From b5aec14d43b9b5531fb3b3c32afc1c4a0a6b50f7 Mon Sep 17 00:00:00 2001 From: Ethan Lee Date: Sun, 21 Jan 2024 13:16:44 -0500 Subject: [PATCH] gdk: Backport SDL3 MR #8844 Co-authored-by: chalonverse --- .gitignore | 1 + VisualC-GDK/SDL/SDL.vcxproj | 24 +++ VisualC-GDK/clean.sh | 1 + .../shaders/D3D12_PixelShader_Colors.hlsl | 19 +++ .../shaders/D3D12_PixelShader_NV12_BT601.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_NV12_BT709.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_NV12_JPEG.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_NV21_BT601.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_NV21_BT709.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_NV21_JPEG.hlsl | 43 +++++ .../shaders/D3D12_PixelShader_Textures.hlsl | 24 +++ .../shaders/D3D12_PixelShader_YUV_BT601.hlsl | 46 ++++++ .../shaders/D3D12_PixelShader_YUV_BT709.hlsl | 46 ++++++ .../shaders/D3D12_PixelShader_YUV_JPEG.hlsl | 46 ++++++ VisualC-GDK/shaders/D3D12_VertexShader.hlsl | 95 +++++++++++ VisualC-GDK/shaders/buildshaders.bat | 35 ++++ docs/README-gdk.md | 19 ++- .../direct3d12/SDL_render_d3d12_xbox.cpp | 151 +++++++++++++++++- src/render/direct3d12/SDL_render_d3d12_xbox.h | 29 +++- .../direct3d12/SDL_shaders_d3d12_xboxone.cpp | 119 +++++++++++++- .../SDL_shaders_d3d12_xboxseries.cpp | 119 +++++++++++++- 21 files changed, 1023 insertions(+), 9 deletions(-) create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_Colors.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_Textures.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG.hlsl create mode 100644 VisualC-GDK/shaders/D3D12_VertexShader.hlsl create mode 100644 VisualC-GDK/shaders/buildshaders.bat diff --git a/.gitignore b/.gitignore index fb013e8bf..cced2f8ed 100644 --- a/.gitignore +++ b/.gitignore @@ -103,6 +103,7 @@ VisualC/visualtest/testsprite2_sample.actions VisualC/visualtest/testsprite2_sample.config VisualC/visualtest/testsprite2_sample.parameters VisualC-GDK/**/Layout +VisualC-GDK/shaders/*.h # for Android android-project/local.properties diff --git a/VisualC-GDK/SDL/SDL.vcxproj b/VisualC-GDK/SDL/SDL.vcxproj index ed071aa9d..7fe0d4105 100644 --- a/VisualC-GDK/SDL/SDL.vcxproj +++ b/VisualC-GDK/SDL/SDL.vcxproj @@ -173,6 +173,12 @@ Windows true + + $(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) + + + Building shader blobs (Xbox Series) + @@ -201,6 +207,12 @@ Windows true + + $(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one + + + Building shader blobs (Xbox One) + @@ -259,6 +271,12 @@ true true + + $(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) + + + Building shader blobs (Xbox Series) + @@ -288,6 +306,12 @@ true true + + $(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one + + + Building shader blobs (Xbox One) + diff --git a/VisualC-GDK/clean.sh b/VisualC-GDK/clean.sh index a026b71a3..235b79c49 100755 --- a/VisualC-GDK/clean.sh +++ b/VisualC-GDK/clean.sh @@ -4,3 +4,4 @@ find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -del find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \; find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \; find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \; +rm shaders/*.h diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_Colors.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_Colors.hlsl new file mode 100644 index 000000000..47eff4cc2 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_Colors.hlsl @@ -0,0 +1,19 @@ +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define ColorRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + "DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + "DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + "DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0)" + +[RootSignature(ColorRS)] +float4 main(PixelShaderInput input) : SV_TARGET0 +{ + return input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601.hlsl new file mode 100644 index 000000000..cffbc2261 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709.hlsl new file mode 100644 index 000000000..81d409c94 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG.hlsl new file mode 100644 index 000000000..494bce519 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601.hlsl new file mode 100644 index 000000000..794c76372 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709.hlsl new file mode 100644 index 000000000..f5b9522c0 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG.hlsl new file mode 100644 index 000000000..1b467b480 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG.hlsl @@ -0,0 +1,43 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureUV : register(t1); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(NVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_Textures.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_Textures.hlsl new file mode 100644 index 000000000..0dcdf89c6 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_Textures.hlsl @@ -0,0 +1,24 @@ +Texture2D theTexture : register(t0); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define TextureRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(TextureRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + return theTexture.Sample(theSampler, input.tex) * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601.hlsl new file mode 100644 index 000000000..09e58943a --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601.hlsl @@ -0,0 +1,46 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureU : register(t1); +Texture2D theTextureV : register(t2); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(YUVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709.hlsl new file mode 100644 index 000000000..f5aa0cd7e --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709.hlsl @@ -0,0 +1,46 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureU : register(t1); +Texture2D theTextureV : register(t2); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(YUVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG.hlsl b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG.hlsl new file mode 100644 index 000000000..84d09b8bf --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG.hlsl @@ -0,0 +1,46 @@ +Texture2D theTextureY : register(t0); +Texture2D theTextureU : register(t1); +Texture2D theTextureV : register(t2); +SamplerState theSampler : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(YUVRS)] +float4 main(PixelShaderInput input) : SV_TARGET +{ + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/D3D12_VertexShader.hlsl b/VisualC-GDK/shaders/D3D12_VertexShader.hlsl new file mode 100644 index 000000000..e10b48892 --- /dev/null +++ b/VisualC-GDK/shaders/D3D12_VertexShader.hlsl @@ -0,0 +1,95 @@ +#pragma pack_matrix( row_major ) + +struct VertexShaderConstants +{ + matrix model; + matrix projectionAndView; +}; +ConstantBuffer Constants : register(b0); + +struct VertexShaderInput +{ + float3 pos : POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +struct VertexShaderOutput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +#define ColorRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + "DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + "DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + "DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0)" + +#define TextureRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +#define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +#define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + +[RootSignature(ColorRS)] +VertexShaderOutput mainColor(VertexShaderInput input) +{ + VertexShaderOutput output; + float4 pos = float4(input.pos, 1.0f); + + // Transform the vertex position into projected space. + pos = mul(pos, Constants.model); + pos = mul(pos, Constants.projectionAndView); + output.pos = pos; + + // Pass through texture coordinates and color values without transformation + output.tex = input.tex; + output.color = input.color; + + return output; +} + +[RootSignature(TextureRS)] +VertexShaderOutput mainTexture(VertexShaderInput input) +{ + return mainColor(input); +} + +[RootSignature(YUVRS)] +VertexShaderOutput mainYUV(VertexShaderInput input) +{ + return mainColor(input); +} + +[RootSignature(NVRS)] +VertexShaderOutput mainNV(VertexShaderInput input) +{ + return mainColor(input); +} \ No newline at end of file diff --git a/VisualC-GDK/shaders/buildshaders.bat b/VisualC-GDK/shaders/buildshaders.bat new file mode 100644 index 000000000..4447b5e2f --- /dev/null +++ b/VisualC-GDK/shaders/buildshaders.bat @@ -0,0 +1,35 @@ +if %2.==one. goto setxboxone +rem Xbox Series compile +set XBOXDXC="%GameDKLatest%\GXDK\bin\Scarlett\DXC.exe" +set SUFFIX=_Series.h +goto startbuild + +:setxboxone +set XBOXDXC="%GameDKLatest%\GXDK\bin\XboxOne\DXC.exe" +set SUFFIX=_One.h + +:startbuild +echo Building with %XBOXDXC% +cd "%1\shaders" +rem Root Signatures +%XBOXDXC% -E ColorRS -T rootsig_1_1 -rootsig-define ColorRS -Fh D3D12_RootSig_Color%SUFFIX% -Vn D3D12_RootSig_Color D3D12_VertexShader.hlsl +%XBOXDXC% -E TextureRS -T rootsig_1_1 -rootsig-define TextureRS -Fh D3D12_RootSig_Texture%SUFFIX% -Vn D3D12_RootSig_Texture D3D12_VertexShader.hlsl +%XBOXDXC% -E YUVRS -T rootsig_1_1 -rootsig-define YUVRS -Fh D3D12_RootSig_YUV%SUFFIX% -Vn D3D12_RootSig_YUV D3D12_VertexShader.hlsl +%XBOXDXC% -E NVRS -T rootsig_1_1 -rootsig-define NVRS -Fh D3D12_RootSig_NV%SUFFIX% -Vn D3D12_RootSig_NV D3D12_VertexShader.hlsl +rem Vertex Shaders +%XBOXDXC% -E mainColor -T vs_6_0 -Fh D3D12_VertexShader_Color%SUFFIX% -Vn D3D12_VertexShader_Color D3D12_VertexShader.hlsl +%XBOXDXC% -E mainTexture -T vs_6_0 -Fh D3D12_VertexShader_Texture%SUFFIX% -Vn D3D12_VertexShader_Texture D3D12_VertexShader.hlsl +%XBOXDXC% -E mainNV -T vs_6_0 -Fh D3D12_VertexShader_NV%SUFFIX% -Vn D3D12_VertexShader_NV D3D12_VertexShader.hlsl +%XBOXDXC% -E mainYUV -T vs_6_0 -Fh D3D12_VertexShader_YUV%SUFFIX% -Vn D3D12_VertexShader_YUV D3D12_VertexShader.hlsl +rem Pixel Shaders +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Colors%SUFFIX% -Vn D3D12_PixelShader_Colors D3D12_PixelShader_Colors.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT601%SUFFIX% -Vn D3D12_PixelShader_NV12_BT601 D3D12_PixelShader_NV12_BT601.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT709%SUFFIX% -Vn D3D12_PixelShader_NV12_BT709 D3D12_PixelShader_NV12_BT709.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV12_JPEG D3D12_PixelShader_NV12_JPEG.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT601%SUFFIX% -Vn D3D12_PixelShader_NV21_BT601 D3D12_PixelShader_NV21_BT601.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT709%SUFFIX% -Vn D3D12_PixelShader_NV21_BT709 D3D12_PixelShader_NV21_BT709.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV21_JPEG D3D12_PixelShader_NV21_JPEG.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Textures%SUFFIX% -Vn D3D12_PixelShader_Textures D3D12_PixelShader_Textures.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT601%SUFFIX% -Vn D3D12_PixelShader_YUV_BT601 D3D12_PixelShader_YUV_BT601.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT709%SUFFIX% -Vn D3D12_PixelShader_YUV_BT709 D3D12_PixelShader_YUV_BT709.hlsl +%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_JPEG%SUFFIX% -Vn D3D12_PixelShader_YUV_JPEG D3D12_PixelShader_YUV_JPEG.hlsl \ No newline at end of file diff --git a/docs/README-gdk.md b/docs/README-gdk.md index 248a418e7..6718a6177 100644 --- a/docs/README-gdk.md +++ b/docs/README-gdk.md @@ -3,7 +3,7 @@ GDK This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). -Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/). +Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets. Requirements @@ -11,6 +11,7 @@ Requirements * Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) * Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) +* For Xbox, you will need the corresponding GDKX version (licensed developers only) * To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. @@ -33,7 +34,7 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers * Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer. * `SDL_GetPrefPath` still works, but only for single-player titles. -These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values! + These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values! * What doesn't work: * Compilation with anything other than through the included Visual C++ solution file @@ -145,6 +146,20 @@ To create the package: 6. Once the package is installed, you can run it from the start menu. 7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. +Xbox GDKX Setup +--------------------- +In general, the same process in the Windows GDK instructions work. There are just a few additional notes: +* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target +* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target +* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define +* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox) +* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons) +* To create a package, use: + `makepkg pack /f PackageLayout.xml /lt /d . /pd Package` +* To install the package, use: + `xbapp install [PACKAGE].xvc` +* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again +* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets Troubleshooting --------------- diff --git a/src/render/direct3d12/SDL_render_d3d12_xbox.cpp b/src/render/direct3d12/SDL_render_d3d12_xbox.cpp index a12b70631..0c4605561 100644 --- a/src/render/direct3d12/SDL_render_d3d12_xbox.cpp +++ b/src/render/direct3d12/SDL_render_d3d12_xbox.cpp @@ -20,8 +20,155 @@ */ #include "../../SDL_internal.h" -#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && (defined(__XBOXONE__) || defined(__XBOXSERIES__)) +#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && (defined(__XBOXONE__) || defined(__XBOXSERIES__)) #include "SDL_render_d3d12_xbox.h" +#include "../../core/windows/SDL_windows.h" +#include + +#if defined(_MSC_VER) && !defined(__clang__) +#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str +#else +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str +#endif + +static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } }; +static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; +static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; + +extern "C" HRESULT +D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug) +{ + HRESULT result; + D3D12XBOX_CREATE_DEVICE_PARAMETERS params; + IDXGIDevice1 *dxgiDevice; + IDXGIAdapter *dxgiAdapter; + IDXGIOutput *dxgiOutput; + SDL_zero(params); + + params.Version = D3D12_SDK_VERSION; + params.ProcessDebugFlags = createDebug ? D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED : D3D12XBOX_PROCESS_DEBUG_FLAG_NONE; + params.GraphicsCommandQueueRingSizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; + params.GraphicsScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; + params.ComputeScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES; + + result = D3D12XboxCreateDevice(NULL, ¶ms, SDL_IID_ID3D12Device1, (void **) device); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] D3D12XboxCreateDevice"), result); + goto done; + } + + result = (*device)->QueryInterface(SDL_IID_IDXGIDevice1, (void **) &dxgiDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ID3D12Device to IDXGIDevice1"), result); + goto done; + } + + result = dxgiDevice->GetAdapter(&dxgiAdapter); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiDevice->GetAdapter"), result); + goto done; + } + + result = dxgiAdapter->EnumOutputs(0, &dxgiOutput); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiAdapter->EnumOutputs"), result); + goto done; + } + + /* Set frame interval */ + result = (*device)->SetFrameIntervalX(dxgiOutput, D3D12XBOX_FRAME_INTERVAL_60_HZ, 1, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] SetFrameIntervalX"), result); + goto done; + } + + result = (*device)->ScheduleFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, 0, NULL, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ScheduleFrameEventX"), result); + goto done; + } + +done: + return result; +} + +extern "C" HRESULT +D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource) +{ + + D3D12_HEAP_PROPERTIES heapProps; + D3D12_RESOURCE_DESC resourceDesc; + + SDL_zero(heapProps); + heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; + heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + heapProps.CreationNodeMask = 1; + heapProps.VisibleNodeMask = 1; + + SDL_zero(resourceDesc); + resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + resourceDesc.Alignment = 0; + resourceDesc.Width = width; + resourceDesc.Height = height; + resourceDesc.DepthOrArraySize = 1; + resourceDesc.MipLevels = 1; + resourceDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + resourceDesc.SampleDesc.Count = 1; + resourceDesc.SampleDesc.Quality = 0; + resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; + + return device->CreateCommittedResource(&heapProps, + D3D12_HEAP_FLAG_ALLOW_DISPLAY, + &resourceDesc, + D3D12_RESOURCE_STATE_PRESENT, + NULL, + SDL_IID_ID3D12Resource, + resource + ); +} + +extern "C" HRESULT +D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken) +{ + *outToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL; + return device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, NULL, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, outToken); +} + +extern "C" HRESULT +D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget) +{ + D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters; + SDL_zero(planeParameters); + planeParameters.Token = token; + planeParameters.ResourceCount = 1; + planeParameters.ppResources = &renderTarget; + return commandQueue->PresentX(1, &planeParameters, NULL); +} + +extern "C" void +D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height) +{ + switch (XSystemGetDeviceType()) { + case XSystemDeviceType::XboxScarlettLockhart: + *width = 2560; + *height = 1440; + break; + + case XSystemDeviceType::XboxOneX: + case XSystemDeviceType::XboxScarlettAnaconda: + case XSystemDeviceType::XboxOneXDevkit: + case XSystemDeviceType::XboxScarlettDevkit: + *width = 3840; + *height = 2160; + break; + + default: + *width = 1920; + *height = 1080; + break; + } +} -#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info." #endif diff --git a/src/render/direct3d12/SDL_render_d3d12_xbox.h b/src/render/direct3d12/SDL_render_d3d12_xbox.h index 4f5ee1fc0..6db955a42 100644 --- a/src/render/direct3d12/SDL_render_d3d12_xbox.h +++ b/src/render/direct3d12/SDL_render_d3d12_xbox.h @@ -19,4 +19,31 @@ 3. This notice may not be removed or altered from any source distribution. */ -#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info." +#ifndef SDL_render_d3d12_xbox_h_ +#define SDL_render_d3d12_xbox_h_ + +#include "../../SDL_internal.h" + +#if defined(__XBOXONE__) +#include +#else /* __XBOXSERIES__ */ +#include +#endif + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +extern HRESULT D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug); +extern HRESULT D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource); +extern HRESULT D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken); +extern HRESULT D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget); +extern void D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#endif diff --git a/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp b/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp index b35b62b8f..456c4db77 100644 --- a/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp +++ b/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp @@ -20,9 +20,124 @@ */ #include "../../SDL_internal.h" -#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXONE__) +#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__) -#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info." +#include + +#include "../../core/windows/SDL_windows.h" +#include + +#include "SDL_shaders_d3d12.h" + +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + +/* Shader blob headers are generated with a pre-build step using buildshaders.bat */ +#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709_One.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG_One.h" + +#include "../VisualC-GDK/shaders/D3D12_VertexShader_Color_One.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_NV_One.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_Texture_One.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_YUV_One.h" + +#include "../VisualC-GDK/shaders/D3D12_RootSig_Color_One.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_NV_One.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_Texture_One.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_YUV_One.h" + +static struct +{ + const void *ps_shader_data; + SIZE_T ps_shader_size; + const void *vs_shader_data; + SIZE_T vs_shader_size; + D3D12_RootSignature root_sig; +} D3D12_shaders[NUM_SHADERS] = { + { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), + D3D12_VertexShader_Color, sizeof(D3D12_VertexShader_Color), + ROOTSIG_COLOR }, + { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), + D3D12_VertexShader_Texture, sizeof(D3D12_VertexShader_Texture), + ROOTSIG_TEXTURE }, +#if SDL_HAVE_YUV + { D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, +#endif +}; + +static struct +{ + const void *rs_shader_data; + SIZE_T rs_shader_size; +} D3D12_rootsigs[NUM_ROOTSIGS] = { + { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, + { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, +#if SDL_HAVE_YUV + { D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) }, + { D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) }, +#endif +}; + +extern "C" void +D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; +} + +extern "C" void +D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; +} + +extern "C" D3D12_RootSignature +D3D12_GetRootSignatureType(D3D12_Shader shader) +{ + return D3D12_shaders[shader].root_sig; +} + +extern "C" void +D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; + outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; +} #endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__) */ diff --git a/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp b/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp index 268082e04..2fc8349be 100644 --- a/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp +++ b/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp @@ -20,9 +20,124 @@ */ #include "../../SDL_internal.h" -#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXSERIES__) +#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXSERIES__) -#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info." +#include + +#include "../../core/windows/SDL_windows.h" +#include + +#include "SDL_shaders_d3d12.h" + +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + +/* Shader blob headers are generated with a pre-build step using buildshaders.bat */ +#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709_Series.h" +#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG_Series.h" + +#include "../VisualC-GDK/shaders/D3D12_VertexShader_Color_Series.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_Texture_Series.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_NV_Series.h" +#include "../VisualC-GDK/shaders/D3D12_VertexShader_YUV_Series.h" + +#include "../VisualC-GDK/shaders/D3D12_RootSig_Color_Series.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_Texture_Series.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_YUV_Series.h" +#include "../VisualC-GDK/shaders/D3D12_RootSig_NV_Series.h" + +static struct +{ + const void *ps_shader_data; + SIZE_T ps_shader_size; + const void *vs_shader_data; + SIZE_T vs_shader_size; + D3D12_RootSignature root_sig; +} D3D12_shaders[NUM_SHADERS] = { + { D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), + D3D12_VertexShader_Color, sizeof(D3D12_VertexShader_Color), + ROOTSIG_COLOR }, + { D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), + D3D12_VertexShader_Texture, sizeof(D3D12_VertexShader_Texture), + ROOTSIG_TEXTURE }, +#if SDL_HAVE_YUV + { D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV }, + { D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, + { D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV }, +#endif +}; + +static struct +{ + const void *rs_shader_data; + SIZE_T rs_shader_size; +} D3D12_rootsigs[NUM_ROOTSIGS] = { + { D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) }, + { D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) }, +#if SDL_HAVE_YUV + { D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) }, + { D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) }, +#endif +}; + +extern "C" void +D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; +} + +extern "C" void +D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; +} + +extern "C" D3D12_RootSignature +D3D12_GetRootSignatureType(D3D12_Shader shader) +{ + return D3D12_shaders[shader].root_sig; +} + +extern "C" void +D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; + outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; +} #endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXSERIES__) */