(D3D12) allow for dynamic allocation of descriptors.

This commit is contained in:
aliaspider 2018-02-07 19:44:55 +01:00
parent 757a9c08de
commit e42015e026
3 changed files with 230 additions and 187 deletions

View File

@ -15,6 +15,8 @@
#define CINTERFACE
#include <stdbool.h>
#include "d3d12_common.h"
#include "dxgi_common.h"
#include "d3dcompiler_common.h"
@ -254,40 +256,91 @@ static void d3d12_init_descriptor_heap(D3D12Device device, d3d12_descriptor_heap
out->cpu = D3D12GetCPUDescriptorHandleForHeapStart(out->handle);
out->gpu = D3D12GetGPUDescriptorHandleForHeapStart(out->handle);
out->stride = D3D12GetDescriptorHandleIncrementSize(device, out->desc.Type);
out->map = (bool*)calloc(out->desc.NumDescriptors, sizeof(bool));
}
static inline void d3d12_release_descriptor_heap(d3d12_descriptor_heap_t* heap)
{
free(heap->map);
Release(heap->handle);
}
static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descriptor_heap_t* heap)
{
int i;
D3D12_CPU_DESCRIPTOR_HANDLE handle = { 0 };
for (i = heap->start; i < heap->desc.NumDescriptors; i++)
{
if (!heap->map[i])
{
heap->map[i] = true;
handle.ptr = heap->cpu.ptr + i * heap->stride;
heap->start = i + 1;
return handle;
}
}
/* if you get here try increasing NumDescriptors for this heap */
assert(0);
return handle;
}
static void
d3d12_descriptor_heap_slot_free(d3d12_descriptor_heap_t* heap, D3D12_CPU_DESCRIPTOR_HANDLE handle)
{
int i;
if (!handle.ptr)
return;
assert(((handle.ptr - heap->cpu.ptr) % heap->stride) == 0);
i = (handle.ptr - heap->cpu.ptr) / heap->stride;
assert(i >= 0 && i < heap->desc.NumDescriptors);
assert(heap->map[i]);
heap->map[i] = false;
if (heap->start > i)
heap->start = i;
}
bool d3d12_create_root_signature(
D3D12Device device, D3D12_ROOT_SIGNATURE_DESC* desc, D3D12RootSignature* out)
{
D3DBlob signature;
D3DBlob error;
D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
if (error)
{
RARCH_ERR(
"[D3D12]: CreateRootSignature failed : %s", (const char*)D3DGetBufferPointer(error));
Release(error);
return false;
}
D3D12CreateRootSignature(
device, 0, D3DGetBufferPointer(signature), D3DGetBufferSize(signature), out);
Release(signature);
return true;
}
bool d3d12_init_descriptors(d3d12_video_t* d3d12)
{
D3D12_ROOT_SIGNATURE_DESC desc;
static const D3D12_DESCRIPTOR_RANGE srv_table[] = {
{
D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
1,
0,
0,
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
},
};
static const D3D12_DESCRIPTOR_RANGE sampler_table[] = {
{
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
1,
0,
0,
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
},
};
D3D12_ROOT_PARAMETER rootParameters[ROOT_ID_MAX];
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_DESCRIPTOR_RANGE srv_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 } };
D3D12_DESCRIPTOR_RANGE sampler_tbl[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1 } };
D3D12_ROOT_PARAMETER rootParameters[ROOT_ID_MAX];
rootParameters[ROOT_ID_TEXTURE_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_table);
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_table;
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.NumDescriptorRanges = countof(srv_tbl);
rootParameters[ROOT_ID_TEXTURE_T].DescriptorTable.pDescriptorRanges = srv_tbl;
rootParameters[ROOT_ID_TEXTURE_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[ROOT_ID_SAMPLER_T].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_table);
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_table;
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.NumDescriptorRanges = countof(sampler_tbl);
rootParameters[ROOT_ID_SAMPLER_T].DescriptorTable.pDescriptorRanges = sampler_tbl;
rootParameters[ROOT_ID_SAMPLER_T].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[ROOT_ID_UBO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
@ -301,33 +354,19 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
desc.pStaticSamplers = NULL;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
{
D3DBlob signature;
D3DBlob error;
D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.rootSignature);
if (error)
{
RARCH_ERR(
"[D3D12]: CreateRootSignature failed :\n%s\n",
(const char*)D3DGetBufferPointer(error));
Release(error);
return false;
}
D3D12CreateRootSignature(
d3d12->device, 0, D3DGetBufferPointer(signature), D3DGetBufferSize(signature),
&d3d12->desc.rootSignature);
Release(signature);
}
srv_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
sampler_tbl[0].NumDescriptors = SLANG_NUM_BINDINGS;
d3d12_create_root_signature(d3d12->device, &desc, &d3d12->desc.sl_rootSignature);
d3d12->desc.rtv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets);
d3d12->desc.rtv_heap.desc.NumDescriptors = countof(d3d12->chain.renderTargets) + GFX_MAX_SHADERS;
d3d12->desc.rtv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.rtv_heap);
d3d12->desc.srv_heap.desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3d12->desc.srv_heap.desc.NumDescriptors = SRV_HEAP_SLOT_MAX;
d3d12->desc.srv_heap.desc.NumDescriptors = 256;
d3d12->desc.srv_heap.desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3d12_init_descriptor_heap(d3d12->device, &d3d12->desc.srv_heap);
@ -339,6 +378,16 @@ bool d3d12_init_descriptors(d3d12_video_t* d3d12)
return true;
}
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE
d3d12_create_sampler(D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap)
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = d3d12_descriptor_heap_slot_alloc(heap);
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = { cpu_handle.ptr - heap->cpu.ptr + heap->gpu.ptr };
D3D12CreateSampler(device, desc, cpu_handle);
return gpu_handle;
}
void d3d12_init_samplers(d3d12_video_t* d3d12)
{
int i;
@ -371,15 +420,13 @@ void d3d12_init_samplers(d3d12_video_t* d3d12)
desc.AddressV = desc.AddressU;
desc.AddressW = desc.AddressU;
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
d3d12->samplers[RARCH_FILTER_LINEAR][i] = d3d12_create_sampler(
d3d12->device, &desc, &d3d12->desc.sampler_heap,
0 * RARCH_WRAP_MAX + i);
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
d3d12->samplers[RARCH_FILTER_LINEAR][i] =
d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
d3d12->samplers[RARCH_FILTER_NEAREST][i] = d3d12_create_sampler(
d3d12->device, &desc, &d3d12->desc.sampler_heap,
1 * RARCH_WRAP_MAX + i);
desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
d3d12->samplers[RARCH_FILTER_NEAREST][i] =
d3d12_create_sampler(d3d12->device, &desc, &d3d12->desc.sampler_heap);
}
}
@ -469,14 +516,21 @@ d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffe
return D3D12GetGPUVirtualAddress(*buffer);
}
void d3d12_init_texture(
D3D12Device device,
d3d12_descriptor_heap_t* heap,
descriptor_heap_slot_t heap_index,
d3d12_texture_t* texture)
void d3d12_release_texture(d3d12_texture_t* texture)
{
if (texture->srv_heap)
d3d12_descriptor_heap_slot_free(texture->srv_heap, texture->cpu_descriptor);
Release(texture->handle);
Release(texture->upload_buffer);
}
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* texture)
{
bool is_render_target = texture->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
D3D12_FORMAT_SUPPORT1 format_support =
D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
d3d12_release_texture(texture);
{
D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
@ -486,21 +540,40 @@ void d3d12_init_texture(
texture->desc.DepthOrArraySize = 1;
texture->desc.MipLevels = 1;
texture->desc.SampleDesc.Count = 1;
texture->desc.Format = d3d12_get_closest_match(device, texture->desc.Format, format_support);
D3D12CreateCommittedResource(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &texture->desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &texture->handle);
}
D3D12GetCopyableFootprints(
device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows,
&texture->row_size_in_bytes, &texture->total_bytes);
if (texture->srv_heap)
{
D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { texture->desc.Format };
view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
texture->cpu_descriptor = d3d12_descriptor_heap_slot_alloc(texture->srv_heap);
D3D12CreateShaderResourceView(device, texture->handle, &view_desc, texture->cpu_descriptor);
texture->gpu_descriptor.ptr =
texture->cpu_descriptor.ptr - texture->srv_heap->cpu.ptr + texture->srv_heap->gpu.ptr;
}
if (is_render_target)
{
}
else
{
D3D12_HEAP_PROPERTIES heap_props = { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 1, 1 };
D3D12_RESOURCE_DESC buffer_desc = { D3D12_RESOURCE_DIMENSION_BUFFER };
D3D12GetCopyableFootprints(
device, &texture->desc, 0, 1, 0, &texture->layout, &texture->num_rows,
&texture->row_size_in_bytes, &texture->total_bytes);
buffer_desc.Width = texture->total_bytes;
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
@ -512,23 +585,29 @@ void d3d12_init_texture(
device, &heap_props, D3D12_HEAP_FLAG_NONE, &buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &texture->upload_buffer);
}
{
D3D12_CPU_DESCRIPTOR_HANDLE handle;
D3D12_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
view_desc.Format = texture->desc.Format;
view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipLevels = texture->desc.MipLevels;
handle.ptr = heap->cpu.ptr + heap_index * heap->stride;
D3D12CreateShaderResourceView(device, texture->handle, &view_desc, handle);
texture->gpu_descriptor.ptr = heap->gpu.ptr + heap_index * heap->stride;
}
}
void d3d12_update_texture(
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d12_texture_t* texture)
{
uint8_t* dst;
D3D12_RANGE read_range = { 0, 0 };
D3D12Map(texture->upload_buffer, 0, &read_range, (void**)&dst);
dxgi_copy(
width, height, format, pitch, data, texture->desc.Format,
texture->layout.Footprint.RowPitch, dst + texture->layout.Offset);
D3D12Unmap(texture->upload_buffer, 0, NULL);
texture->dirty = true;
}
void d3d12_upload_texture(D3D12GraphicsCommandList cmd, d3d12_texture_t* texture)
{
D3D12_TEXTURE_COPY_LOCATION src = { 0 };

View File

@ -101,11 +101,13 @@ static INLINE ULONG D3D12ReleaseResource(void* resource)
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);
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);
((ID3D12Resource*)resource)
->lpVtbl->Unmap((ID3D12Resource*)resource, subresource, written_range);
}
static INLINE D3D12_GPU_VIRTUAL_ADDRESS D3D12GetGPUVirtualAddress(void* resource)
{
@ -121,7 +123,8 @@ static INLINE HRESULT D3D12WriteToSubresource(
{
return ((ID3D12Resource*)resource)
->lpVtbl->WriteToSubresource(
(ID3D12Resource*)resource, dst_subresource, dst_box, src_data, src_row_pitch, src_depth_pitch);
(ID3D12Resource*)resource, dst_subresource, dst_box, src_data, src_row_pitch,
src_depth_pitch);
}
static INLINE HRESULT D3D12ReadFromSubresource(
void* resource,
@ -133,7 +136,8 @@ static INLINE HRESULT D3D12ReadFromSubresource(
{
return ((ID3D12Resource*)resource)
->lpVtbl->ReadFromSubresource(
(ID3D12Resource*)resource, dst_data, dst_row_pitch, dst_depth_pitch, src_subresource, src_box);
(ID3D12Resource*)resource, dst_data, dst_row_pitch, dst_depth_pitch, src_subresource,
src_box);
}
static INLINE HRESULT D3D12GetHeapProperties(
void* resource, D3D12_HEAP_PROPERTIES* heap_properties, D3D12_HEAP_FLAGS* heap_flags)
@ -639,8 +643,7 @@ static INLINE UINT D3D12GetNodeCount(D3D12Device device)
static INLINE HRESULT D3D12CreateCommandQueue(
D3D12Device device, D3D12_COMMAND_QUEUE_DESC* desc, ID3D12CommandQueue** out)
{
return device->lpVtbl->CreateCommandQueue(
device, desc, uuidof(ID3D12CommandQueue), (void**)out);
return device->lpVtbl->CreateCommandQueue(device, desc, uuidof(ID3D12CommandQueue), (void**)out);
}
static INLINE HRESULT D3D12CreateCommandAllocator(
D3D12Device device, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator** out)
@ -1207,8 +1210,7 @@ static INLINE void D3D12ExecuteGraphicsCommandLists(
static INLINE HRESULT
DXGIGetSwapChainBuffer(DXGISwapChain swapchain, UINT buffer, D3D12Resource* surface)
{
return swapchain->lpVtbl->GetBuffer(
swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
return swapchain->lpVtbl->GetBuffer(swapchain, buffer, uuidof(ID3D12Resource), (void**)surface);
}
static INLINE void D3D12SetDescriptorHeaps(
D3D12GraphicsCommandList command_list,
@ -1289,7 +1291,8 @@ typedef struct
D3D12_CPU_DESCRIPTOR_HANDLE cpu; /* descriptor */
D3D12_GPU_DESCRIPTOR_HANDLE gpu; /* descriptor */
UINT stride;
UINT count;
bool* map;
int start;
} d3d12_descriptor_heap_t;
typedef struct
@ -1297,15 +1300,19 @@ typedef struct
D3D12Resource handle;
D3D12Resource upload_buffer;
D3D12_RESOURCE_DESC desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
UINT64 row_size_in_bytes;
UINT64 total_bytes;
d3d12_descriptor_heap_t* srv_heap;
bool dirty;
} d3d12_texture_t;
#define TEXTURE_DESC_SLOTS_COUNT 128
typedef struct
{
unsigned cur_mon_id;
@ -1325,9 +1332,10 @@ typedef struct
struct
{
D3D12RootSignature rootSignature; /* descriptor layout */
d3d12_descriptor_heap_t srv_heap; /* ShaderResouceView descritor heap */
d3d12_descriptor_heap_t rtv_heap; /* RenderTargetView descritor heap */
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;
@ -1357,9 +1365,9 @@ typedef struct
struct
{
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t texture;
D3D12Resource vbo;
D3D12_VERTEX_BUFFER_VIEW vbo_view;
d3d12_texture_t texture;
float alpha;
bool enabled;
@ -1370,7 +1378,7 @@ typedef struct
{
D3D12PipelineState pipe;
D3D12PipelineState pipe_font;
D3D12Resource vbo;
D3D12Resource vbo;
int offset;
int capacity;
bool enabled;
@ -1392,21 +1400,13 @@ typedef struct
#endif
} d3d12_video_t;
typedef enum
{
typedef enum {
ROOT_ID_TEXTURE_T = 0,
ROOT_ID_SAMPLER_T,
ROOT_ID_UBO,
ROOT_ID_MAX,
} root_signature_parameter_index_t;
typedef enum {
SRV_HEAP_SLOT_FRAME_TEXTURE = 0,
SRV_HEAP_SLOT_MENU_TEXTURE,
SRV_HEAP_SLOT_CUSTOM,
SRV_HEAP_SLOT_MAX = 16
} descriptor_heap_slot_t;
RETRO_BEGIN_DECLS
extern D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_enable_desc;
@ -1431,11 +1431,15 @@ bool d3d12_init_queue(d3d12_video_t* d3d12);
D3D12_GPU_VIRTUAL_ADDRESS
d3d12_create_buffer(D3D12Device device, UINT size_in_bytes, D3D12Resource* buffer);
void d3d12_init_texture(
D3D12Device device,
d3d12_descriptor_heap_t* heap,
descriptor_heap_slot_t heap_index,
d3d12_texture_t* tex);
void d3d12_init_texture(D3D12Device device, d3d12_texture_t* tex);
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);
@ -1445,7 +1449,7 @@ void d3d12_create_fullscreen_quad_vbo(
DXGI_FORMAT d3d12_get_closest_match(
D3D12Device device, DXGI_FORMAT desired_format, D3D12_FORMAT_SUPPORT1 desired_format_support);
#if !defined(__cplusplus ) || defined(CINTERFACE)
#if !defined(__cplusplus) || defined(CINTERFACE)
static INLINE void d3d12_resource_transition(
D3D12GraphicsCommandList cmd,
D3D12Resource resource,
@ -1473,52 +1477,13 @@ d3d12_set_sampler(D3D12GraphicsCommandList cmd, D3D12_GPU_DESCRIPTOR_HANDLE samp
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, sampler);
}
static INLINE void d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
static INLINE void
d3d12_set_texture_and_sampler(D3D12GraphicsCommandList cmd, const d3d12_texture_t* texture)
{
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_TEXTURE_T, texture->gpu_descriptor);
D3D12SetGraphicsRootDescriptorTable(cmd, ROOT_ID_SAMPLER_T, texture->sampler);
}
static INLINE void d3d12_update_texture(
int width,
int height,
int pitch,
DXGI_FORMAT format,
const void* data,
d3d12_texture_t* texture)
{
uint8_t* dst;
D3D12_RANGE read_range = { 0, 0 };
D3D12Map(texture->upload_buffer, 0, &read_range, (void**)&dst);
dxgi_copy(
width, height, format, pitch, data, texture->desc.Format,
texture->layout.Footprint.RowPitch, dst + texture->layout.Offset);
D3D12Unmap(texture->upload_buffer, 0, NULL);
texture->dirty = true;
}
static INLINE DXGI_FORMAT
d3d12_get_closest_match_texture2D(D3D12Device device, DXGI_FORMAT desired_format)
{
return d3d12_get_closest_match(
device, desired_format,
D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
}
static INLINE D3D12_GPU_DESCRIPTOR_HANDLE d3d12_create_sampler(
D3D12Device device, D3D12_SAMPLER_DESC* desc, d3d12_descriptor_heap_t* heap, int slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = {heap->gpu.ptr + slot * heap->stride};
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = {heap->cpu.ptr + slot * heap->stride};
D3D12CreateSampler(device, desc, cpu_handle);
return gpu_handle;
}
#endif
RETRO_END_DECLS

View File

@ -114,9 +114,9 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
if (!d3d_compile(shader, sizeof(shader), NULL, "PSMain", "ps_5_0", &ps_code))
goto error;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
@ -157,9 +157,9 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
if (!d3d_compile(shader, sizeof(shader), NULL, "GSMain", "gs_5_0", &gs_code))
goto error;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, gs_code, &desc, &d3d12->sprites.pipe))
@ -186,27 +186,27 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
{
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"
;
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, position),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d12_vertex_t, texcoord),
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout.pInputElementDescs = inputElementDesc;
desc.InputLayout.NumElements = countof(inputElementDesc);
if (!d3d_compile(simple_snow, sizeof(simple_snow), NULL, "VSMain", "vs_5_0", &vs_code))
goto error;
@ -214,8 +214,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU_3]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_3]))
goto error;
Release(vs_code);
@ -229,8 +228,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU_4]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_4]))
goto error;
Release(vs_code);
@ -244,8 +242,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU_5]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_5]))
goto error;
Release(vs_code);
@ -259,8 +256,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU_6]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_6]))
goto error;
Release(vs_code);
@ -272,13 +268,14 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
{
static const char ribbon[] =
#include "d3d_shaders/ribbon_sm4.hlsl.h"
;
;
static const char ribbon_simple[] =
#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
;
;
D3D12_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
@ -293,8 +290,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU]))
goto error;
Release(vs_code);
@ -308,8 +304,7 @@ static bool d3d12_gfx_init_pipelines(d3d12_video_t* d3d12)
goto error;
if (!d3d12_init_pipeline(
d3d12->device, vs_code, ps_code, NULL, &desc,
&d3d12->pipes[VIDEO_SHADER_MENU_2]))
d3d12->device, vs_code, ps_code, NULL, &desc, &d3d12->pipes[VIDEO_SHADER_MENU_2]))
goto error;
Release(vs_code);
@ -340,12 +335,18 @@ static void d3d12_gfx_free(void* data)
Release(d3d12->menu.texture.handle);
Release(d3d12->menu.texture.upload_buffer);
Release(d3d12->ubo);
free(d3d12->desc.sampler_heap.map);
free(d3d12->desc.srv_heap.map);
free(d3d12->desc.rtv_heap.map);
Release(d3d12->desc.sampler_heap.handle);
Release(d3d12->desc.srv_heap.handle);
Release(d3d12->desc.rtv_heap.handle);
Release(d3d12->desc.sl_rootSignature);
Release(d3d12->desc.rootSignature);
Release(d3d12->ubo);
for (i = 0; i < GFX_MAX_SHADERS; i++)
Release(d3d12->pipes[i]);
@ -418,8 +419,7 @@ d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
d3d12->keep_aspect = video->force_aspect;
d3d12->chain.vsync = video->vsync;
d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
d3d12->frame.texture.desc.Format =
d3d12_get_closest_match_texture2D(d3d12->device, d3d12->format);
d3d12->frame.texture.desc.Format = d3d12->format;
d3d12->ubo_view.SizeInBytes = sizeof(math_matrix_4x4);
d3d12->ubo_view.BufferLocation =
@ -514,9 +514,8 @@ static bool d3d12_gfx_frame(
{
d3d12->frame.texture.desc.Width = width;
d3d12->frame.texture.desc.Height = height;
d3d12_init_texture(
d3d12->device, &d3d12->desc.srv_heap, SRV_HEAP_SLOT_FRAME_TEXTURE,
&d3d12->frame.texture);
d3d12->frame.texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->frame.texture);
}
d3d12_update_texture(width, height, pitch, d3d12->format, frame, &d3d12->frame.texture);
@ -660,9 +659,9 @@ static void d3d12_set_menu_texture_frame(
{
d3d12->menu.texture.desc.Width = width;
d3d12->menu.texture.desc.Height = height;
d3d12->menu.texture.desc.Format = d3d12_get_closest_match_texture2D(d3d12->device, format);
d3d12_init_texture(
d3d12->device, &d3d12->desc.srv_heap, SRV_HEAP_SLOT_MENU_TEXTURE, &d3d12->menu.texture);
d3d12->menu.texture.desc.Format = format;
d3d12->menu.texture.srv_heap = &d3d12->desc.srv_heap;
d3d12_init_texture(d3d12->device, &d3d12->menu.texture);
}
d3d12_update_texture(width, height, pitch, format, frame, &d3d12->menu.texture);