1 /*  RetroArch - A frontend for libretro.
2  *  Copyright (C) 2014-2018 - Ali Bouhlel
3  *
4  *  RetroArch is free software: you can redistribute it and/or modify it under the terms
5  *  of the GNU General Public License as published by the Free Software Found-
6  *  ation, either version 3 of the License, or (at your option) any later version.
7  *
8  *  RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
9  *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
10  *  PURPOSE.  See the GNU General Public License for more details.
11  *
12  *  You should have received a copy of the GNU General Public License along with RetroArch.
13  *  If not, see <http://www.gnu.org/licenses/>.
14  */
15 
16 #define CINTERFACE
17 
18 #include <string.h>
19 
20 #include "d3d11_common.h"
21 #include "d3dcompiler_common.h"
22 
23 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
24 #include <dynamic/dylib.h>
25 
D3D11CreateDevice(IDXGIAdapter * pAdapter,D3D_DRIVER_TYPE DriverType,HMODULE Software,UINT Flags,CONST D3D_FEATURE_LEVEL * pFeatureLevels,UINT FeatureLevels,UINT SDKVersion,ID3D11Device ** ppDevice,D3D_FEATURE_LEVEL * pFeatureLevel,ID3D11DeviceContext ** ppImmediateContext)26 HRESULT WINAPI D3D11CreateDevice(
27       IDXGIAdapter*   pAdapter,
28       D3D_DRIVER_TYPE DriverType,
29       HMODULE         Software,
30       UINT            Flags,
31       CONST D3D_FEATURE_LEVEL* pFeatureLevels,
32       UINT                     FeatureLevels,
33       UINT                     SDKVersion,
34       ID3D11Device**              ppDevice,
35       D3D_FEATURE_LEVEL*          pFeatureLevel,
36       ID3D11DeviceContext**       ppImmediateContext)
37 {
38    static dylib_t                                d3d11_dll;
39    static PFN_D3D11_CREATE_DEVICE                fp;
40 
41    if (!d3d11_dll)
42       d3d11_dll = dylib_load("d3d11.dll");
43 
44    if (!d3d11_dll)
45       return TYPE_E_CANTLOADLIBRARY;
46 
47    if (!fp)
48       fp = (PFN_D3D11_CREATE_DEVICE)dylib_proc(
49             d3d11_dll, "D3D11CreateDevice");
50 
51    if (!fp)
52       return TYPE_E_DLLFUNCTIONNOTFOUND;
53 
54    return fp(
55          pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion,
56          ppDevice, pFeatureLevel, ppImmediateContext);
57 }
58 
D3D11CreateDeviceAndSwapChain(IDXGIAdapter * pAdapter,D3D_DRIVER_TYPE DriverType,HMODULE Software,UINT Flags,CONST D3D_FEATURE_LEVEL * pFeatureLevels,UINT FeatureLevels,UINT SDKVersion,CONST DXGI_SWAP_CHAIN_DESC * pSwapChainDesc,IDXGISwapChain ** ppSwapChain,ID3D11Device ** ppDevice,D3D_FEATURE_LEVEL * pFeatureLevel,ID3D11DeviceContext ** ppImmediateContext)59 HRESULT WINAPI D3D11CreateDeviceAndSwapChain(
60       IDXGIAdapter*   pAdapter,
61       D3D_DRIVER_TYPE DriverType,
62       HMODULE         Software,
63       UINT            Flags,
64       CONST D3D_FEATURE_LEVEL* pFeatureLevels,
65       UINT                     FeatureLevels,
66       UINT                     SDKVersion,
67       CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
68       IDXGISwapChain**            ppSwapChain,
69       ID3D11Device**              ppDevice,
70       D3D_FEATURE_LEVEL*          pFeatureLevel,
71       ID3D11DeviceContext**       ppImmediateContext)
72 {
73    static dylib_t                                d3d11_dll;
74    static PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN fp;
75 
76    if (!d3d11_dll)
77       d3d11_dll = dylib_load("d3d11.dll");
78 
79    if (!d3d11_dll)
80       return TYPE_E_CANTLOADLIBRARY;
81 
82    if (!fp)
83       fp = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc(
84             d3d11_dll, "D3D11CreateDeviceAndSwapChain");
85 
86    if (!fp)
87       return TYPE_E_DLLFUNCTIONNOTFOUND;
88 
89    return fp(
90          pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion,
91          pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
92 }
93 #endif
94 
d3d11_init_texture(D3D11Device device,d3d11_texture_t * texture)95 void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
96 {
97    bool is_render_target = texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET;
98    UINT format_support   = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
99 
100    d3d11_release_texture(texture);
101 
102    texture->desc.MipLevels          = 1;
103    texture->desc.ArraySize          = 1;
104    texture->desc.SampleDesc.Count   = 1;
105    texture->desc.SampleDesc.Quality = 0;
106    texture->desc.BindFlags         |= D3D11_BIND_SHADER_RESOURCE;
107    texture->desc.CPUAccessFlags     =
108       texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
109 
110    if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
111    {
112       unsigned width, height;
113 
114       texture->desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
115       width                    = texture->desc.Width >> 5;
116       height                   = texture->desc.Height >> 5;
117 
118       while (width && height)
119       {
120          width >>= 1;
121          height >>= 1;
122          texture->desc.MipLevels++;
123       }
124    }
125 
126    if (texture->desc.BindFlags & D3D11_BIND_RENDER_TARGET)
127       format_support |= D3D11_FORMAT_SUPPORT_RENDER_TARGET;
128 
129    texture->desc.Format = d3d11_get_closest_match(device, texture->desc.Format, format_support);
130 
131    D3D11CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
132 
133    {
134       D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
135       view_desc.Format                          = texture->desc.Format;
136       view_desc.ViewDimension                   = D3D_SRV_DIMENSION_TEXTURE2D;
137       view_desc.Texture2D.MostDetailedMip       = 0;
138       view_desc.Texture2D.MipLevels             = -1;
139       D3D11CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view);
140    }
141 
142    if (is_render_target)
143       D3D11CreateTexture2DRenderTargetView(device, texture->handle, NULL, &texture->rt_view);
144    else
145    {
146       D3D11_TEXTURE2D_DESC desc = texture->desc;
147       desc.MipLevels            = 1;
148       desc.BindFlags            = 0;
149       desc.MiscFlags            = 0;
150       desc.Usage                = D3D11_USAGE_STAGING;
151       desc.CPUAccessFlags       = D3D11_CPU_ACCESS_WRITE;
152       D3D11CreateTexture2D(device, &desc, NULL, &texture->staging);
153    }
154 
155    texture->size_data.x = texture->desc.Width;
156    texture->size_data.y = texture->desc.Height;
157    texture->size_data.z = 1.0f / texture->desc.Width;
158    texture->size_data.w = 1.0f / texture->desc.Height;
159 }
160 
d3d11_update_texture(D3D11DeviceContext ctx,unsigned width,unsigned height,unsigned pitch,DXGI_FORMAT format,const void * data,d3d11_texture_t * texture)161 void d3d11_update_texture(
162       D3D11DeviceContext ctx,
163       unsigned           width,
164       unsigned           height,
165       unsigned           pitch,
166       DXGI_FORMAT        format,
167       const void*        data,
168       d3d11_texture_t*   texture)
169 {
170    D3D11_MAPPED_SUBRESOURCE mapped_texture;
171    D3D11_BOX                frame_box = { 0, 0, 0, width, height, 1 };
172 
173    if (!texture || !texture->staging)
174       return;
175 
176    D3D11MapTexture2D(ctx, texture->staging,
177          0, D3D11_MAP_WRITE, 0, &mapped_texture);
178 
179 #if 0
180    conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
181          mapped_texture.RowPitch, pitch);
182 #else
183    dxgi_copy(
184          width, height, format, pitch, data,
185          texture->desc.Format, mapped_texture.RowPitch,
186          mapped_texture.pData);
187 #endif
188 
189    D3D11UnmapTexture2D(ctx, texture->staging, 0);
190 
191    D3D11CopyTexture2DSubresourceRegion(
192          ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
193 
194    if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
195       D3D11GenerateMips(ctx, texture->view);
196 }
197 
198    DXGI_FORMAT
d3d11_get_closest_match(D3D11Device device,DXGI_FORMAT desired_format,UINT desired_format_support)199 d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support)
200 {
201    DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
202    DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);
203 
204    if(!format)
205       format = default_list;
206 
207    while (*format != DXGI_FORMAT_UNKNOWN)
208    {
209       UINT         format_support;
210       if (SUCCEEDED(D3D11CheckFormatSupport(device, *format, &format_support)) &&
211             ((format_support & desired_format_support) == desired_format_support))
212          break;
213       format++;
214    }
215    assert(*format);
216    return *format;
217 }
218 
d3d11_init_shader(D3D11Device device,const char * src,size_t size,const void * src_name,LPCSTR vs_entry,LPCSTR ps_entry,LPCSTR gs_entry,const D3D11_INPUT_ELEMENT_DESC * input_element_descs,UINT num_elements,d3d11_shader_t * out)219 bool d3d11_init_shader(
220       D3D11Device                     device,
221       const char*                     src,
222       size_t                          size,
223       const void*                     src_name,
224       LPCSTR                          vs_entry,
225       LPCSTR                          ps_entry,
226       LPCSTR                          gs_entry,
227       const D3D11_INPUT_ELEMENT_DESC* input_element_descs,
228       UINT                            num_elements,
229       d3d11_shader_t*                 out)
230 {
231    D3DBlob vs_code = NULL;
232    D3DBlob ps_code = NULL;
233    D3DBlob gs_code = NULL;
234 
235    bool success = true;
236 
237    if (!src) /* LPCWSTR filename */
238    {
239       if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_4_0", &vs_code))
240          success = false;
241       if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_4_0", &ps_code))
242          success = false;
243       if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_4_0", &gs_code))
244          success = false;
245    }
246    else /* char array */
247    {
248       if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_4_0", &vs_code))
249          success = false;
250       if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_4_0", &ps_code))
251          success = false;
252       if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_4_0", &gs_code))
253          success = false;
254    }
255 
256    if (vs_code)
257       D3D11CreateVertexShader(
258             device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, &out->vs);
259 
260    if (ps_code)
261       D3D11CreatePixelShader(
262             device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, &out->ps);
263 
264    if (gs_code)
265       D3D11CreateGeometryShader(
266             device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), NULL, &out->gs);
267 
268    if (vs_code && input_element_descs)
269       D3D11CreateInputLayout(
270             device, input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
271             D3DGetBufferSize(vs_code), &out->layout);
272 
273    Release(vs_code);
274    Release(ps_code);
275    Release(gs_code);
276 
277    return success;
278 }
279