RetroArch/gfx/drivers/d3d10.c
Ophidon 7b711214a7
Slang Subframe Shaders Feature (#16209)
Adds support for sub-frame shaders to vulkan/glcore/dx10-11-12.

Builds on the concept already present for frame duplication in use for BFI, to present multiple 'sub' frames per real frame to the shaders, so they can run at a higher framerate than the content framerate. Must be enabled via subframe shaders setting under synchronization settings to be active.

Will allow BFI to be implemented inside of the shaders, among any other use for the higher framerate shader authors can devise.

CurrentSubFrame and TotalSubFrames have been available inside the shaders to track what they want to do on an given subframe. TotalSubFrames will always be 1 when the setting is disabled (and when in menu/ff/pause). Framecount will not increment on sub-frames, as it does not for injected bfi frames now. Should not interfere with any existing shaders that do not check for subframes.
2024-02-09 03:12:55 -08:00

2971 lines
94 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/>.
*/
/* Direct3D 10 driver.
*
* Minimum version : Direct3D 10.0 (2006)
* Minimum OS : Windows Vista
* Recommended OS : Windows Vista and/or later
*/
#define CINTERFACE
#define COBJMACROS
#include <string.h>
#include <malloc.h>
#include <math.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 "../../verbosity.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#ifdef HAVE_REWIND
#include "../../state_manager.h"
#endif
#include "../font_driver.h"
#include "../common/d3d_common.h"
#include "../common/win32_common.h"
#include "../common/d3d10_defines.h"
#include "../common/dxgi_common.h"
#include "../common/d3dcompiler_common.h"
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#ifdef __WINRT__
#error "UWP does not support D3D10"
#endif
typedef struct
{
d3d10_texture_t texture;
const font_renderer_driver_t* font_driver;
void* font_data;
struct font_atlas* atlas;
} d3d10_font_t;
/* 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);
/*
* D3D10 COMMON
*/
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);
}
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);
}
static INLINE void d3d10_release_texture(d3d10_texture_t* texture)
{
Release(texture->handle);
Release(texture->staging);
Release(texture->view);
Release(texture->rt_view);
}
static INLINE void d3d10_release_shader(d3d10_shader_t* shader)
{
Release(shader->layout);
Release(shader->vs);
Release(shader->ps);
Release(shader->gs);
}
static DXGI_FORMAT
d3d10_get_closest_match(D3D10Device device,
DXGI_FORMAT desired_format, UINT desired_format_support)
{
DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
if (!format)
format = default_list;
while (*format != DXGI_FORMAT_UNKNOWN)
{
UINT format_support;
if (SUCCEEDED(device->lpVtbl->CheckFormatSupport(device, *format,
&format_support))
&& ((format_support & desired_format_support) ==
desired_format_support))
break;
format++;
}
return *format;
}
static void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture)
{
bool is_render_target = texture->desc.BindFlags
& D3D10_BIND_RENDER_TARGET;
UINT format_support = D3D10_FORMAT_SUPPORT_TEXTURE2D
| D3D10_FORMAT_SUPPORT_SHADER_SAMPLE;
texture->desc.MipLevels = 1;
texture->desc.ArraySize = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.SampleDesc.Quality = 0;
texture->desc.BindFlags |= D3D10_BIND_SHADER_RESOURCE;
texture->desc.CPUAccessFlags =
texture->desc.Usage == D3D10_USAGE_DYNAMIC
? D3D10_CPU_ACCESS_WRITE
: 0;
if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
{
unsigned width, height;
texture->desc.BindFlags |= D3D10_BIND_RENDER_TARGET;
width = texture->desc.Width >> 5;
height = texture->desc.Height >> 5;
while (width && height)
{
width >>= 1;
height >>= 1;
texture->desc.MipLevels++;
}
}
if (texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET)
format_support |= D3D10_FORMAT_SUPPORT_RENDER_TARGET;
texture->desc.Format = d3d10_get_closest_match(
device, texture->desc.Format, format_support);
device->lpVtbl->CreateTexture2D(device, &texture->desc, NULL,
&texture->handle);
{
D3D10_SHADER_RESOURCE_VIEW_DESC view_desc;
view_desc.Format = texture->desc.Format;
view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MostDetailedMip = 0;
view_desc.Texture2D.MipLevels = -1;
device->lpVtbl->CreateShaderResourceView(device,
(D3D10Resource)texture->handle, &view_desc, &texture->view);
}
if (is_render_target)
device->lpVtbl->CreateRenderTargetView(device,
(D3D10Resource)texture->handle, NULL, &texture->rt_view);
else
{
D3D10_TEXTURE2D_DESC desc = texture->desc;
desc.MipLevels = 1;
desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.Usage = D3D10_USAGE_STAGING;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
device->lpVtbl->CreateTexture2D(device, &desc, NULL,
&texture->staging);
}
texture->size_data.x = texture->desc.Width;
texture->size_data.y = texture->desc.Height;
texture->size_data.z = 1.0f / texture->desc.Width;
texture->size_data.w = 1.0f / texture->desc.Height;
}
static void d3d10_update_texture(
D3D10Device ctx,
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d10_texture_t* texture)
{
D3D10_MAPPED_TEXTURE2D mapped_texture;
D3D10_BOX frame_box;
texture->staging->lpVtbl->Map(texture->staging, 0, D3D10_MAP_WRITE, 0,
&mapped_texture);
dxgi_copy(
width, height, format, pitch, data, texture->desc.Format,
mapped_texture.RowPitch,
mapped_texture.pData);
texture->staging->lpVtbl->Unmap(texture->staging, 0);
frame_box.left = 0;
frame_box.top = 0;
frame_box.front = 0;
frame_box.right = (UINT)width;
frame_box.bottom = (UINT)height;
frame_box.back = 1;
ctx->lpVtbl->CopySubresourceRegion(
ctx, (D3D10Resource)texture->handle, 0, 0, 0, 0,
(D3D10Resource)texture->staging, 0, &frame_box);
if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
ctx->lpVtbl->GenerateMips(ctx, texture->view);
}
static 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)
{
D3DBlob vs_code = NULL;
D3DBlob ps_code = NULL;
D3DBlob gs_code = NULL;
bool success = true;
if (!src) /* LPCWSTR filename */
{
if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_4_0", &vs_code))
success = false;
if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_4_0", &ps_code))
success = false;
if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_4_0", &gs_code))
success = false;
}
else /* char array */
{
if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_4_0", &vs_code))
success = false;
if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_4_0", &ps_code))
success = false;
if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_4_0", &gs_code))
success = false;
}
if (ps_code)
device->lpVtbl->CreatePixelShader(device,
ps_code->lpVtbl->GetBufferPointer(ps_code),
ps_code->lpVtbl->GetBufferSize(ps_code),
&out->ps);
if (gs_code)
device->lpVtbl->CreateGeometryShader(
device,
gs_code->lpVtbl->GetBufferPointer(gs_code),
gs_code->lpVtbl->GetBufferSize(gs_code),
&out->gs);
if (vs_code)
{
LPVOID buf_ptr = vs_code->lpVtbl->GetBufferPointer(vs_code);
SIZE_T buf_size = vs_code->lpVtbl->GetBufferSize(vs_code);
device->lpVtbl->CreateVertexShader(device, buf_ptr, buf_size, &out->vs);
if (input_element_descs)
device->lpVtbl->CreateInputLayout(
device, (D3D10_INPUT_ELEMENT_DESC*)input_element_descs,
num_elements, buf_ptr, buf_size, &out->layout);
}
Release(vs_code);
Release(ps_code);
Release(gs_code);
return success;
}
/*
* DISPLAY DRIVER
*/
static void gfx_display_d3d10_blend_begin(void *data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d10_blend_end(void *data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_disable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
UINT offset = 0, stride = 0;
int vertex_count = 1;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10 || !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:
d3d10_set_shader(d3d10->device, &d3d10->shaders[draw->pipeline_id]);
d3d10->device->lpVtbl->Draw(d3d10->device,
draw->coords->vertices, 0);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
stride = sizeof(d3d10_sprite_t);
d3d10->device->lpVtbl->IASetVertexBuffers(
d3d10->device, 0, 1, (D3D10Buffer* const)&d3d10->sprites.vbo,
&stride, &offset);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
return;
default:
break;
}
if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
vertex_count = draw->coords->vertices;
if ( (!(d3d10->flags & D3D10_ST_FLAG_SPRITES_ENABLE))
|| (vertex_count > d3d10->sprites.capacity))
return;
if (d3d10->sprites.offset + vertex_count > d3d10->sprites.capacity)
d3d10->sprites.offset = 0;
{
void* mapped_vbo = NULL;
d3d10_sprite_t* sprite = NULL;
d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0,
(void**)&mapped_vbo);
sprite = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset;
if (vertex_count == 1)
{
sprite->pos.x = draw->x / (float)d3d10->viewport.Width;
sprite->pos.y =
(d3d10->viewport.Height - draw->y - draw->height)
/ (float)d3d10->viewport.Height;
sprite->pos.w = draw->width / (float)d3d10->viewport.Width;
sprite->pos.h = draw->height / (float)d3d10->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++)
{
d3d10_vertex_t* v = (d3d10_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++;
}
d3d10_set_shader(d3d10->device,
&d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo);
}
d3d10_set_texture_and_sampler(d3d10->device, 0,
(d3d10_texture_t*)draw->texture);
d3d10->device->lpVtbl->Draw(d3d10->device, vertex_count,
d3d10->sprites.offset);
d3d10->sprites.offset += vertex_count;
if (vertex_count > 1)
{
d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
}
}
static void gfx_display_d3d10_draw_pipeline(gfx_display_ctx_draw_t* draw,
gfx_display_t *p_disp,
void *data, unsigned video_width, unsigned video_height)
{
UINT stride = 0, offset = 0;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10 || !draw)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
{
video_coord_array_t* ca = &p_disp->dispca;
if (!d3d10->menu_pipeline_vbo)
{
D3D10_BUFFER_DESC desc;
D3D10_SUBRESOURCE_DATA vertex_data;
desc.ByteWidth = ca->coords.vertices * 2 * sizeof(float);
desc.Usage = D3D10_USAGE_IMMUTABLE;
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
vertex_data.pSysMem = ca->coords.vertex;
vertex_data.SysMemPitch = 0;
vertex_data.SysMemSlicePitch = 0;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
&vertex_data, &d3d10->menu_pipeline_vbo);
}
stride = 2 * sizeof(float);
d3d10->device->lpVtbl->IASetVertexBuffers(
d3d10->device, 0, 1,
(D3D10Buffer* const)&d3d10->menu_pipeline_vbo,
&stride, &offset);
draw->coords->vertices = ca->coords.vertices;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_pipeline,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
break;
}
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
stride = sizeof(d3d10_vertex_t);
d3d10->device->lpVtbl->IASetVertexBuffers(
d3d10->device, 0, 1,
(D3D10Buffer* const)&d3d10->frame.vbo, &stride, &offset);
draw->coords->vertices = 4;
break;
default:
return;
}
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3d10->ubo_values.time += 0.01f;
{
void *mapped_ubo = NULL;
d3d10->ubo->lpVtbl->Map(d3d10->ubo, D3D10_MAP_WRITE_DISCARD, 0,
(void**)&mapped_ubo);
*(d3d10_uniform_t*)mapped_ubo = d3d10->ubo_values;
d3d10->ubo->lpVtbl->Unmap(d3d10->ubo);
}
}
void gfx_display_d3d10_scissor_begin(void *data,
unsigned video_width, unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
D3D10_RECT rect;
d3d10_video_t *d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
}
void gfx_display_d3d10_scissor_end(void *data,
unsigned video_width, unsigned video_height)
{
D3D10_RECT rect;
d3d10_video_t *d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d10 = {
gfx_display_d3d10_draw,
gfx_display_d3d10_draw_pipeline,
gfx_display_d3d10_blend_begin,
gfx_display_d3d10_blend_end,
NULL, /* get_default_mvp */
NULL, /* get_default_vertices */
NULL, /* get_default_tex_coords */
FONT_DRIVER_RENDER_D3D10_API,
GFX_VIDEO_DRIVER_DIRECT3D10,
"d3d10",
true,
gfx_display_d3d10_scissor_begin,
gfx_display_d3d10_scissor_end
};
/*
* FONT DRIVER
*/
static void *d3d10_font_init(void* data, const char* font_path,
float font_size, bool is_threaded)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
d3d10_font_t* font = (d3d10_font_t*)calloc(1, sizeof(*font));
if (!font)
return NULL;
if (!font_renderer_create_default(
&font->font_driver, &font->font_data, font_path, font_size))
{
free(font);
return NULL;
}
font->atlas = font->font_driver->get_atlas(font->font_data);
font->texture.sampler = d3d10->samplers[RARCH_FILTER_LINEAR][RARCH_WRAP_BORDER];
font->texture.desc.Width = font->atlas->width;
font->texture.desc.Height = font->atlas->height;
font->texture.desc.Format = DXGI_FORMAT_A8_UNORM;
d3d10_release_texture(&font->texture);
d3d10_init_texture(d3d10->device, &font->texture);
if (font->texture.staging)
d3d10_update_texture(
d3d10->device,
font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
return font;
}
static void d3d10_font_free(void* data, bool is_threaded)
{
d3d10_font_t* font = (d3d10_font_t*)data;
if (!font)
return;
if (font->font_driver && font->font_data)
font->font_driver->free(font->font_data);
Release(font->texture.handle);
Release(font->texture.staging);
Release(font->texture.view);
free(font);
}
static int d3d10_font_get_message_width(void* data,
const char* msg, size_t msg_len, float scale)
{
size_t i;
int delta_x = 0;
const struct font_glyph* glyph_q = NULL;
d3d10_font_t* font = (d3d10_font_t*)data;
if (!font)
return 0;
glyph_q = font->font_driver->get_glyph(font->font_data, '?');
for (i = 0; i < msg_len; i++)
{
const struct font_glyph *glyph;
const char* msg_tmp = &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
delta_x += glyph->advance_x;
}
return delta_x * scale;
}
static void d3d10_font_render_line(
d3d10_video_t *d3d10,
d3d10_font_t* font,
const struct font_glyph* glyph_q,
const char* msg,
size_t msg_len,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
int pre_x,
unsigned width,
unsigned height,
unsigned text_align)
{
unsigned i, count;
void *mapped_vbo;
d3d10_sprite_t *v;
int x = pre_x;
int y = roundf((1.0 - pos_y) * height);
if (d3d10->sprites.offset + msg_len > (unsigned)d3d10->sprites.capacity)
d3d10->sprites.offset = 0;
switch (text_align)
{
case TEXT_ALIGN_RIGHT:
x -= d3d10_font_get_message_width(font, msg, msg_len, scale);
break;
case TEXT_ALIGN_CENTER:
x -= d3d10_font_get_message_width(font, msg, msg_len, scale) / 2;
break;
}
d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&mapped_vbo);
v = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset;
for (i = 0; i < msg_len; i++)
{
const struct font_glyph *glyph;
const char *msg_tmp = &msg[i];
unsigned code = utf8_walk(&msg_tmp);
unsigned skip = msg_tmp - &msg[i];
if (skip > 1)
i += skip - 1;
/* Do something smarter here ... */
if (!(glyph = font->font_driver->get_glyph(font->font_data, code)))
if (!(glyph = glyph_q))
continue;
v->pos.x = (x + (glyph->draw_offset_x * scale)) / (float)d3d10->viewport.Width;
v->pos.y = (y + (glyph->draw_offset_y * scale)) / (float)d3d10->viewport.Height;
v->pos.w = glyph->width * scale / (float)d3d10->viewport.Width;
v->pos.h = glyph->height * scale / (float)d3d10->viewport.Height;
v->coords.u = glyph->atlas_offset_x / (float)font->texture.desc.Width;
v->coords.v = glyph->atlas_offset_y / (float)font->texture.desc.Height;
v->coords.w = glyph->width / (float)font->texture.desc.Width;
v->coords.h = glyph->height / (float)font->texture.desc.Height;
v->params.scaling = 1;
v->params.rotation = 0;
v->colors[0] = color;
v->colors[1] = color;
v->colors[2] = color;
v->colors[3] = color;
v++;
x += glyph->advance_x * scale;
y += glyph->advance_y * scale;
}
count = v - ((d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset);
d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo);
if (!count)
return;
if (font->atlas->dirty)
{
if (font->texture.staging)
d3d10_update_texture(
d3d10->device,
font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->atlas->dirty = false;
}
d3d10_set_texture_and_sampler(d3d10->device, 0, &font->texture);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
d3d10->device->lpVtbl->PSSetShader(d3d10->device, d3d10->sprites.shader_font.ps);
d3d10->device->lpVtbl->Draw(d3d10->device, count, d3d10->sprites.offset);
d3d10->device->lpVtbl->PSSetShader(d3d10->device, d3d10->sprites.shader.ps);
d3d10->sprites.offset += count;
}
static void d3d10_font_render_message(
d3d10_video_t *d3d10,
d3d10_font_t* font,
const char* msg,
float scale,
const unsigned int color,
float pos_x,
float pos_y,
unsigned width,
unsigned height,
unsigned text_align)
{
float line_height;
struct font_line_metrics *line_metrics = NULL;
int lines = 0;
const struct font_glyph* glyph_q =
font->font_driver->get_glyph(font->font_data, '?');
int x = roundf(pos_x * width);
font->font_driver->get_line_metrics(font->font_data, &line_metrics);
line_height = line_metrics->height * scale / height;
for (;;)
{
const char* delim = strchr(msg, '\n');
size_t msg_len = delim ? (size_t)((delim - msg)) : strlen(msg);
/* Draw the line */
if (msg_len <= (unsigned)d3d10->sprites.capacity)
d3d10_font_render_line(d3d10,
font, glyph_q,
msg, msg_len, scale, color, pos_x,
pos_y - (float)lines * line_height,
x,
width, height, text_align);
if (!delim)
break;
msg += msg_len + 1;
lines++;
}
}
static void d3d10_font_render_msg(
void *userdata,
void* data,
const char* msg,
const struct font_params *params)
{
int drop_x, drop_y;
enum text_alignment text_align;
unsigned color, r, g, b, alpha;
float x, y, scale, drop_mod, drop_alpha;
d3d10_font_t *font = (d3d10_font_t*)data;
d3d10_video_t *d3d10 = (d3d10_video_t*)userdata;
unsigned width = d3d10->vp.full_width;
unsigned height = d3d10->vp.full_height;
if (!font || !msg || !*msg)
return;
if (!d3d10 || (!(d3d10->flags & D3D10_ST_FLAG_SPRITES_ENABLE)))
return;
if (params)
{
x = params->x;
y = params->y;
scale = params->scale;
text_align = params->text_align;
drop_x = params->drop_x;
drop_y = params->drop_y;
drop_mod = params->drop_mod;
drop_alpha = params->drop_alpha;
r = FONT_COLOR_GET_RED(params->color);
g = FONT_COLOR_GET_GREEN(params->color);
b = FONT_COLOR_GET_BLUE(params->color);
alpha = FONT_COLOR_GET_ALPHA(params->color);
color = DXGI_COLOR_RGBA(r, g, b, alpha);
}
else
{
settings_t *settings = config_get_ptr();
float video_msg_pos_x = settings->floats.video_msg_pos_x;
float video_msg_pos_y = settings->floats.video_msg_pos_y;
float video_msg_color_r = settings->floats.video_msg_color_r;
float video_msg_color_g = settings->floats.video_msg_color_g;
float video_msg_color_b = settings->floats.video_msg_color_b;
x = video_msg_pos_x;
y = video_msg_pos_y;
scale = 1.0f;
text_align = TEXT_ALIGN_LEFT;
r = (video_msg_color_r * 255);
g = (video_msg_color_g * 255);
b = (video_msg_color_b * 255);
alpha = 255;
color = DXGI_COLOR_RGBA(r, g, b, alpha);
drop_x = -2;
drop_y = -2;
drop_mod = 0.3f;
drop_alpha = 1.0f;
}
if (drop_x || drop_y)
{
unsigned r_dark = r * drop_mod;
unsigned g_dark = g * drop_mod;
unsigned b_dark = b * drop_mod;
unsigned alpha_dark = alpha * drop_alpha;
unsigned color_dark = DXGI_COLOR_RGBA(r_dark, g_dark, b_dark, alpha_dark);
d3d10_font_render_message(d3d10,
font, msg, scale, color_dark,
x + scale * drop_x / width,
y + scale * drop_y / height,
width, height, text_align);
}
d3d10_font_render_message(d3d10, font, msg, scale,
color, x, y,
width, height, text_align);
}
static const struct font_glyph* d3d10_font_get_glyph(void *data,
uint32_t code)
{
d3d10_font_t* font = (d3d10_font_t*)data;
if (font && font->font_driver)
return font->font_driver->get_glyph((void*)font->font_driver, code);
return NULL;
}
static bool d3d10_font_get_line_metrics(void* data,
struct font_line_metrics **metrics)
{
d3d10_font_t* font = (d3d10_font_t*)data;
if (font && font->font_driver && font->font_data)
{
font->font_driver->get_line_metrics(font->font_data, metrics);
return true;
}
return false;
}
font_renderer_t d3d10_font = {
d3d10_font_init,
d3d10_font_free,
d3d10_font_render_msg,
"d3d10",
d3d10_font_get_glyph,
NULL, /* bind_block */
NULL, /* flush */
d3d10_font_get_message_width,
d3d10_font_get_line_metrics
};
/*
* VIDEO DRIVER
*/
#ifdef HAVE_OVERLAY
static void d3d10_free_overlays(d3d10_video_t* d3d10)
{
size_t 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;
d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites);
if (sprites)
{
sprites[index].pos.x = x;
sprites[index].pos.y = y;
sprites[index].pos.w = w;
sprites[index].pos.h = h;
}
d3d10->overlays.vbo->lpVtbl->Unmap(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;
d3d10->overlays.vbo->lpVtbl->Map(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;
d3d10->overlays.vbo->lpVtbl->Unmap(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;
d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites);
if (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];
}
d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo);
}
static bool d3d10_overlay_load(void* data,
const void* image_data, unsigned num_images)
{
size_t i;
D3D10_BUFFER_DESC desc;
d3d10_sprite_t* sprites = NULL;
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;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
NULL, &d3d10->overlays.vbo);
d3d10->overlays.vbo->lpVtbl->Map(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_release_texture(&d3d10->overlays.textures[i]);
d3d10_init_texture(d3d10->device, &d3d10->overlays.textures[i]);
if (d3d10->overlays.textures[i].staging)
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];
}
d3d10->overlays.vbo->lpVtbl->Unmap(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;
if (state)
d3d10->flags |= D3D10_ST_FLAG_OVERLAYS_ENABLE;
else
d3d10->flags &= ~D3D10_ST_FLAG_OVERLAYS_ENABLE;
win32_show_cursor(d3d10, state);
}
static void d3d10_overlay_full_screen(void* data, bool enable)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
if (enable)
d3d10->flags |= D3D10_ST_FLAG_OVERLAYS_FULLSCREEN;
else
d3d10->flags &= ~D3D10_ST_FLAG_OVERLAYS_FULLSCREEN;
}
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;
}
static void d3d10_render_overlay(d3d10_video_t *d3d10)
{
int i;
UINT offset = 0, stride = 0;
if (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_FULLSCREEN)
d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->viewport);
else
d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->frame.viewport);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable, NULL,
D3D10_DEFAULT_SAMPLE_MASK);
stride = sizeof(d3d10_sprite_t);
d3d10->device->lpVtbl->IASetVertexBuffers(
d3d10->device, 0, 1, (D3D10Buffer* const)&d3d10->overlays.vbo, &stride, &offset);
d3d10->device->lpVtbl->PSSetSamplers(d3d10->device, 0, 1,
&d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
for (i = 0; i < d3d10->overlays.count; i++)
{
d3d10->device->lpVtbl->PSSetShaderResources(d3d10->device, 0, 1, &d3d10->overlays.textures[i].view);
d3d10->device->lpVtbl->Draw(d3d10->device, 1, i);
}
}
#endif
static void d3d10_set_filtering(void* data, unsigned index, bool smooth, bool ctx_scaling)
{
int i;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (smooth)
{
for (i = 0; i < RARCH_WRAP_MAX; i++)
d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_LINEAR][i];
}
else
{
for (i = 0; i < RARCH_WRAP_MAX; i++)
d3d10->samplers[RARCH_FILTER_UNSPEC][i] = d3d10->samplers[RARCH_FILTER_NEAREST][i];
}
}
static void d3d10_gfx_set_rotation(void* data, unsigned rotation)
{
static math_matrix_4x4 rot = {
{ 0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 0.0f ,
0.0f, 0.0f, 0.0f, 1.0f }
};
float radians, cosine, sine;
void* mapped_ubo = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
radians = rotation * (M_PI / 2.0f);
cosine = cosf(radians);
sine = sinf(radians);
MAT_ELEM_4X4(rot, 0, 0) = cosine;
MAT_ELEM_4X4(rot, 0, 1) = -sine;
MAT_ELEM_4X4(rot, 1, 0) = sine;
MAT_ELEM_4X4(rot, 1, 1) = cosine;
matrix_4x4_multiply(d3d10->mvp, rot, d3d10->ubo_values.mvp);
d3d10->frame.ubo->lpVtbl->Map(d3d10->frame.ubo,
D3D10_MAP_WRITE_DISCARD, 0, (void**)&mapped_ubo);
*(math_matrix_4x4*)mapped_ubo = d3d10->mvp;
d3d10->frame.ubo->lpVtbl->Unmap(d3d10->frame.ubo);
}
static void d3d10_update_viewport(d3d10_video_t *d3d10, bool force_full)
{
video_driver_update_viewport(&d3d10->vp, force_full,
(d3d10->flags & D3D10_ST_FLAG_KEEP_ASPECT) ? true : false);
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->flags |= D3D10_ST_FLAG_RESIZE_RTS;
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->flags &= ~D3D10_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d10_free_shader_preset(d3d10_video_t* d3d10)
{
size_t i;
if (!d3d10->shader_preset)
return;
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
int 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->shader_preset->pass[i].source.string.vertex = NULL;
d3d10->shader_preset->pass[i].source.string.fragment = NULL;
d3d10->pass[i].semantics.textures = NULL;
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->flags &= ~(D3D10_ST_FLAG_INIT_HISTORY
| D3D10_ST_FLAG_RESIZE_RTS);
}
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;
d3d10_texture_t* source = NULL;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return false;
d3d10->device->lpVtbl->Flush(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;
}
d3d10->shader_preset = (struct video_shader*)calloc(1, sizeof(*d3d10->shader_preset));
if (!video_shader_load_preset_into_shader(path, 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 */
&d3d10->pass[i].rotation, /* Rotation */
&d3d10->pass[i].total_subframes, /* TotalSubFrames */
&d3d10->pass[i].current_subframe,/* CurrentSubFrame */
}
};
/* 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 },
};
char _path[PATH_MAX_LENGTH];
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;
size_t _len = strlcpy(_path, slang_path, sizeof(_path));
strlcpy(_path + _len, ".vs.hlsl", sizeof(_path) - _len);
if (!d3d10_init_shader(
d3d10->device, vs_src, 0, _path, "main",
NULL, NULL, desc, countof(desc),
&d3d10->pass[i].shader)) { }
strlcpy(_path + _len, ".ps.hlsl", sizeof(_path) - _len);
if (!d3d10_init_shader(
d3d10->device, ps_src, 0, _path, NULL, "main",
NULL, NULL, 0,
&d3d10->pass[i].shader)) { }
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;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
NULL, &d3d10->pass[i].buffers[j]);
}
}
for (i = 0; i < d3d10->shader_preset->luts; i++)
{
struct texture_image image;
image.pixels = NULL;
image.width = 0;
image.height = 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_release_texture(&d3d10->luts[i]);
d3d10_init_texture(d3d10->device, &d3d10->luts[i]);
if (d3d10->luts[i].staging)
d3d10_update_texture(
d3d10->device,
image.width, image.height, 0,
DXGI_FORMAT_R8G8B8A8_UNORM, image.pixels,
&d3d10->luts[i]);
image_texture_free(&image);
}
d3d10->flags |= (D3D10_ST_FLAG_INIT_HISTORY
| D3D10_ST_FLAG_RESIZE_RTS);
return true;
error:
d3d10_free_shader_preset(d3d10);
#endif
return false;
}
static void d3d10_gfx_free(void* data)
{
int i;
#if 0
video_driver_state_t *video_st = video_state_get_ptr();
uint32_t video_st_flags;
#endif
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
video_st_flags = video_st->flags;
if (video_st_flags & VIDEO_FLAG_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 bool d3d10_init_swapchain(d3d10_video_t *d3d10,
int width, int height, void *corewindow)
{
UINT flags = 0;
DXGI_SWAP_CHAIN_DESC desc = {{0}};
desc.BufferCount = 1;
desc.BufferDesc.Width = width;
desc.BufferDesc.Height = 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 = (HWND)corewindow;
#endif
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Windowed = TRUE;
desc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
#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)))
return false;
return true;
}
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 = wnd_proc_d3d_common;
#ifdef HAVE_DINPUT
if (string_is_equal(settings->arrays.input_driver, "dinput"))
wndclass.lpfnWndProc = wnd_proc_d3d_dinput;
#endif
#ifdef HAVE_WINRAWINPUT
if (string_is_equal(settings->arrays.input_driver, "raw"))
wndclass.lpfnWndProc = wnd_proc_d3d_winraw;
#endif
#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);
if (!d3d10_init_swapchain(d3d10,
d3d10->vp.full_width,
d3d10->vp.full_height,
#ifdef HAVE_WINDOW
main_window.hwnd
#else
NULL
#endif
))
goto error;
{
D3D10Texture2D backBuffer;
d3d10->swapChain->lpVtbl->GetBuffer(d3d10->swapChain, 0,
uuidof(ID3D10Texture2D), (void**)&backBuffer);
d3d10->device->lpVtbl->CreateRenderTargetView(d3d10->device,
(D3D10Resource)backBuffer, NULL, &d3d10->renderTargetView);
Release(backBuffer);
}
d3d10->device->lpVtbl->OMSetRenderTargets(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->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT;
if (video->force_aspect)
d3d10->flags |= D3D10_ST_FLAG_KEEP_ASPECT;
else
d3d10->flags &= ~D3D10_ST_FLAG_KEEP_ASPECT;
if (video->vsync)
d3d10->flags |= D3D10_ST_FLAG_VSYNC;
else
d3d10->flags &= ~D3D10_ST_FLAG_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_release_texture(&d3d10->frame.texture[0]);
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;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
&ubo_data, &d3d10->ubo);
d3d10->device->lpVtbl->CreateBuffer(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;
d3d10->device->lpVtbl->CreateSamplerState(d3d10->device, &desc,
&d3d10->samplers[RARCH_FILTER_LINEAR][i]);
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
d3d10->device->lpVtbl->CreateSamplerState(d3d10->device, &desc,
&d3d10->samplers[RARCH_FILTER_NEAREST][i]);
}
}
d3d10_set_filtering(d3d10, 0, video->smooth, video->ctx_scaling);
{
D3D10_BUFFER_DESC desc;
D3D10_SUBRESOURCE_DATA vertex_data;
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 } },
};
vertex_data.pSysMem = vertices;
vertex_data.SysMemPitch = 0;
vertex_data.SysMemSlicePitch = 0;
desc.ByteWidth = sizeof(vertices);
desc.Usage = D3D10_USAGE_IMMUTABLE;
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
&vertex_data, &d3d10->frame.vbo);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
&vertex_data, &d3d10->menu.vbo);
d3d10->sprites.capacity = 16 * 1024;
desc.ByteWidth = sizeof(d3d10_sprite_t) * d3d10->sprites.capacity;
d3d10->device->lpVtbl->CreateBuffer(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;
d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc,
&d3d10->blend_enable);
blend_desc.SrcBlend = D3D10_BLEND_DEST_COLOR;
blend_desc.DestBlend = D3D10_BLEND_ONE;
d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc,
&d3d10->blend_pipeline);
blend_desc.BlendEnable[0] = FALSE;
d3d10->device->lpVtbl->CreateBlendState(d3d10->device, &blend_desc,
&d3d10->blend_disable);
}
{
D3D10_RASTERIZER_DESC desc;
desc.FillMode = D3D10_FILL_SOLID;
desc.CullMode = D3D10_CULL_NONE;
desc.FrontCounterClockwise = FALSE;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = FALSE;
desc.ScissorEnable = TRUE;
desc.MultisampleEnable = FALSE;
desc.AntialiasedLineEnable = FALSE;
d3d10->device->lpVtbl->CreateRasterizerState(d3d10->device, &desc,
&d3d10->state);
}
d3d10->device->lpVtbl->RSSetState(d3d10->device, d3d10->state);
font_driver_init_osd(d3d10,
video,
false,
video->is_threaded,
FONT_DRIVER_RENDER_D3D10_API);
{
d3d10_fake_context.get_flags = d3d10_get_flags;
d3d10_fake_context.get_metrics = win32_get_metrics;
video_context_driver_set(&d3d10_fake_context);
#ifdef HAVE_SLANG
const char *shader_preset = video_shader_get_current_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_D3D10)
{
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
DXGICreateFactory1(&d3d10->factory);
#endif
{
int i = 0;
int gpu_index = settings->ints.d3d10_gpu_index;
if (d3d10->gpu_list)
string_list_free(d3d10->gpu_list);
d3d10->gpu_list = string_list_new();
for (;;)
{
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(DXGIEnumAdapters1(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 <= gpu_index && gpu_index <= i && (gpu_index < D3D10_MAX_GPU_COUNT))
{
d3d10->current_adapter = d3d10->adapters[gpu_index];
d3d10->adapter = d3d10->current_adapter;
RARCH_LOG("[D3D10]: Using GPU index %d.\n", gpu_index);
}
else
{
RARCH_WARN("[D3D10]: Invalid GPU index %d, using first device found.\n", 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)
{
int i;
/* TODO/FIXME: 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 */
for (i = 0; i < (int)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_release_texture(&d3d10->frame.texture[i]);
d3d10_init_texture(d3d10->device, &d3d10->frame.texture[i]);
/* TODO/FIXME: clear texture ? */
}
d3d10->flags &= ~D3D10_ST_FLAG_INIT_HISTORY;
}
static void d3d10_init_render_targets(d3d10_video_t* d3d10,
unsigned width, unsigned height)
{
size_t i;
for (i = 0; i < d3d10->shader_preset->passes; i++)
{
struct video_shader_pass* pass = &d3d10->shader_preset->pass[i];
if (pass->fbo.flags & FBO_SCALE_FLAG_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 %ux%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_release_texture(&d3d10->pass[i].rt);
d3d10_init_texture(d3d10->device, &d3d10->pass[i].rt);
if (pass->feedback)
{
d3d10->pass[i].feedback.desc = d3d10->pass[i].rt.desc;
d3d10_release_texture(&d3d10->pass[i].feedback);
d3d10_init_texture(d3d10->device, &d3d10->pass[i].feedback);
/* TODO/FIXME: 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->flags &= ~D3D10_ST_FLAG_RESIZE_RTS;
}
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, k, m;
UINT offset = 0, stride = 0;
d3d10_texture_t* texture = NULL;
d3d10_video_t * d3d10 = (d3d10_video_t*)data;
D3D10Device context = d3d10->device;
unsigned video_width = video_info->width;
unsigned video_height = video_info->height;
bool statistics_show = video_info->statistics_show;
struct font_params
*osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
bool menu_is_alive = (video_info->menu_st_flags & MENU_ST_FLAG_ALIVE) ? true : false;
bool overlay_behind_menu = video_info->overlay_behind_menu;
unsigned black_frame_insertion = video_info->black_frame_insertion;
int bfi_light_frames;
unsigned n;
bool nonblock_state = video_info->input_driver_nonblock_state;
bool runloop_is_slowmotion = video_info->runloop_is_slowmotion;
bool runloop_is_paused = video_info->runloop_is_paused;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
if (d3d10->flags & D3D10_ST_FLAG_RESIZE_CHAIN)
{
D3D10Texture2D backBuffer;
Release(d3d10->renderTargetView);
DXGIResizeBuffers(d3d10->swapChain, 0, 0, 0, (DXGI_FORMAT)0, 0);
d3d10->swapChain->lpVtbl->GetBuffer(d3d10->swapChain, 0,
uuidof(ID3D10Texture2D), (void**)&backBuffer);
d3d10->device->lpVtbl->CreateRenderTargetView(d3d10->device,
(D3D10Resource)backBuffer, NULL, &d3d10->renderTargetView);
Release(backBuffer);
d3d10->device->lpVtbl->OMSetRenderTargets(d3d10->device, 1,
&d3d10->renderTargetView, NULL);
d3d10->viewport.Width = video_width;
d3d10->viewport.Height = video_height;
d3d10->ubo_values.OutputSize.width = d3d10->viewport.Width;
d3d10->ubo_values.OutputSize.height = d3d10->viewport.Height;
d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_CHAIN;
d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT;
video_driver_set_size(video_width, video_height);
}
#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);
context->lpVtbl->IASetPrimitiveTopology(context,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
#if 0
if (d3d10->hw.enable)
{
context->lpVtbl->OMSetRenderTargets(context, 1,
&d3d10->renderTargetView, NULL);
context->lpVtbl->RSSetState(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->flags |= D3D10_ST_FLAG_RESIZE_RTS;
if (d3d10->flags & D3D10_ST_FLAG_RESIZE_RTS)
{
int i;
/* Release all render targets first to avoid
* memory fragmentation */
for (i = 0; i < (int) 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->flags & D3D10_ST_FLAG_INIT_HISTORY)
d3d10_init_history(d3d10, width, height);
else
{
int k;
/* TODO/FIXME: 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_release_texture(&d3d10->frame.texture[0]);
d3d10_init_texture(d3d10->device, &d3d10->frame.texture[0]);
}
if (d3d10->flags & D3D10_ST_FLAG_RESIZE_RTS)
d3d10_init_render_targets(d3d10, width, height);
if (frame != RETRO_HW_FRAME_BUFFER_VALID)
if (d3d10->frame.texture[0].staging)
d3d10_update_texture(
d3d10->device,
width, height, pitch, d3d10->format,
frame, &d3d10->frame.texture[0]);
}
stride = sizeof(d3d10_vertex_t);
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, (D3D10Buffer* const)&d3d10->frame.vbo,
&stride, &offset);
context->lpVtbl->OMSetBlendState(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++)
{
int 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;
#ifdef HAVE_REWIND
d3d10->pass[i].frame_direction = state_manager_frame_is_reversed()
? -1 : 1;
#else
d3d10->pass[i].frame_direction = 1;
#endif
d3d10->pass[i].rotation = retroarch_get_rotation();
/* Sub-frame info for multiframe shaders (per real content frame).
Should always be 1 for non-use of subframes */
if (!(d3d10->flags & D3D10_ST_FLAG_FRAME_DUPE_LOCK))
{
if ( black_frame_insertion
|| nonblock_state
|| runloop_is_slowmotion
|| runloop_is_paused
|| (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE))
d3d10->pass[i].total_subframes = 1;
else
d3d10->pass[i].total_subframes = video_info->shader_subframes;
d3d10->pass[i].current_subframe = 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;
buffer->lpVtbl->Map(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++;
}
buffer->lpVtbl->Unmap(buffer);
if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK)
context->lpVtbl->VSSetConstantBuffers(context,
buffer_sem->binding, 1, &buffer);
if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK)
context->lpVtbl->PSSetConstantBuffers(context,
buffer_sem->binding, 1, &buffer);
}
}
{
D3D10RenderTargetView null_rt = NULL;
context->lpVtbl->OMSetRenderTargets(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))
context->lpVtbl->PSSetShaderResources(context, 1,
SLANG_NUM_BINDINGS - 1, textures + 1);
else
#endif
context->lpVtbl->PSSetShaderResources(context, 0,
SLANG_NUM_BINDINGS, textures);
context->lpVtbl->PSSetSamplers(context, 0,
SLANG_NUM_BINDINGS, samplers);
}
if (d3d10->pass[i].rt.handle)
{
context->lpVtbl->OMSetRenderTargets(context, 1,
&d3d10->pass[i].rt.rt_view, NULL);
context->lpVtbl->RSSetViewports(context, 1,
&d3d10->pass[i].viewport);
context->lpVtbl->Draw(context, 4, 0);
texture = &d3d10->pass[i].rt;
}
else
{
texture = NULL;
break;
}
}
context->lpVtbl->OMSetRenderTargets(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
context->lpVtbl->PSSetShaderResources(context, 0, 1, &texture->view);
context->lpVtbl->PSSetSamplers(context, 0, 1,
&d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
context->lpVtbl->VSSetConstantBuffers(context, 0, 1,
&d3d10->frame.ubo);
}
context->lpVtbl->ClearRenderTargetView(context, d3d10->renderTargetView,
d3d10->clearcolor);
context->lpVtbl->RSSetViewports(context, 1, &d3d10->frame.viewport);
{
D3D10_RECT scissor_rect;
scissor_rect.left = 0;
scissor_rect.top = 0;
scissor_rect.right = video_width;
scissor_rect.bottom = video_height;
d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1,
&scissor_rect);
}
context->lpVtbl->Draw(context, 4, 0);
context->lpVtbl->OMSetBlendState(context, d3d10->blend_enable, NULL,
D3D10_DEFAULT_SAMPLE_MASK);
if ( (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE)
&& d3d10->menu.texture.handle)
{
UINT offset = 0, stride = sizeof(d3d10_vertex_t);
if (d3d10->flags & D3D10_ST_FLAG_MENU_FULLSCREEN)
context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport);
d3d10_set_shader(context, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, (D3D10Buffer* const)&d3d10->menu.vbo,
&stride, &offset);
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d10->ubo);
d3d10_set_texture_and_sampler(context, 0, &d3d10->menu.texture);
context->lpVtbl->Draw(context, 4, 0);
}
d3d10_set_shader(context, &d3d10->sprites.shader);
context->lpVtbl->IASetPrimitiveTopology(context,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, (ID3D10Buffer **
const)&d3d10->ubo);
context->lpVtbl->PSSetConstantBuffers(context, 0, 1, (ID3D10Buffer **
const)&d3d10->ubo);
d3d10->flags |= D3D10_ST_FLAG_SPRITES_ENABLE;
#ifdef HAVE_OVERLAY
if ( (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_ENABLE)
&& overlay_behind_menu)
d3d10_render_overlay(d3d10);
#endif
#ifdef HAVE_MENU
#ifndef HAVE_GFX_WIDGETS
if (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE)
#endif
{
UINT offset = 0;
UINT stride = sizeof(d3d10_sprite_t);
context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport);
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, (D3D10Buffer* const)&d3d10->sprites.vbo,
&stride, &offset);
}
#endif
#ifdef HAVE_MENU
if (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE)
menu_driver_frame(menu_is_alive, video_info);
else
#endif
if (statistics_show)
{
if (osd_params)
{
UINT stride = 0, offset = 0;
context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable, NULL,
D3D10_DEFAULT_SAMPLE_MASK);
stride = sizeof(d3d10_sprite_t);
context->lpVtbl->IASetVertexBuffers(
context, 0, 1, (D3D10Buffer* const)&d3d10->sprites.vbo,
&stride, &offset);
font_driver_render_msg(d3d10,
stat_text,
(const struct font_params*)osd_params, NULL);
}
}
#ifdef HAVE_OVERLAY
if ( (d3d10->flags & D3D10_ST_FLAG_OVERLAYS_ENABLE)
&& !overlay_behind_menu)
d3d10_render_overlay(d3d10);
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (msg && *msg)
{
UINT offset = 0, stride = 0;
d3d10->device->lpVtbl->RSSetViewports(d3d10->device,
1, &d3d10->viewport);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable, NULL,
D3D10_DEFAULT_SAMPLE_MASK);
stride = sizeof(d3d10_sprite_t);
d3d10->device->lpVtbl->IASetVertexBuffers(
d3d10->device, 0, 1,
(D3D10Buffer* const)&d3d10->sprites.vbo,
&stride, &offset);
font_driver_render_msg(d3d10, msg, NULL, NULL);
}
d3d10->flags &= ~D3D10_ST_FLAG_SPRITES_ENABLE;
#ifndef __WINRT__
video_driver_update_title(NULL);
#endif
DXGIPresent(d3d10->swapChain, d3d10->swap_interval, 0);
if (
black_frame_insertion
&& !(d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE)
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(video_info->shader_subframes > 1)))
{
if (video_info->bfi_dark_frames > video_info->black_frame_insertion)
video_info->bfi_dark_frames = video_info->black_frame_insertion;
/* BFI now handles variable strobe strength, like on-off-off, vs on-on-off for 180hz.
This needs to be done with duping frames instead of increased swap intervals for
a couple reasons. Swap interval caps out at 4 in most all apis as of coding,
and seems to be flat ignored >1 at least in modern Windows for some older APIs. */
bfi_light_frames = video_info->black_frame_insertion - video_info->bfi_dark_frames;
if (bfi_light_frames > 0 && !(d3d10->flags & D3D10_ST_FLAG_FRAME_DUPE_LOCK))
{
d3d10->flags |= D3D10_ST_FLAG_FRAME_DUPE_LOCK;
while (bfi_light_frames > 0)
{
if (!(d3d10_gfx_frame(d3d10, NULL, 0, 0, frame_count, 0, msg, video_info)))
{
d3d10->flags &= ~D3D10_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
--bfi_light_frames;
}
d3d10->flags &= ~D3D10_ST_FLAG_FRAME_DUPE_LOCK;
}
for (n = 0; n < video_info->bfi_dark_frames; ++n)
{
if (!(d3d10->flags & D3D10_ST_FLAG_FRAME_DUPE_LOCK))
{
context->lpVtbl->OMSetRenderTargets(context, 1, &d3d10->renderTargetView, NULL);
context->lpVtbl->ClearRenderTargetView(context, d3d10->renderTargetView, d3d10->clearcolor);
DXGIPresent(d3d10->swapChain, d3d10->swap_interval, 0);
}
}
}
/* Frame duping for Shader Subframes, don't combine with swap_interval > 1, BFI.
Also, a major logical use of shader sub-frames will still be shader implemented BFI
or even rolling scan bfi, so we need to protect the menu/ff/etc from bad flickering
from improper settings, and unnecessary performance overhead for ff, screenshots etc. */
if ( (video_info->shader_subframes > 1)
&& !black_frame_insertion
&& !nonblock_state
&& !runloop_is_slowmotion
&& !runloop_is_paused
&& (!(d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE))
&& (!(d3d10->flags & D3D10_ST_FLAG_FRAME_DUPE_LOCK)))
{
d3d10->flags |= D3D10_ST_FLAG_FRAME_DUPE_LOCK;
for (k = 1; k < video_info->shader_subframes; k++)
{
if (d3d10->shader_preset)
for (m = 0; m < d3d10->shader_preset->passes; m++)
{
d3d10->pass[m].total_subframes = video_info->shader_subframes;
d3d10->pass[m].current_subframe = k+1;
}
if (!d3d10_gfx_frame(d3d10, NULL, 0, 0, frame_count, 0, msg,
video_info))
{
d3d10->flags &= ~D3D10_ST_FLAG_FRAME_DUPE_LOCK;
return false;
}
}
d3d10->flags &= ~D3D10_ST_FLAG_FRAME_DUPE_LOCK;
}
return true;
}
static void d3d10_gfx_set_nonblock_state(void* data, bool toggle,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
if (toggle)
{
d3d10->flags &= ~D3D10_ST_FLAG_VSYNC;
d3d10->swap_interval = 0;
}
else
{
d3d10->flags |= D3D10_ST_FLAG_VSYNC;
d3d10->swap_interval = swap_interval;
}
}
static bool d3d10_gfx_alive(void* data)
{
bool quit;
bool resize_chain = false;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
win32_check_window(NULL,
&quit, &resize_chain, &d3d10->vp.full_width,
&d3d10->vp.full_height);
if (resize_chain)
d3d10->flags |= D3D10_ST_FLAG_RESIZE_CHAIN;
else
d3d10->flags &= ~D3D10_ST_FLAG_RESIZE_CHAIN;
if ( (d3d10->flags & D3D10_ST_FLAG_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_suppress_screensaver(void* data, bool enable) { return false; }
static bool d3d10_gfx_has_windowed(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_release_texture(&d3d10->menu.texture);
d3d10_init_texture(d3d10->device, &d3d10->menu.texture);
}
if (d3d10->menu.texture.staging)
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 fullscreen)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
if (state)
d3d10->flags |= D3D10_ST_FLAG_MENU_ENABLE;
else
d3d10->flags &= ~D3D10_ST_FLAG_MENU_ENABLE;
if (fullscreen)
d3d10->flags |= D3D10_ST_FLAG_MENU_FULLSCREEN;
else
d3d10->flags &= ~D3D10_ST_FLAG_MENU_FULLSCREEN;
}
static void d3d10_gfx_set_aspect_ratio(void* data,
unsigned aspect_ratio_idx)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (d3d10)
d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT
| D3D10_ST_FLAG_KEEP_ASPECT;
}
static void d3d10_gfx_apply_state_changes(void* data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (d3d10)
d3d10->flags |= D3D10_ST_FLAG_RESIZE_VIEWPORT;
}
static void d3d10_gfx_set_osd_msg(
void* data, const char *msg,
const struct font_params *params, void* font)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (d3d10)
{
if (d3d10->flags & D3D10_ST_FLAG_SPRITES_ENABLE)
font_driver_render_msg(d3d10, msg, params, font);
}
}
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_release_texture(texture);
d3d10_init_texture(d3d10->device, texture);
if (texture->staging)
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,
bool threaded, 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);
BIT32_SET(flags, GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED);
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_SLANG);
BIT32_SET(flags, GFX_CTX_FLAGS_SUBFRAME_SHADERS);
#endif
return flags;
}
#ifndef __WINRT__
static void d3d10_get_video_output_prev(void *data)
{
unsigned width = 0;
unsigned height = 0;
win32_get_video_output_prev(&width, &height);
}
static void d3d10_get_video_output_next(void *data)
{
unsigned width = 0;
unsigned height = 0;
win32_get_video_output_next(&width, &height);
}
#endif
static const video_poke_interface_t d3d10_poke_interface = {
d3d10_get_flags,
d3d10_gfx_load_texture,
d3d10_gfx_unload_texture,
NULL, /* set_video_mode */
#ifdef __WINRT__
/* UWP does not expose this information easily */
NULL, /* get_refresh_rate */
#else
win32_get_refresh_rate,
#endif
d3d10_set_filtering,
#ifdef __WINRT__
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
#else
win32_get_video_output_size,
d3d10_get_video_output_prev,
d3d10_get_video_output_next,
#endif
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,
win32_show_cursor,
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
NULL, /* set_hdr_max_nits */
NULL, /* set_hdr_paper_white_nits */
NULL, /* set_hdr_contrast */
NULL /* set_hdr_expand_gamut */
};
static void d3d10_gfx_get_poke_interface(void* data, const video_poke_interface_t** iface)
{
*iface = &d3d10_poke_interface;
}
#if defined(HAVE_GFX_WIDGETS)
static bool d3d10_gfx_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,
win32_has_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
d3d10_gfx_get_poke_interface,
NULL, /* wrap_type_to_enum */
#if defined(HAVE_GFX_WIDGETS)
d3d10_gfx_widgets_enabled
#endif
};