RetroArch/gfx/common/d3d12_common.h
2023-03-26 21:20:27 +01:00

791 lines
28 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/>.
*/
#pragma once
#include <retro_inline.h>
#include <retro_math.h>
#include <retro_common_api.h>
#include <gfx/math/matrix_4x4.h>
#include "dxgi_common.h"
#include <d3d12.h>
#include "../common/d3dcompiler_common.h"
#include "../drivers_shader/slang_process.h"
#define D3D12_MAX_GPU_COUNT 16
#define D3D12_RESOURCE_TRANSITION(cmd, resource, state_before, state_after) \
{ \
D3D12_RESOURCE_BARRIER _barrier; \
_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; \
_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; \
_barrier.Transition.pResource = resource; \
_barrier.Transition.StateBefore = state_before; \
_barrier.Transition.StateAfter = state_after; \
_barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; \
D3D12ResourceBarrier(cmd, 1, &_barrier); \
}
typedef const ID3D12PipelineState* D3D12PipelineStateRef;
/* auto-generated */
typedef ID3D12Object* D3D12Object;
typedef ID3D12DeviceChild* D3D12DeviceChild;
typedef ID3D12RootSignature* D3D12RootSignature;
typedef ID3D12RootSignatureDeserializer* D3D12RootSignatureDeserializer;
typedef ID3D12VersionedRootSignatureDeserializer* D3D12VersionedRootSignatureDeserializer;
typedef ID3D12Pageable* D3D12Pageable;
typedef ID3D12Heap* D3D12Heap;
typedef ID3D12Resource* D3D12Resource;
typedef ID3D12CommandAllocator* D3D12CommandAllocator;
typedef ID3D12Fence* D3D12Fence;
typedef ID3D12PipelineState* D3D12PipelineState;
typedef ID3D12DescriptorHeap* D3D12DescriptorHeap;
typedef ID3D12QueryHeap* D3D12QueryHeap;
typedef ID3D12CommandSignature* D3D12CommandSignature;
typedef ID3D12CommandList* D3D12CommandList;
typedef ID3D12GraphicsCommandList* D3D12GraphicsCommandList;
typedef ID3D12CommandQueue* D3D12CommandQueue;
typedef ID3D12Device* D3D12Device;
typedef ID3D12PipelineLibrary* D3D12PipelineLibrary;
#ifdef DEBUG
typedef ID3D12Debug* D3D12Debug;
typedef ID3D12DebugDevice* D3D12DebugDevice;
typedef ID3D12DebugCommandQueue* D3D12DebugCommandQueue;
typedef ID3D12DebugCommandList* D3D12DebugCommandList;
#ifdef DEVICE_DEBUG
typedef ID3D12DeviceRemovedExtendedDataSettings* D3D12DeviceRemovedExtendedDataSettings;
#endif /* DEVICE_DEBUG */
#endif
typedef ID3D12InfoQueue* D3D12InfoQueue;
typedef struct d3d12_vertex_t
{
float position[2];
float texcoord[2];
float color[4];
} d3d12_vertex_t;
typedef struct
{
struct
{
float x, y, w, h;
} pos;
struct
{
float u, v, w, h;
} coords;
struct
{
float scaling;
float rotation;
} params;
UINT32 colors[4];
} d3d12_sprite_t;
typedef struct
{
D3D12DescriptorHeap handle; /* descriptor pool */
D3D12_DESCRIPTOR_HEAP_DESC desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu; /* descriptor */
D3D12_GPU_DESCRIPTOR_HANDLE gpu; /* descriptor */
UINT stride;
bool* map;
int start;
} d3d12_descriptor_heap_t;
typedef struct
{
D3D12Resource handle;
D3D12Resource upload_buffer;
D3D12_RESOURCE_DESC desc;
/* the first view is srv, the rest are mip levels uavs */
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor[D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP - 5];
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12_CPU_DESCRIPTOR_HANDLE rt_view;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
UINT64 row_size_in_bytes;
UINT64 total_bytes;
d3d12_descriptor_heap_t* srv_heap;
float4_t size_data;
bool dirty;
} d3d12_texture_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;
} d3d12_uniform_t;
enum d3d12_video_flags
{
D3D12_ST_FLAG_RESIZE_CHAIN = (1 << 0),
D3D12_ST_FLAG_KEEP_ASPECT = (1 << 1),
D3D12_ST_FLAG_RESIZE_VIEWPORT = (1 << 2),
D3D12_ST_FLAG_RESIZE_RTS = (1 << 3),
D3D12_ST_FLAG_INIT_HISTORY = (1 << 4),
D3D12_ST_FLAG_OVERLAYS_ENABLE = (1 << 5),
D3D12_ST_FLAG_OVERLAYS_FULLSCREEN = (1 << 6),
D3D12_ST_FLAG_SPRITES_ENABLE = (1 << 7),
D3D12_ST_FLAG_MENU_ENABLE = (1 << 8),
D3D12_ST_FLAG_MENU_FULLSCREEN = (1 << 9),
D3D12_ST_FLAG_HDR_SUPPORT = (1 << 10),
D3D12_ST_FLAG_HDR_ENABLE = (1 << 11),
D3D12_ST_FLAG_VSYNC = (1 << 12),
D3D12_ST_FLAG_WAITABLE_SWAPCHAINS = (1 << 13),
D3D12_ST_FLAG_WAIT_FOR_VBLANK = (1 << 14)
};
typedef struct
{
unsigned cur_mon_id;
#ifdef __WINRT__
DXGIFactory2 factory;
#else
DXGIFactory1 factory;
#endif
DXGIAdapter adapter;
D3D12Device device;
#ifdef DEVICE_DEBUG
#ifdef DEBUG
D3D12DebugDevice debug_device;
D3D12InfoQueue info_queue;
D3D12DeviceRemovedExtendedDataSettings device_removed_info;
#endif /* DEBUG */
#endif /* DEVICE_DEBUG */
IDXGIAdapter1 *adapters[D3D12_MAX_GPU_COUNT];
struct string_list *gpu_list;
struct
{
D3D12CommandQueue handle;
D3D12CommandAllocator allocator;
D3D12GraphicsCommandList cmd;
D3D12Fence fence;
HANDLE fenceEvent;
UINT64 fenceValue;
} queue;
struct
{
D3D12RootSignature cs_rootSignature; /* descriptor layout */
D3D12RootSignature sl_rootSignature; /* descriptor layout */
D3D12RootSignature rootSignature; /* descriptor layout */
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
d3d12_descriptor_heap_t sampler_heap;
} desc;
struct
{
HANDLE frameLatencyWaitableObject;
DXGISwapChain handle;
D3D12Resource renderTargets[2];
#ifdef HAVE_DXGI_HDR
d3d12_texture_t back_buffer;
#endif
D3D12_CPU_DESCRIPTOR_HANDLE desc_handles[2];
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
float clearcolor[4];
int frame_index;
unsigned swap_interval;
#ifdef HAVE_DXGI_HDR
enum dxgi_swapchain_bit_depth bit_depth;
DXGI_COLOR_SPACE_TYPE color_space;
DXGI_FORMAT formats[DXGI_SWAPCHAIN_BIT_DEPTH_COUNT];
#endif
} chain;
struct
{
d3d12_texture_t texture[GFX_MAX_FRAME_HISTORY + 1];
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
float4_t output_size;
int rotation;
} frame;
#ifdef HAVE_DXGI_HDR
struct
{
dxgi_hdr_uniform_t ubo_values;
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
float max_output_nits;
float min_output_nits;
float max_cll;
float max_fall;
} hdr;
#endif
struct
{
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t texture;
float alpha;
} menu;
struct
{
D3D12PipelineStateRef pipe;
D3D12PipelineState pipe_blend;
D3D12PipelineState pipe_noblend;
D3D12PipelineState pipe_font;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
int offset;
int capacity;
} sprites;
#ifdef HAVE_OVERLAY
struct
{
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t* textures;
int count;
} overlays;
#endif
struct
{
D3D12PipelineState pipe;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12Resource buffers[SLANG_CBUFFER_MAX];
D3D12_CONSTANT_BUFFER_VIEW_DESC buffer_view[SLANG_CBUFFER_MAX];
d3d12_texture_t rt;
d3d12_texture_t feedback;
D3D12_VIEWPORT viewport;
D3D12_RECT scissorRect;
pass_semantics_t semantics;
uint32_t frame_count;
int32_t frame_direction;
uint32_t rotation;
D3D12_GPU_DESCRIPTOR_HANDLE textures;
D3D12_GPU_DESCRIPTOR_HANDLE samplers;
} pass[GFX_MAX_SHADERS];
struct video_shader* shader_preset;
d3d12_texture_t luts[GFX_MAX_TEXTURES];
D3D12PipelineState pipes[GFX_MAX_SHADERS];
D3D12PipelineState mipmapgen_pipe;
d3d12_uniform_t ubo_values;
D3D12Resource ubo;
D3D12_CONSTANT_BUFFER_VIEW_DESC ubo_view;
DXGI_FORMAT format;
D3D12_GPU_DESCRIPTOR_HANDLE samplers[RARCH_FILTER_MAX][RARCH_WRAP_MAX];
math_matrix_4x4 mvp, mvp_no_rot, identity;
struct video_viewport vp;
D3D12Resource menu_pipeline_vbo;
D3D12_VERTEX_BUFFER_VIEW menu_pipeline_vbo_view;
#ifdef DEBUG
D3D12Debug debugController;
#endif
uint16_t flags;
} d3d12_video_t;
typedef enum
{
ROOT_ID_TEXTURE_T = 0,
ROOT_ID_SAMPLER_T,
ROOT_ID_UBO,
ROOT_ID_PC,
ROOT_ID_MAX
} root_signature_parameter_index_t;
typedef enum
{
CS_ROOT_ID_TEXTURE_T = 0,
CS_ROOT_ID_UAV_T,
CS_ROOT_ID_CONSTANTS,
CS_ROOT_ID_MAX
} compute_root_index_t;
static INLINE HRESULT
D3D12Map(void* resource, UINT subresource, D3D12_RANGE* read_range, void** data)
{
return ((ID3D12Resource*)resource)
->lpVtbl->Map((ID3D12Resource*)resource, subresource, read_range, data);
}
static INLINE void D3D12Unmap(void* resource, UINT subresource, D3D12_RANGE* written_range)
{
((ID3D12Resource*)resource)
->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
}
static INLINE D3D12_GPU_VIRTUAL_ADDRESS D3D12GetGPUVirtualAddress(void* resource)
{
return ((ID3D12Resource*)resource)->lpVtbl->GetGPUVirtualAddress((ID3D12Resource*)resource);
}
static INLINE HRESULT D3D12ResetCommandAllocator(D3D12CommandAllocator command_allocator)
{
return command_allocator->lpVtbl->Reset(command_allocator);
}
static INLINE ULONG D3D12ReleaseFence(D3D12Fence fence) { return fence->lpVtbl->Release(fence); }
static INLINE UINT64 D3D12GetCompletedValue(D3D12Fence fence)
{
return fence->lpVtbl->GetCompletedValue(fence);
}
static INLINE HRESULT D3D12SetEventOnCompletion(D3D12Fence fence, UINT64 value, HANDLE h_event)
{
return fence->lpVtbl->SetEventOnCompletion(fence, value, h_event);
}
static INLINE HRESULT D3D12CloseGraphicsCommandList(D3D12GraphicsCommandList graphics_command_list)
{
return graphics_command_list->lpVtbl->Close(graphics_command_list);
}
static INLINE HRESULT D3D12ResetGraphicsCommandList(
D3D12GraphicsCommandList graphics_command_list,
D3D12CommandAllocator allocator,
D3D12PipelineState initial_state)
{
return graphics_command_list->lpVtbl->Reset(graphics_command_list, allocator, initial_state);
}
static INLINE void D3D12DrawInstanced(
D3D12GraphicsCommandList graphics_command_list,
UINT vertex_count_per_instance,
UINT instance_count,
UINT start_vertex_location,
UINT start_instance_location)
{
graphics_command_list->lpVtbl->DrawInstanced(
graphics_command_list, vertex_count_per_instance, instance_count, start_vertex_location,
start_instance_location);
}
static INLINE void D3D12Dispatch(
D3D12GraphicsCommandList graphics_command_list,
UINT thread_group_count_x,
UINT thread_group_count_y,
UINT thread_group_count_z)
{
graphics_command_list->lpVtbl->Dispatch(
graphics_command_list, thread_group_count_x, thread_group_count_y, thread_group_count_z);
}
static INLINE void D3D12CopyTextureRegion(
D3D12GraphicsCommandList graphics_command_list,
D3D12_TEXTURE_COPY_LOCATION* dst,
UINT dst_x,
UINT dst_y,
UINT dst_z,
D3D12_TEXTURE_COPY_LOCATION* src,
D3D12_BOX* src_box)
{
graphics_command_list->lpVtbl->CopyTextureRegion(
graphics_command_list, dst, dst_x, dst_y, dst_z, src, src_box);
}
static INLINE void D3D12IASetPrimitiveTopology(
D3D12GraphicsCommandList graphics_command_list, D3D12_PRIMITIVE_TOPOLOGY primitive_topology)
{
graphics_command_list->lpVtbl->IASetPrimitiveTopology(graphics_command_list, primitive_topology);
}
static INLINE void D3D12RSSetViewports(
D3D12GraphicsCommandList graphics_command_list, UINT num_viewports, D3D12_VIEWPORT* viewports)
{
graphics_command_list->lpVtbl->RSSetViewports(graphics_command_list, num_viewports, viewports);
}
static INLINE void D3D12RSSetScissorRects(
D3D12GraphicsCommandList graphics_command_list, UINT num_rects, D3D12_RECT* rects)
{
graphics_command_list->lpVtbl->RSSetScissorRects(graphics_command_list, num_rects, rects);
}
static INLINE void D3D12SetPipelineState(
D3D12GraphicsCommandList graphics_command_list, D3D12PipelineStateRef pipeline_state)
{
graphics_command_list->lpVtbl->SetPipelineState(graphics_command_list, (D3D12PipelineState)pipeline_state);
}
static INLINE void D3D12ResourceBarrier(
D3D12GraphicsCommandList graphics_command_list,
UINT num_barriers,
D3D12_RESOURCE_BARRIER* barriers)
{
graphics_command_list->lpVtbl->ResourceBarrier(graphics_command_list, num_barriers, barriers);
}
static INLINE void D3D12SetComputeRootSignature(
D3D12GraphicsCommandList graphics_command_list, D3D12RootSignature root_signature)
{
graphics_command_list->lpVtbl->SetComputeRootSignature(graphics_command_list, root_signature);
}
static INLINE void D3D12SetGraphicsRootSignature(
D3D12GraphicsCommandList graphics_command_list, D3D12RootSignature root_signature)
{
graphics_command_list->lpVtbl->SetGraphicsRootSignature(graphics_command_list, root_signature);
}
static INLINE void D3D12SetComputeRootDescriptorTable(
D3D12GraphicsCommandList graphics_command_list,
UINT root_parameter_index,
D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
graphics_command_list->lpVtbl->SetComputeRootDescriptorTable(
graphics_command_list, root_parameter_index, base_descriptor);
}
static INLINE void D3D12SetGraphicsRootDescriptorTable(
D3D12GraphicsCommandList graphics_command_list,
UINT root_parameter_index,
D3D12_GPU_DESCRIPTOR_HANDLE base_descriptor)
{
graphics_command_list->lpVtbl->SetGraphicsRootDescriptorTable(
graphics_command_list, root_parameter_index, base_descriptor);
}
static INLINE void D3D12SetComputeRoot32BitConstants(
D3D12GraphicsCommandList graphics_command_list,
UINT root_parameter_index,
UINT num32_bit_values_to_set,
void* src_data,
UINT dest_offset_in32_bit_values)
{
graphics_command_list->lpVtbl->SetComputeRoot32BitConstants(
graphics_command_list, root_parameter_index, num32_bit_values_to_set, src_data,
dest_offset_in32_bit_values);
}
static INLINE void D3D12SetComputeRootConstantBufferView(
D3D12GraphicsCommandList graphics_command_list,
UINT root_parameter_index,
D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
{
graphics_command_list->lpVtbl->SetComputeRootConstantBufferView(
graphics_command_list, root_parameter_index, buffer_location);
}
static INLINE void D3D12SetGraphicsRootConstantBufferView(
D3D12GraphicsCommandList graphics_command_list,
UINT root_parameter_index,
D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
{
graphics_command_list->lpVtbl->SetGraphicsRootConstantBufferView(
graphics_command_list, root_parameter_index, buffer_location);
}
static INLINE void D3D12IASetVertexBuffers(
D3D12GraphicsCommandList graphics_command_list,
UINT start_slot,
UINT num_views,
D3D12_VERTEX_BUFFER_VIEW* views)
{
graphics_command_list->lpVtbl->IASetVertexBuffers(
graphics_command_list, start_slot, num_views, views);
}
static INLINE void D3D12OMSetRenderTargets(
D3D12GraphicsCommandList graphics_command_list,
UINT num_render_target_descriptors,
D3D12_CPU_DESCRIPTOR_HANDLE* render_target_descriptors,
BOOL r_ts_single_handle_to_descriptor_range,
D3D12_CPU_DESCRIPTOR_HANDLE* depth_stencil_descriptor)
{
graphics_command_list->lpVtbl->OMSetRenderTargets(
graphics_command_list, num_render_target_descriptors, render_target_descriptors,
r_ts_single_handle_to_descriptor_range, depth_stencil_descriptor);
}
static INLINE HRESULT
D3D12SignalCommandQueue(D3D12CommandQueue command_queue, D3D12Fence fence, UINT64 value)
{
return command_queue->lpVtbl->Signal(command_queue, fence, value);
}
static INLINE HRESULT D3D12CreateCommandQueue(
D3D12Device device, D3D12_COMMAND_QUEUE_DESC* desc, ID3D12CommandQueue** out)
{
return device->lpVtbl->CreateCommandQueue(device, desc, uuidof(ID3D12CommandQueue), (void**)out);
}
static INLINE HRESULT D3D12CreateCommandAllocator(
D3D12Device device, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator** out)
{
return device->lpVtbl->CreateCommandAllocator(
device, type, uuidof(ID3D12CommandAllocator), (void**)out);
}
static INLINE HRESULT D3D12CreateGraphicsPipelineState(
D3D12Device device, D3D12_GRAPHICS_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
{
return device->lpVtbl->CreateGraphicsPipelineState(
device, desc, uuidof(ID3D12PipelineState), (void**)out);
}
static INLINE HRESULT D3D12CreateComputePipelineState(
D3D12Device device, D3D12_COMPUTE_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
{
return device->lpVtbl->CreateComputePipelineState(
device, desc, uuidof(ID3D12PipelineState), (void**)out);
}
static INLINE HRESULT D3D12CheckFeatureSupport(
D3D12Device device,
D3D12_FEATURE feature,
void* feature_support_data,
UINT feature_support_data_size)
{
return device->lpVtbl->CheckFeatureSupport(
device, feature, feature_support_data, feature_support_data_size);
}
static INLINE HRESULT D3D12CreateDescriptorHeap(
D3D12Device device,
D3D12_DESCRIPTOR_HEAP_DESC* descriptor_heap_desc,
D3D12DescriptorHeap* out)
{
return device->lpVtbl->CreateDescriptorHeap(
device, descriptor_heap_desc, uuidof(ID3D12DescriptorHeap), (void**)out);
}
static INLINE UINT D3D12GetDescriptorHandleIncrementSize(
D3D12Device device, D3D12_DESCRIPTOR_HEAP_TYPE descriptor_heap_type)
{
return device->lpVtbl->GetDescriptorHandleIncrementSize(device, descriptor_heap_type);
}
static INLINE HRESULT D3D12CreateRootSignature(
D3D12Device device,
UINT node_mask,
void* blob_with_root_signature,
SIZE_T blob_length_in_bytes,
ID3D12RootSignature** out)
{
return device->lpVtbl->CreateRootSignature(
device, node_mask, blob_with_root_signature, blob_length_in_bytes,
uuidof(ID3D12RootSignature), (void**)out);
}
static INLINE void D3D12CreateShaderResourceView(
D3D12Device device,
D3D12Resource resource,
D3D12_SHADER_RESOURCE_VIEW_DESC* desc,
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
{
device->lpVtbl->CreateShaderResourceView(device, resource, desc, dest_descriptor);
}
static INLINE void D3D12CreateUnorderedAccessView(
D3D12Device device,
void* resource,
void* counter_resource,
D3D12_UNORDERED_ACCESS_VIEW_DESC* desc,
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
{
device->lpVtbl->CreateUnorderedAccessView(
device, (ID3D12Resource*)resource, (ID3D12Resource*)counter_resource, desc,
dest_descriptor);
}
static INLINE void D3D12CreateRenderTargetView(
D3D12Device device,
void* resource,
D3D12_RENDER_TARGET_VIEW_DESC* desc,
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
{
device->lpVtbl->CreateRenderTargetView(device, (ID3D12Resource*)resource, desc, dest_descriptor);
}
static INLINE void D3D12CreateDepthStencilView(
D3D12Device device,
void* resource,
D3D12_DEPTH_STENCIL_VIEW_DESC* desc,
D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
{
device->lpVtbl->CreateDepthStencilView(device, (ID3D12Resource*)resource, desc, dest_descriptor);
}
static INLINE void D3D12CreateSampler(
D3D12Device device, D3D12_SAMPLER_DESC* desc, D3D12_CPU_DESCRIPTOR_HANDLE dest_descriptor)
{
device->lpVtbl->CreateSampler(device, desc, dest_descriptor);
}
static INLINE HRESULT D3D12CreateCommittedResource(
D3D12Device device,
D3D12_HEAP_PROPERTIES* heap_properties,
D3D12_HEAP_FLAGS heap_flags,
D3D12_RESOURCE_DESC* desc,
D3D12_RESOURCE_STATES initial_resource_state,
D3D12_CLEAR_VALUE* optimized_clear_value,
ID3D12Resource** out)
{
return device->lpVtbl->CreateCommittedResource(
device, heap_properties, heap_flags, desc, initial_resource_state, optimized_clear_value,
uuidof(ID3D12Resource), (void**)out);
}
static INLINE HRESULT D3D12CreateFence(
D3D12Device device, UINT64 initial_value, D3D12_FENCE_FLAGS flags, ID3D12Fence** out)
{
return device->lpVtbl->CreateFence(
device, initial_value, flags, uuidof(ID3D12Fence), (void**)out);
}
static INLINE void D3D12GetCopyableFootprints(
D3D12Device device,
D3D12_RESOURCE_DESC* resource_desc,
UINT first_subresource,
UINT num_subresources,
UINT64 base_offset,
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts,
UINT* num_rows,
UINT64* row_size_in_bytes,
UINT64* total_bytes)
{
device->lpVtbl->GetCopyableFootprints(
device, resource_desc, first_subresource, num_subresources, base_offset, layouts, num_rows,
row_size_in_bytes, total_bytes);
}
/* end of auto-generated */
#ifdef DEBUG
static INLINE HRESULT D3D12GetDebugInterface_(D3D12Debug* out)
{
return D3D12GetDebugInterface(uuidof(ID3D12Debug), (void**)out);
}
#endif
static INLINE HRESULT
D3D12CreateDevice_(DXGIAdapter adapter, D3D_FEATURE_LEVEL MinimumFeatureLevel, D3D12Device* out)
{
return D3D12CreateDevice(
(IUnknown*)adapter, MinimumFeatureLevel, uuidof(ID3D12Device), (void**)out);
}
static INLINE HRESULT D3D12CreateGraphicsCommandList(
D3D12Device device,
UINT node_mask,
D3D12_COMMAND_LIST_TYPE type,
D3D12CommandAllocator command_allocator,
D3D12PipelineState initial_state,
D3D12GraphicsCommandList* out)
{
return device->lpVtbl->CreateCommandList(
device, node_mask, type, command_allocator, initial_state,
uuidof(ID3D12GraphicsCommandList), (void**)out);
}
static INLINE void D3D12ClearRenderTargetView(
D3D12GraphicsCommandList command_list,
D3D12_CPU_DESCRIPTOR_HANDLE render_target_view,
const FLOAT colorRGBA[4],
UINT num_rects,
const D3D12_RECT* rects)
{
command_list->lpVtbl->ClearRenderTargetView(
command_list, render_target_view, colorRGBA, num_rects, rects);
}
static INLINE void D3D12ExecuteGraphicsCommandLists(
D3D12CommandQueue command_queue,
UINT num_command_lists,
const D3D12GraphicsCommandList* command_lists)
{
command_queue->lpVtbl->ExecuteCommandLists(
command_queue, num_command_lists, (ID3D12CommandList* const*)command_lists);
}
static INLINE HRESULT
DXGIGetSwapChainBuffer(DXGISwapChain swapchain, UINT buffer, D3D12Resource* surface)
{
return swapchain->lpVtbl->GetBuffer(swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
}
static INLINE void D3D12SetDescriptorHeaps(
D3D12GraphicsCommandList command_list,
UINT num_descriptor_heaps,
const D3D12DescriptorHeap* descriptor_heaps)
{
command_list->lpVtbl->SetDescriptorHeaps(command_list, num_descriptor_heaps, descriptor_heaps);
}
static INLINE D3D12_CPU_DESCRIPTOR_HANDLE
D3D12GetCPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
{
D3D12_CPU_DESCRIPTOR_HANDLE out;
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_CPU_DESCRIPTOR_HANDLE*))
descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
return out;
}
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
D3D12GetGPUDescriptorHandleForHeapStart(D3D12DescriptorHeap descriptor_heap)
{
D3D12_GPU_DESCRIPTOR_HANDLE out;
((void(STDMETHODCALLTYPE*)(ID3D12DescriptorHeap*, D3D12_GPU_DESCRIPTOR_HANDLE*))
descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(descriptor_heap, &out);
return out;
}
RETRO_BEGIN_DECLS
D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap);
D3D12_GPU_VIRTUAL_ADDRESS
d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer);
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* tex);
void d3d12_release_texture(d3d12_texture_t* texture);
void d3d12_update_texture(
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d12_texture_t* texture);
void d3d12_upload_texture(D3D12GraphicsCommandList cmd,
d3d12_texture_t* texture, void *userdata);
RETRO_END_DECLS