ps);
ctx->lpVtbl->GSSetShader(ctx, shader->gs);
}
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void
d3d10_set_texture_and_sampler(D3D10Device ctx, UINT slot, d3d10_texture_t* texture)
{
ctx->lpVtbl->PSSetShaderResources(ctx, slot, 1, &texture->view);
ctx->lpVtbl->PSSetSamplers(ctx, slot, 1, (D3D10SamplerState*)&texture->sampler);
}
#endif