SDL: Use FrontendCommon D3D11 host display wrapper

This commit is contained in:
Connor McLaughlin 2020-06-20 03:33:37 +10:00
parent 6eb2079088
commit 1e26ded73c
10 changed files with 177 additions and 567 deletions

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@ -18,11 +18,10 @@ target_link_libraries(duckstation-sdl PRIVATE core common imgui nativefiledialog
if(WIN32)
target_sources(duckstation-sdl PRIVATE
d3d11_host_display.cpp
d3d11_host_display.h
sdl_d3d11_host_display.cpp
sdl_d3d11_host_display.h
duckstation-sdl.manifest
)
target_link_libraries(duckstation-sdl PRIVATE d3d11.lib dxgi.lib ${SDL2MAIN_LIBRARIES})
# We want a Windows subsystem application not console.
set_target_properties(duckstation-sdl PROPERTIES

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@ -1,483 +0,0 @@
#include "d3d11_host_display.h"
#include "common/assert.h"
#include "common/d3d11/shader_compiler.h"
#include "common/log.h"
#include "frontend-common/display_ps.hlsl.h"
#include "frontend-common/display_vs.hlsl.h"
#include "imgui_impl_sdl.h"
#include <SDL_syswm.h>
#include <array>
#include <dxgi1_5.h>
#include <imgui.h>
#include <imgui_impl_dx11.h>
Log_SetChannel(D3D11HostDisplay);
class D3D11HostDisplayTexture : public HostDisplayTexture
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplayTexture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv, u32 width, u32 height,
bool dynamic)
: m_texture(std::move(texture)), m_srv(std::move(srv)), m_width(width), m_height(height), m_dynamic(dynamic)
{
}
~D3D11HostDisplayTexture() override = default;
void* GetHandle() const override { return m_srv.Get(); }
u32 GetWidth() const override { return m_width; }
u32 GetHeight() const override { return m_height; }
ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
bool IsDynamic() const { return m_dynamic; }
static std::unique_ptr<D3D11HostDisplayTexture> Create(ID3D11Device* device, u32 width, u32 height, const void* data,
u32 data_stride, bool dynamic)
{
const CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT,
dynamic ? D3D11_CPU_ACCESS_WRITE : 0, 1, 0, 0);
const D3D11_SUBRESOURCE_DATA srd{data, data_stride, data_stride * height};
ComPtr<ID3D11Texture2D> texture;
HRESULT hr = device->CreateTexture2D(&desc, data ? &srd : nullptr, texture.GetAddressOf());
if (FAILED(hr))
return {};
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 1, 0,
1);
ComPtr<ID3D11ShaderResourceView> srv;
hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.GetAddressOf());
if (FAILED(hr))
return {};
return std::make_unique<D3D11HostDisplayTexture>(std::move(texture), std::move(srv), width, height, dynamic);
}
private:
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
u32 m_width;
u32 m_height;
bool m_dynamic;
};
D3D11HostDisplay::D3D11HostDisplay(SDL_Window* window) : m_window(window)
{
SDL_GetWindowSize(window, &m_window_width, &m_window_height);
}
D3D11HostDisplay::~D3D11HostDisplay()
{
ImGui_ImplDX11_Shutdown();
ImGui_ImplSDL2_Shutdown();
if (m_window)
SDL_DestroyWindow(m_window);
}
HostDisplay::RenderAPI D3D11HostDisplay::GetRenderAPI() const
{
return HostDisplay::RenderAPI::D3D11;
}
void* D3D11HostDisplay::GetRenderDevice() const
{
return m_device.Get();
}
void* D3D11HostDisplay::GetRenderContext() const
{
return m_context.Get();
}
void D3D11HostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
{
HostDisplay::WindowResized(new_window_width, new_window_height);
m_swap_chain_rtv.Reset();
HRESULT hr = m_swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN,
m_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0);
if (FAILED(hr))
Log_ErrorPrintf("ResizeBuffers() failed: 0x%08X", hr);
if (!CreateSwapChainRTV())
Panic("Failed to recreate swap chain RTV after resize");
DXGI_SWAP_CHAIN_DESC desc;
if (SUCCEEDED(m_swap_chain->GetDesc(&desc)))
{
m_window_width = static_cast<int>(desc.BufferDesc.Width);
m_window_height = static_cast<int>(desc.BufferDesc.Height);
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_width);
ImGui::GetIO().DisplaySize.y = static_cast<float>(m_window_height);
}
}
std::unique_ptr<HostDisplayTexture> D3D11HostDisplay::CreateTexture(u32 width, u32 height, const void* data,
u32 data_stride, bool dynamic)
{
return D3D11HostDisplayTexture::Create(m_device.Get(), width, height, data, data_stride, dynamic);
}
void D3D11HostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride)
{
D3D11HostDisplayTexture* d3d11_texture = static_cast<D3D11HostDisplayTexture*>(texture);
if (!d3d11_texture->IsDynamic())
{
const CD3D11_BOX dst_box(x, y, 0, x + width, y + height, 1);
m_context->UpdateSubresource(d3d11_texture->GetD3DTexture(), 0, &dst_box, data, data_stride, data_stride * height);
}
else
{
D3D11_MAPPED_SUBRESOURCE sr;
HRESULT hr = m_context->Map(d3d11_texture->GetD3DTexture(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
if (FAILED(hr))
Panic("Failed to map dynamic host display texture");
char* dst_ptr = static_cast<char*>(sr.pData) + (y * sr.RowPitch) + (x * sizeof(u32));
const char* src_ptr = static_cast<const char*>(data);
if (sr.RowPitch == data_stride)
{
std::memcpy(dst_ptr, src_ptr, data_stride * height);
}
else
{
for (u32 row = 0; row < height; row++)
{
std::memcpy(dst_ptr, src_ptr, width * sizeof(u32));
src_ptr += data_stride;
dst_ptr += sr.RowPitch;
}
}
m_context->Unmap(d3d11_texture->GetD3DTexture(), 0);
}
}
bool D3D11HostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride)
{
ID3D11ShaderResourceView* srv =
const_cast<ID3D11ShaderResourceView*>(static_cast<const ID3D11ShaderResourceView*>(texture_handle));
ID3D11Resource* srv_resource;
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
srv->GetResource(&srv_resource);
srv->GetDesc(&srv_desc);
if (!m_readback_staging_texture.EnsureSize(m_context.Get(), width, height, srv_desc.Format, false))
return false;
m_readback_staging_texture.CopyFromTexture(m_context.Get(), srv_resource, 0, x, y, 0, 0, width, height);
return m_readback_staging_texture.ReadPixels<u32>(m_context.Get(), 0, 0, width, height, out_data_stride / sizeof(u32),
static_cast<u32*>(out_data));
}
void D3D11HostDisplay::SetVSync(bool enabled)
{
m_vsync = enabled;
}
bool D3D11HostDisplay::CreateD3DDevice(bool debug_device)
{
SDL_SysWMinfo syswm = {};
if (!SDL_GetWindowWMInfo(m_window, &syswm))
{
Log_ErrorPrintf("SDL_GetWindowWMInfo failed");
return false;
}
UINT create_flags = 0;
if (debug_device)
create_flags |= D3D11_CREATE_DEVICE_DEBUG;
HRESULT hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, create_flags, nullptr, 0,
D3D11_SDK_VERSION, m_device.GetAddressOf(), nullptr, m_context.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("Failed to create D3D device: 0x%08X", hr);
return false;
}
// we need the specific factory for the device, otherwise MakeWindowAssociation() is flaky.
ComPtr<IDXGIDevice> dxgi_device;
ComPtr<IDXGIAdapter> dxgi_adapter;
if (FAILED(m_device.As(&dxgi_device)) || FAILED(dxgi_device->GetParent(IID_PPV_ARGS(dxgi_adapter.GetAddressOf()))) ||
FAILED(dxgi_adapter->GetParent(IID_PPV_ARGS(m_dxgi_factory.GetAddressOf()))))
{
Log_WarningPrint("Failed to get parent adapter/device/factory");
return false;
}
DXGI_ADAPTER_DESC adapter_desc;
if (SUCCEEDED(dxgi_adapter->GetDesc(&adapter_desc)))
{
char adapter_name_buffer[128];
const int name_length =
WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description, static_cast<int>(std::wcslen(adapter_desc.Description)),
adapter_name_buffer, countof(adapter_name_buffer), 0, nullptr);
if (name_length >= 0)
{
adapter_name_buffer[name_length] = 0;
Log_InfoPrintf("D3D Adapter: %s", adapter_name_buffer);
}
}
m_allow_tearing_supported = false;
ComPtr<IDXGIFactory5> dxgi_factory5;
hr = m_dxgi_factory.As(&dxgi_factory5);
if (SUCCEEDED(hr))
{
BOOL allow_tearing_supported = false;
hr = dxgi_factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported,
sizeof(allow_tearing_supported));
if (SUCCEEDED(hr))
m_allow_tearing_supported = (allow_tearing_supported == TRUE);
}
DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
swap_chain_desc.BufferDesc.Width = m_window_width;
swap_chain_desc.BufferDesc.Height = m_window_height;
swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.BufferCount = 3;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.OutputWindow = syswm.info.win.window;
swap_chain_desc.Windowed = TRUE;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
if (m_allow_tearing_supported)
swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
hr = m_dxgi_factory->CreateSwapChain(m_device.Get(), &swap_chain_desc, m_swap_chain.GetAddressOf());
if (FAILED(hr))
{
Log_WarningPrintf("Failed to create a flip-discard swap chain, trying discard.");
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swap_chain_desc.Flags = 0;
m_allow_tearing_supported = false;
hr = m_dxgi_factory->CreateSwapChain(m_device.Get(), &swap_chain_desc, m_swap_chain.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("CreateSwapChain failed: 0x%08X", hr);
return false;
}
}
hr = m_dxgi_factory->MakeWindowAssociation(swap_chain_desc.OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES);
if (FAILED(hr))
Log_WarningPrintf("MakeWindowAssociation() to disable ALT+ENTER failed");
if (debug_device && IsDebuggerPresent())
{
ComPtr<ID3D11InfoQueue> info;
hr = m_device.As(&info);
if (SUCCEEDED(hr))
{
info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, TRUE);
}
}
return true;
}
bool D3D11HostDisplay::CreateSwapChainRTV()
{
ComPtr<ID3D11Texture2D> backbuffer;
HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(backbuffer.GetAddressOf()));
if (FAILED(hr))
{
Log_ErrorPrintf("GetBuffer for RTV failed: 0x%08X", hr);
return false;
}
D3D11_TEXTURE2D_DESC backbuffer_desc;
backbuffer->GetDesc(&backbuffer_desc);
CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, backbuffer_desc.Format, 0, 0,
backbuffer_desc.ArraySize);
hr = m_device->CreateRenderTargetView(backbuffer.Get(), &rtv_desc, m_swap_chain_rtv.GetAddressOf());
if (FAILED(hr))
{
Log_ErrorPrintf("CreateRenderTargetView for swap chain failed: 0x%08X", hr);
return false;
}
return true;
}
bool D3D11HostDisplay::CreateD3DResources()
{
HRESULT hr;
m_display_vertex_shader =
D3D11::ShaderCompiler::CreateVertexShader(m_device.Get(), s_display_vs_bytecode, sizeof(s_display_vs_bytecode));
m_display_pixel_shader =
D3D11::ShaderCompiler::CreatePixelShader(m_device.Get(), s_display_ps_bytecode, sizeof(s_display_ps_bytecode));
if (!m_display_vertex_shader || !m_display_pixel_shader)
return false;
if (!m_display_uniform_buffer.Create(m_device.Get(), D3D11_BIND_CONSTANT_BUFFER, DISPLAY_UNIFORM_BUFFER_SIZE))
return false;
CD3D11_RASTERIZER_DESC rasterizer_desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rasterizer_desc.CullMode = D3D11_CULL_NONE;
hr = m_device->CreateRasterizerState(&rasterizer_desc, m_display_rasterizer_state.GetAddressOf());
if (FAILED(hr))
return false;
CD3D11_DEPTH_STENCIL_DESC depth_stencil_desc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
depth_stencil_desc.DepthEnable = FALSE;
depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = m_device->CreateDepthStencilState(&depth_stencil_desc, m_display_depth_stencil_state.GetAddressOf());
if (FAILED(hr))
return false;
CD3D11_BLEND_DESC blend_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = m_device->CreateBlendState(&blend_desc, m_display_blend_state.GetAddressOf());
if (FAILED(hr))
return false;
blend_desc.RenderTarget[0].BlendEnable = TRUE;
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_device->CreateBlendState(&blend_desc, m_software_cursor_blend_state.GetAddressOf());
if (FAILED(hr))
return false;
CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler.GetAddressOf());
if (FAILED(hr))
return false;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
hr = m_device->CreateSamplerState(&sampler_desc, m_linear_sampler.GetAddressOf());
if (FAILED(hr))
return false;
return true;
}
bool D3D11HostDisplay::CreateImGuiContext()
{
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_window_width);
ImGui::GetIO().DisplaySize.y = static_cast<float>(m_window_height);
if (!ImGui_ImplSDL2_InitForD3D(m_window) || !ImGui_ImplDX11_Init(m_device.Get(), m_context.Get()))
return false;
ImGui_ImplDX11_NewFrame();
ImGui_ImplSDL2_NewFrame(m_window);
ImGui::NewFrame();
return true;
}
std::unique_ptr<HostDisplay> D3D11HostDisplay::Create(SDL_Window* window, bool debug_device)
{
std::unique_ptr<D3D11HostDisplay> display = std::make_unique<D3D11HostDisplay>(window);
if (!display->CreateD3DDevice(debug_device) || !display->CreateSwapChainRTV() || !display->CreateD3DResources() ||
!display->CreateImGuiContext())
{
return nullptr;
}
return display;
}
void D3D11HostDisplay::Render()
{
static constexpr std::array<float, 4> clear_color = {};
m_context->ClearRenderTargetView(m_swap_chain_rtv.Get(), clear_color.data());
m_context->OMSetRenderTargets(1, m_swap_chain_rtv.GetAddressOf(), nullptr);
RenderDisplay();
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
if (HasSoftwareCursor())
RenderSoftwareCursor();
if (!m_vsync && m_allow_tearing_supported)
m_swap_chain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
else
m_swap_chain->Present(BoolToUInt32(m_vsync), 0);
ImGui::NewFrame();
ImGui_ImplSDL2_NewFrame(m_window);
ImGui_ImplDX11_NewFrame();
}
void D3D11HostDisplay::RenderDisplay()
{
if (!m_display_texture_handle)
return;
const auto [vp_left, vp_top, vp_width, vp_height] =
CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0);
m_context->PSSetShader(m_display_pixel_shader.Get(), nullptr, 0);
m_context->PSSetShaderResources(0, 1, reinterpret_cast<ID3D11ShaderResourceView**>(&m_display_texture_handle));
m_context->PSSetSamplers(
0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
const float uniforms[4] = {
static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
std::memcpy(map.pointer, uniforms, sizeof(uniforms));
m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray());
const CD3D11_VIEWPORT vp(static_cast<float>(vp_left), static_cast<float>(vp_top), static_cast<float>(vp_width),
static_cast<float>(vp_height));
m_context->RSSetViewports(1, &vp);
m_context->RSSetState(m_display_rasterizer_state.Get());
m_context->OMSetDepthStencilState(m_display_depth_stencil_state.Get(), 0);
m_context->OMSetBlendState(m_display_blend_state.Get(), nullptr, 0xFFFFFFFFu);
m_context->Draw(3, 0);
}
void D3D11HostDisplay::RenderSoftwareCursor()
{
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0);
m_context->PSSetShader(m_display_pixel_shader.Get(), nullptr, 0);
m_context->PSSetShaderResources(0, 1,
static_cast<D3D11HostDisplayTexture*>(m_cursor_texture.get())->GetD3DSRVArray());
m_context->PSSetSamplers(0, 1, m_linear_sampler.GetAddressOf());
const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
std::memcpy(map.pointer, uniforms, sizeof(uniforms));
m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray());
const auto [vp_left, vp_top, vp_width, vp_height] = CalculateSoftwareCursorDrawRect();
const CD3D11_VIEWPORT vp(static_cast<float>(vp_left), static_cast<float>(vp_top), static_cast<float>(vp_width),
static_cast<float>(vp_height));
m_context->RSSetViewports(1, &vp);
m_context->RSSetState(m_display_rasterizer_state.Get());
m_context->OMSetDepthStencilState(m_display_depth_stencil_state.Get(), 0);
m_context->OMSetBlendState(m_software_cursor_blend_state.Get(), nullptr, 0xFFFFFFFFu);
m_context->Draw(3, 0);
}

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@ -1,73 +0,0 @@
#pragma once
#include "common/d3d11/stream_buffer.h"
#include "common/d3d11/staging_texture.h"
#include "common/d3d11/texture.h"
#include "common/windows_headers.h"
#include "core/host_display.h"
#include <SDL.h>
#include <d3d11.h>
#include <memory>
#include <wrl/client.h>
class D3D11HostDisplay final : public HostDisplay
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11HostDisplay(SDL_Window* window);
~D3D11HostDisplay();
static std::unique_ptr<HostDisplay> Create(SDL_Window* window, bool debug_device);
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
void WindowResized(s32 new_window_width, s32 new_window_height) override;
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
bool dynamic) override;
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride) override;
bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
void SetVSync(bool enabled) override;
private:
static constexpr u32 DISPLAY_UNIFORM_BUFFER_SIZE = 16;
bool CreateD3DDevice(bool debug_device);
bool CreateD3DResources();
bool CreateSwapChainRTV();
bool CreateImGuiContext();
void Render() override;
void RenderDisplay();
void RenderSoftwareCursor();
SDL_Window* m_window = nullptr;
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D11Device> m_device;
ComPtr<ID3D11DeviceContext> m_context;
ComPtr<IDXGISwapChain> m_swap_chain;
ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
ComPtr<ID3D11BlendState> m_display_blend_state;
ComPtr<ID3D11BlendState> m_software_cursor_blend_state;
ComPtr<ID3D11VertexShader> m_display_vertex_shader;
ComPtr<ID3D11PixelShader> m_display_pixel_shader;
ComPtr<ID3D11SamplerState> m_point_sampler;
ComPtr<ID3D11SamplerState> m_linear_sampler;
D3D11::Texture m_display_pixels_texture;
D3D11::StreamBuffer m_display_uniform_buffer;
D3D11::AutoStagingTexture m_readback_staging_texture;
bool m_allow_tearing_supported = false;
bool m_vsync = true;
};

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@ -55,7 +55,7 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="d3d11_host_display.cpp" />
<ClCompile Include="sdl_d3d11_host_display.cpp" />
<ClCompile Include="imgui_impl_sdl.cpp" />
<ClCompile Include="opengl_host_display.cpp" />
<ClCompile Include="sdl_host_interface.cpp" />
@ -64,7 +64,7 @@
<ClCompile Include="sdl_vulkan_host_display.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="d3d11_host_display.h" />
<ClInclude Include="sdl_d3d11_host_display.h" />
<ClInclude Include="imgui_impl_sdl.h" />
<ClInclude Include="opengl_host_display.h" />
<ClInclude Include="resource.h" />

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@ -4,20 +4,20 @@
<ClCompile Include="main.cpp" />
<ClCompile Include="opengl_host_display.cpp" />
<ClCompile Include="sdl_host_interface.cpp" />
<ClCompile Include="d3d11_host_display.cpp" />
<ClCompile Include="imgui_impl_sdl.cpp" />
<ClCompile Include="sdl_util.cpp" />
<ClCompile Include="sdl_vulkan_host_display.cpp" />
<ClCompile Include="sdl_d3d11_host_display.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="opengl_host_display.h" />
<ClInclude Include="sdl_host_interface.h" />
<ClInclude Include="d3d11_host_display.h" />
<ClInclude Include="imgui_impl_sdl.h" />
<ClInclude Include="sdl_key_names.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="sdl_util.h" />
<ClInclude Include="sdl_vulkan_host_display.h" />
<ClInclude Include="sdl_d3d11_host_display.h" />
</ItemGroup>
<ItemGroup>
<Manifest Include="duckstation-sdl.manifest" />

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@ -0,0 +1,121 @@
#include "sdl_d3d11_host_display.h"
#include "imgui_impl_sdl.h"
#include "sdl_util.h"
#include <SDL_syswm.h>
#include <array>
#include <dxgi1_5.h>
#include <imgui.h>
#include <imgui_impl_dx11.h>
SDLD3D11HostDisplay::SDLD3D11HostDisplay(SDL_Window* window) : m_window(window)
{
SDL_GetWindowSize(window, &m_window_width, &m_window_height);
}
SDLD3D11HostDisplay::~SDLD3D11HostDisplay()
{
if (m_window)
SDL_DestroyWindow(m_window);
}
std::unique_ptr<HostDisplay> SDLD3D11HostDisplay::Create(SDL_Window* window, bool debug_device)
{
std::unique_ptr<SDLD3D11HostDisplay> display = std::make_unique<SDLD3D11HostDisplay>(window);
if (!display->Initialize(debug_device))
return {};
return display;
}
HostDisplay::RenderAPI SDLD3D11HostDisplay::GetRenderAPI() const
{
return m_interface.GetRenderAPI();
}
void* SDLD3D11HostDisplay::GetRenderDevice() const
{
return m_interface.GetRenderDevice();
}
void* SDLD3D11HostDisplay::GetRenderContext() const
{
return m_interface.GetRenderContext();
}
void SDLD3D11HostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
{
m_interface.ResizeSwapChain(static_cast<u32>(new_window_width), static_cast<u32>(new_window_height));
HostDisplay::WindowResized(static_cast<s32>(m_interface.GetSwapChainWidth()),
static_cast<s32>(m_interface.GetSwapChainHeight()));
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_interface.GetSwapChainWidth());
ImGui::GetIO().DisplaySize.y = static_cast<float>(m_interface.GetSwapChainHeight());
}
std::unique_ptr<HostDisplayTexture> SDLD3D11HostDisplay::CreateTexture(u32 width, u32 height, const void* data,
u32 data_stride, bool dynamic)
{
return m_interface.CreateTexture(width, height, data, data_stride, dynamic);
}
void SDLD3D11HostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height,
const void* data, u32 data_stride)
{
m_interface.UpdateTexture(texture, x, y, width, height, data, data_stride);
}
bool SDLD3D11HostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height,
void* out_data, u32 out_data_stride)
{
return m_interface.DownloadTexture(texture_handle, x, y, width, height, out_data, out_data_stride);
}
void SDLD3D11HostDisplay::SetVSync(bool enabled)
{
m_interface.SetVSync(enabled);
}
bool SDLD3D11HostDisplay::Initialize(bool debug_device)
{
std::optional<WindowInfo> wi = SDLUtil::GetWindowInfoForSDLWindow(m_window);
if (!wi.has_value())
return false;
if (!m_interface.CreateContextAndSwapChain(wi.value(), true, debug_device))
return false;
if (!m_interface.CreateResources())
return false;
if (!m_interface.CreateImGuiContext() || !ImGui_ImplSDL2_InitForVulkan(m_window))
return false;
ImGui_ImplSDL2_NewFrame(m_window);
ImGui::NewFrame();
return true;
}
void SDLD3D11HostDisplay::Render()
{
if (!m_interface.BeginRender())
return;
if (HasDisplayTexture())
{
const auto [left, top, width, height] = CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
m_interface.RenderDisplay(left, top, width, height, m_display_texture_handle, m_display_texture_width,
m_display_texture_height, m_display_texture_view_x, m_display_texture_view_y,
m_display_texture_view_width, m_display_texture_view_height, m_display_linear_filtering);
}
m_interface.RenderImGui();
if (HasSoftwareCursor())
{
const auto [left, top, width, height] = CalculateSoftwareCursorDrawRect();
m_interface.RenderSoftwareCursor(left, top, width, height, m_cursor_texture.get());
}
m_interface.EndRenderAndPresent();
ImGui_ImplSDL2_NewFrame(m_window);
}

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@ -0,0 +1,39 @@
#pragma once
#include "core/host_display.h"
#include "frontend-common/d3d11_host_display.h"
#include <SDL.h>
class SDLD3D11HostDisplay final : public HostDisplay
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
SDLD3D11HostDisplay(SDL_Window* window);
~SDLD3D11HostDisplay();
static std::unique_ptr<HostDisplay> Create(SDL_Window* window, bool debug_device);
RenderAPI GetRenderAPI() const override;
void* GetRenderDevice() const override;
void* GetRenderContext() const override;
void WindowResized(s32 new_window_width, s32 new_window_height) override;
std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, const void* data, u32 data_stride,
bool dynamic) override;
void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data,
u32 data_stride) override;
bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
void SetVSync(bool enabled) override;
void Render() override;
private:
SDL_Window* m_window = nullptr;
FrontendCommon::D3D11HostDisplay m_interface;
bool Initialize(bool debug_device);
};

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@ -26,7 +26,7 @@
Log_SetChannel(SDLHostInterface);
#ifdef WIN32
#include "d3d11_host_display.h"
#include "sdl_d3d11_host_display.h"
#endif
SDLHostInterface::SDLHostInterface()
@ -149,7 +149,7 @@ bool SDLHostInterface::CreateDisplay()
#ifdef WIN32
case GPURenderer::HardwareD3D11:
default:
display = D3D11HostDisplay::Create(m_window, debug_device);
display = SDLD3D11HostDisplay::Create(m_window, debug_device);
break;
#endif
}

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@ -55,8 +55,10 @@ void* SDLVulkanHostDisplay::GetRenderContext() const
void SDLVulkanHostDisplay::WindowResized(s32 new_window_width, s32 new_window_height)
{
m_display.ResizeSwapChain(static_cast<u32>(new_window_width), static_cast<u32>(new_window_height));
m_window_width = static_cast<s32>(m_display.GetSwapChainWidth());
m_window_height = static_cast<s32>(m_display.GetSwapChainHeight());
HostDisplay::WindowResized(static_cast<s32>(m_display.GetSwapChainWidth()),
static_cast<s32>(m_display.GetSwapChainHeight()));
ImGui::GetIO().DisplaySize.x = static_cast<float>(m_display.GetSwapChainWidth());
ImGui::GetIO().DisplaySize.y = static_cast<float>(m_display.GetSwapChainHeight());
}
std::unique_ptr<HostDisplayTexture> SDLVulkanHostDisplay::CreateTexture(u32 width, u32 height, const void* data,

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@ -294,6 +294,11 @@ bool D3D11HostDisplay::CreateSwapChainRTV()
return true;
}
bool D3D11HostDisplay::RecreateSwapChain(const WindowInfo& new_wi, bool use_flip_model)
{
return CreateSwapChain(new_wi, use_flip_model);
}
void D3D11HostDisplay::DestroySwapChain()
{
m_swap_chain_rtv.Reset();