librashader/librashader-runtime-d3d11/src/util.rs

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use librashader_common::{FilterMode, Size, WrapMode};
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use windows::Win32::Graphics::Direct3D11::*;
use windows::Win32::Graphics::Dxgi::Common::*;
use std::error::Error;
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use std::slice;
use windows::core::PCSTR;
use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION};
use windows::Win32::Graphics::Direct3D::ID3DBlob;
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/// wtf retroarch?
const DXGI_FORMAT_EX_A4R4G4B4_UNORM: DXGI_FORMAT = DXGI_FORMAT(1000);
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const fn d3d11_format_fallback_list(format: DXGI_FORMAT) -> Option<&'static [DXGI_FORMAT]> {
match format {
DXGI_FORMAT_R32G32B32A32_FLOAT => Some(&[
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_R16G16B16A16_FLOAT => Some(&[
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_R8G8B8A8_UNORM => Some(&[
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB => Some(&[
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_B8G8R8A8_UNORM => Some(&[
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_B8G8R8X8_UNORM => Some(&[
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_B5G6R5_UNORM => Some(&[
DXGI_FORMAT_B5G6R5_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_EX_A4R4G4B4_UNORM | DXGI_FORMAT_B4G4R4A4_UNORM => Some(&[
DXGI_FORMAT_B4G4R4A4_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_A8_UNORM => Some(&[
DXGI_FORMAT_A8_UNORM,
DXGI_FORMAT_R8_UNORM,
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
DXGI_FORMAT_R8_UNORM => Some(&[
DXGI_FORMAT_R8_UNORM,
DXGI_FORMAT_A8_UNORM,
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_UNKNOWN,
]),
_ => None,
}
}
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pub fn d3d11_get_closest_format(
device: &ID3D11Device,
format: DXGI_FORMAT,
format_support_mask: i32,
) -> DXGI_FORMAT {
let default_list = [format, DXGI_FORMAT_UNKNOWN];
let format_support_list = d3d11_format_fallback_list(format)
.unwrap_or(&default_list);
let format_support_mask = format_support_mask as u32;
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for supported in format_support_list {
unsafe {
if let Ok(supported_format) = device.CheckFormatSupport(*supported)
&& (supported_format & format_support_mask) == format_support_mask {
return *supported;
}
}
}
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return DXGI_FORMAT_UNKNOWN;
}
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pub fn d3d_compile_shader(source: &[u8], entry: &[u8], version: &[u8]) -> Result<ID3DBlob> {
unsafe {
let mut blob = None;
D3DCompile(
source.as_ptr().cast(),
source.len(),
None,
None,
None,
PCSTR(entry.as_ptr()),
PCSTR(version.as_ptr()),
if cfg!(debug_assertions) {
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION
} else {
0
},
0,
&mut blob,
None,
)?;
Ok(blob.unwrap())
}
}
pub type ShaderFactory<'a, L, T>
= unsafe fn (&'a ID3D11Device, &[u8], linkage: L) -> windows::core::Result<T>;
pub fn d3d11_compile_bound_shader<'a, T, L>(device: &'a ID3D11Device, blob: &ID3DBlob, linkage: L, factory: ShaderFactory<'a, L, T>)
-> Result<T>
where L: Into<windows::core::InParam<'a, ID3D11ClassLinkage>>,{
unsafe {
// SAFETY: slice as valid for as long as vs_blob is alive.
let dxil = slice::from_raw_parts(
blob.GetBufferPointer().cast::<u8>(),
blob.GetBufferSize(),
);
let compiled = factory(device, dxil, linkage)?;
Ok(compiled)
}
}
pub fn d3d11_create_input_layout(device: &ID3D11Device, desc: &[D3D11_INPUT_ELEMENT_DESC], blob: &ID3DBlob) -> Result<ID3D11InputLayout> {
unsafe {
// SAFETY: slice as valid for as long as vs_blob is alive.
let dxil = slice::from_raw_parts(
blob.GetBufferPointer().cast::<u8>(),
blob.GetBufferSize(),
);
let compiled =
device.CreateInputLayout(desc, dxil)?;
Ok(compiled)
}
}
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// todo: d3d11.c 2097
pub type Result<T> = std::result::Result<T, Box<dyn Error>>;
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pub fn calc_miplevel(size: Size<u32>) -> u32 {
let mut size = std::cmp::max(size.width, size.height);
let mut levels = 0;
while size != 0 {
levels += 1;
size >>= 1;
}
levels
}