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D3D11: Use D3DCommon where appropriate
This commit is contained in:
parent
ea15080d8f
commit
3d8014beb5
@ -6,6 +6,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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@ -35,7 +36,7 @@ void BBox::Init()
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HRESULT hr;
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hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer);
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CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer.");
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D3D::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer");
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D3DCommon::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer");
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// Second to use as a staging buffer.
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desc.Usage = D3D11_USAGE_STAGING;
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@ -43,7 +44,7 @@ void BBox::Init()
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desc.BindFlags = 0;
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hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_staging_buffer);
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CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer.");
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D3D::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer");
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D3DCommon::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer");
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// UAV is required to allow concurrent access.
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D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc = {};
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@ -54,7 +55,7 @@ void BBox::Init()
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UAVdesc.Buffer.NumElements = 4;
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hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav);
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CHECK(SUCCEEDED(hr), "Create BoundingBox UAV.");
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D3D::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV");
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D3DCommon::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV");
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D3D::stateman->SetOMUAV(s_bbox_uav);
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}
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}
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@ -26,4 +26,5 @@ target_link_libraries(videod3d
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PUBLIC
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common
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videocommon
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videod3dcommon
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)
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@ -46,6 +46,7 @@
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<ClCompile Include="NativeVertexFormat.cpp" />
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<ClCompile Include="PerfQuery.cpp" />
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<ClCompile Include="Render.cpp" />
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<ClCompile Include="SwapChain.cpp" />
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<ClCompile Include="VertexManager.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -57,6 +58,7 @@
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<ClInclude Include="DXTexture.h" />
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<ClInclude Include="PerfQuery.h" />
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<ClInclude Include="Render.h" />
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<ClInclude Include="SwapChain.h" />
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<ClInclude Include="VertexManager.h" />
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<ClInclude Include="VideoBackend.h" />
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</ItemGroup>
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@ -64,6 +66,9 @@
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<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
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<Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
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</ProjectReference>
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<ProjectReference Include="..\D3DCommon\D3DCommon.vcxproj">
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<Project>{dea96cf2-f237-4a1a-b32f-c916769efb50}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -40,6 +40,9 @@
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<ClCompile Include="DXPipeline.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="SwapChain.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="D3DBase.h">
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@ -70,5 +73,8 @@
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<ClInclude Include="DXPipeline.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="SwapChain.h">
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<Filter>Render</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include "Common/CommonTypes.h"
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#include "Common/DynamicLibrary.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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@ -13,221 +14,31 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**);
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static HINSTANCE s_d3d_compiler_dll;
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static int s_d3dcompiler_dll_ref;
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static D3DREFLECT s_d3d_reflect;
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pD3DCompile PD3DCompile = nullptr;
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CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
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static HINSTANCE s_dxgi_dll;
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static int s_dxgi_dll_ref;
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static D3D11CREATEDEVICE s_d3d11_create_device;
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static HINSTANCE s_d3d_dll;
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static int s_d3d_dll_ref;
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static Common::DynamicLibrary s_d3d11_library;
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namespace D3D
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{
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ID3D11Device* device = nullptr;
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ID3D11Device1* device1 = nullptr;
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ID3D11DeviceContext* context = nullptr;
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IDXGISwapChain1* swapchain = nullptr;
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ComPtr<IDXGIFactory2> dxgi_factory;
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11Device1> device1;
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ComPtr<ID3D11DeviceContext> context;
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D3D_FEATURE_LEVEL feature_level;
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static IDXGIFactory2* s_dxgi_factory;
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static ID3D11Debug* s_debug;
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static D3D_FEATURE_LEVEL s_featlevel;
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static std::unique_ptr<DXTexture> s_swap_chain_texture;
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static std::unique_ptr<DXFramebuffer> s_swap_chain_framebuffer;
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static ComPtr<ID3D11Debug> s_debug;
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static std::vector<DXGI_SAMPLE_DESC> s_aa_modes; // supported AA modes of the current adapter
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static bool s_bgra_textures_supported;
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static bool s_allow_tearing_supported;
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constexpr UINT NUM_SUPPORTED_FEATURE_LEVELS = 3;
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constexpr D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
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static constexpr D3D_FEATURE_LEVEL s_supported_feature_levels[] = {
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D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
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HRESULT LoadDXGI()
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{
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if (s_dxgi_dll_ref++ > 0)
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return S_OK;
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if (s_dxgi_dll)
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return S_OK;
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s_dxgi_dll = LoadLibraryA("dxgi.dll");
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if (!s_dxgi_dll)
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{
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MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
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--s_dxgi_dll_ref;
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return E_FAIL;
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}
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// Even though we use IDXGIFactory2 we use CreateDXGIFactory1 to create it to maintain
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// compatibility with Windows 7
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PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory1");
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if (PCreateDXGIFactory == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory1!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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HRESULT LoadD3D()
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{
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if (s_d3d_dll_ref++ > 0)
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return S_OK;
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if (s_d3d_dll)
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return S_OK;
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s_d3d_dll = LoadLibraryA("d3d11.dll");
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if (!s_d3d_dll)
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{
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MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
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--s_d3d_dll_ref;
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return E_FAIL;
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}
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s_d3d11_create_device = (D3D11CREATEDEVICE)GetProcAddress(s_d3d_dll, "D3D11CreateDevice");
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if (s_d3d11_create_device == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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HRESULT LoadD3DCompiler()
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{
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if (s_d3dcompiler_dll_ref++ > 0)
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return S_OK;
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if (s_d3d_compiler_dll)
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return S_OK;
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// The older version of the D3D compiler cannot compile our ubershaders without various
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// graphical issues. D3DCOMPILER_DLL_A should point to d3dcompiler_47.dll, so if this fails
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// to load, inform the user that they need to update their system.
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s_d3d_compiler_dll = LoadLibraryA(D3DCOMPILER_DLL_A);
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if (!s_d3d_compiler_dll)
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{
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PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the "
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"KB4019990 update package.",
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D3DCOMPILER_DLL_A);
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return E_FAIL;
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}
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s_d3d_reflect = (D3DREFLECT)GetProcAddress(s_d3d_compiler_dll, "D3DReflect");
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if (s_d3d_reflect == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error",
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MB_OK | MB_ICONERROR);
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PD3DCompile = (pD3DCompile)GetProcAddress(s_d3d_compiler_dll, "D3DCompile");
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if (PD3DCompile == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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void UnloadDXGI()
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{
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if (!s_dxgi_dll_ref)
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return;
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if (--s_dxgi_dll_ref != 0)
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return;
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if (s_dxgi_dll)
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FreeLibrary(s_dxgi_dll);
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s_dxgi_dll = nullptr;
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PCreateDXGIFactory = nullptr;
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}
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void UnloadD3D()
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{
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if (!s_d3d_dll_ref)
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return;
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if (--s_d3d_dll_ref != 0)
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return;
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if (s_d3d_dll)
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FreeLibrary(s_d3d_dll);
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s_d3d_dll = nullptr;
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s_d3d11_create_device = nullptr;
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}
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void UnloadD3DCompiler()
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{
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if (!s_d3dcompiler_dll_ref)
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return;
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if (--s_d3dcompiler_dll_ref != 0)
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return;
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if (s_d3d_compiler_dll)
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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s_d3d_reflect = nullptr;
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}
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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{
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std::vector<DXGI_SAMPLE_DESC> _aa_modes;
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// NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND
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// shader resources.
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// Thus, we can't have MSAA with 10.0 level hardware.
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ID3D11Device* _device;
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ID3D11DeviceContext* _context;
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D3D_FEATURE_LEVEL feat_level;
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HRESULT hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &_device, &feat_level, &_context);
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if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
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{
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DXGI_SAMPLE_DESC desc;
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desc.Count = 1;
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desc.Quality = 0;
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_aa_modes.push_back(desc);
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SAFE_RELEASE(_context);
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SAFE_RELEASE(_device);
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}
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else
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{
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for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
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{
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UINT quality_levels = 0;
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_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
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DXGI_SAMPLE_DESC desc;
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desc.Count = samples;
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desc.Quality = 0;
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if (quality_levels > 0)
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_aa_modes.push_back(desc);
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}
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_context->Release();
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_device->Release();
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}
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return _aa_modes;
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}
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D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
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{
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D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
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s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
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NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level,
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nullptr);
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return feat_level;
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}
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static bool SupportsS3TCTextures(ID3D11Device* dev)
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static bool SupportsS3TCTextures()
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{
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UINT bc1_support, bc2_support, bc3_support;
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if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
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FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
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FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
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if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
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FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
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FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
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{
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return false;
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}
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@ -235,449 +46,202 @@ static bool SupportsS3TCTextures(ID3D11Device* dev)
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return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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static bool SupportsBPTCTextures(ID3D11Device* dev)
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static bool SupportsBPTCTextures()
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{
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// Currently, we only care about BC7. This could be extended to BC6H in the future.
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UINT bc7_support;
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if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
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if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
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return false;
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return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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static bool CreateSwapChainFramebuffer()
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bool Create(u32 adapter_index, bool enable_debug_layer)
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{
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ID3D11Texture2D* texture;
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HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&texture);
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CHECK(SUCCEEDED(hr), "GetBuffer for swap chain failed with HRESULT %08X", hr);
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if (FAILED(hr))
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return false;
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D3D11_TEXTURE2D_DESC desc;
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texture->GetDesc(&desc);
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s_swap_chain_texture = std::make_unique<DXTexture>(
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TextureConfig(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize, desc.SampleDesc.Count,
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AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget),
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texture, nullptr, nullptr);
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ID3D11RenderTargetView* rtv;
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CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(texture, D3D11_RTV_DIMENSION_TEXTURE2DARRAY, desc.Format,
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0, 0, desc.ArraySize);
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hr = device->CreateRenderTargetView(texture, &rtv_desc, &rtv);
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CHECK(SUCCEEDED(hr), "Create render target view for swap chain");
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if (FAILED(hr))
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PFN_D3D11_CREATE_DEVICE d3d11_create_device;
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if (!s_d3d11_library.Open("d3d11.dll") ||
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!s_d3d11_library.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
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{
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s_swap_chain_texture.reset();
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PanicAlertT("Failed to load d3d11.dll");
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s_d3d11_library.Close();
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return false;
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}
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SetDebugObjectName(texture, "backbuffer texture");
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SetDebugObjectName(rtv, "backbuffer render target view");
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s_swap_chain_framebuffer = std::make_unique<DXFramebuffer>(
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s_swap_chain_texture.get(), nullptr, AbstractTextureFormat::RGBA8,
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AbstractTextureFormat::Undefined, desc.Width, desc.Height, desc.ArraySize,
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desc.SampleDesc.Count, rtv, nullptr, nullptr);
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return true;
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}
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static bool CreateSwapChain(HWND hWnd)
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{
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
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swap_chain_desc.BufferCount = 2;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
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// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
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swap_chain_desc.Flags = s_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
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HRESULT hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr,
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nullptr, &swapchain);
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if (FAILED(hr))
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if (!D3DCommon::LoadLibraries())
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{
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// Flip-model discard swapchains aren't supported on Windows 8, so here we fall back to
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// a sequential swapchain
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
|
||||
hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
|
||||
&swapchain);
|
||||
}
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
// Flip-model swapchains aren't supported on Windows 7, so here we fall back to a legacy
|
||||
// BitBlt-model swapchain
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
|
||||
&swapchain);
|
||||
}
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to create swap chain with HRESULT %08X", hr);
|
||||
s_d3d11_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!CreateSwapChainFramebuffer())
|
||||
dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
|
||||
if (!dxgi_factory)
|
||||
{
|
||||
SAFE_RELEASE(swapchain);
|
||||
PanicAlertT("Failed to create DXGI factory");
|
||||
D3DCommon::UnloadLibraries();
|
||||
s_d3d11_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
HRESULT Create(HWND wnd)
|
||||
{
|
||||
HRESULT hr = LoadDXGI();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = LoadD3D();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = LoadD3DCompiler();
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
UnloadDXGI();
|
||||
UnloadD3D();
|
||||
UnloadD3DCompiler();
|
||||
return hr;
|
||||
WARN_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
|
||||
adapter = nullptr;
|
||||
}
|
||||
|
||||
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory);
|
||||
if (FAILED(hr))
|
||||
MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
|
||||
MB_OK | MB_ICONERROR);
|
||||
|
||||
IDXGIAdapter* adapter;
|
||||
hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
// try using the first one
|
||||
hr = s_dxgi_factory->EnumAdapters(0, &adapter);
|
||||
if (FAILED(hr))
|
||||
MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"),
|
||||
MB_OK | MB_ICONERROR);
|
||||
}
|
||||
|
||||
// get supported AA modes
|
||||
s_aa_modes = EnumAAModes(adapter);
|
||||
|
||||
if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
|
||||
return desc.Count == g_Config.iMultisamples;
|
||||
}) == s_aa_modes.end())
|
||||
{
|
||||
Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
|
||||
UpdateActiveConfig();
|
||||
}
|
||||
|
||||
// Check support for allow tearing, we query the interface for backwards compatibility
|
||||
UINT allow_tearing = FALSE;
|
||||
IDXGIFactory5* factory5;
|
||||
hr = s_dxgi_factory->QueryInterface(&factory5);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
|
||||
sizeof(allow_tearing));
|
||||
factory5->Release();
|
||||
}
|
||||
s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing;
|
||||
|
||||
// Creating debug devices can sometimes fail if the user doesn't have the correct
|
||||
// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
|
||||
if (g_Config.bEnableValidationLayer)
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
|
||||
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
|
||||
D3D11_SDK_VERSION, &device, &s_featlevel, &context);
|
||||
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr,
|
||||
D3D11_CREATE_DEVICE_DEBUG, s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &device, &feature_level, &context);
|
||||
|
||||
// Debugbreak on D3D error
|
||||
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug)))
|
||||
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&s_debug))))
|
||||
{
|
||||
ID3D11InfoQueue* infoQueue = nullptr;
|
||||
if (SUCCEEDED(s_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
|
||||
ComPtr<ID3D11InfoQueue> info_queue;
|
||||
if (SUCCEEDED(s_debug->QueryInterface(IID_PPV_ARGS(&info_queue))))
|
||||
{
|
||||
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
|
||||
info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
|
||||
|
||||
D3D11_MESSAGE_ID hide[] = {D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS};
|
||||
|
||||
D3D11_INFO_QUEUE_FILTER filter = {};
|
||||
filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
|
||||
filter.DenyList.pIDList = hide;
|
||||
infoQueue->AddStorageFilterEntries(&filter);
|
||||
infoQueue->Release();
|
||||
info_queue->AddStorageFilterEntries(&filter);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_LOG(VIDEO, "Debug layer requested but not available.");
|
||||
}
|
||||
}
|
||||
|
||||
if (!g_Config.bEnableValidationLayer || FAILED(hr))
|
||||
if (!enable_debug_layer || FAILED(hr))
|
||||
{
|
||||
hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
|
||||
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
|
||||
D3D11_SDK_VERSION, &device, &s_featlevel, &context);
|
||||
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
|
||||
s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &device, &feature_level, &context);
|
||||
}
|
||||
|
||||
SAFE_RELEASE(adapter);
|
||||
|
||||
if (FAILED(hr) || (wnd && !CreateSwapChain(wnd)))
|
||||
if (FAILED(hr))
|
||||
{
|
||||
MessageBox(
|
||||
wnd,
|
||||
_T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"),
|
||||
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
|
||||
SAFE_RELEASE(device);
|
||||
SAFE_RELEASE(context);
|
||||
SAFE_RELEASE(s_dxgi_factory);
|
||||
return E_FAIL;
|
||||
PanicAlertT(
|
||||
"Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0");
|
||||
D3DCommon::UnloadLibraries();
|
||||
return false;
|
||||
}
|
||||
|
||||
hr = device->QueryInterface<ID3D11Device1>(&device1);
|
||||
hr = device->QueryInterface(IID_PPV_ARGS(&device1));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");
|
||||
g_Config.backend_info.bSupportsLogicOp = false;
|
||||
}
|
||||
|
||||
// BGRA textures are easier to deal with in TextureCache, but might not be supported
|
||||
UINT format_support;
|
||||
device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
|
||||
s_bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
|
||||
g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
|
||||
g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device);
|
||||
g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures();
|
||||
g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures();
|
||||
|
||||
// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
|
||||
// does not work so we disable all monitoring of window messages. However this
|
||||
// may make it more difficult for DXGI to handle display mode changes.
|
||||
if (wnd)
|
||||
{
|
||||
hr = s_dxgi_factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
|
||||
if (FAILED(hr))
|
||||
MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"),
|
||||
MB_OK | MB_ICONERROR);
|
||||
}
|
||||
// Features only supported with a FL11.0+ device.
|
||||
const bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
|
||||
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
|
||||
|
||||
SetDebugObjectName(context, "device context");
|
||||
|
||||
stateman = new StateManager;
|
||||
return S_OK;
|
||||
stateman = new StateManager();
|
||||
return true;
|
||||
}
|
||||
|
||||
void Close()
|
||||
void Destroy()
|
||||
{
|
||||
// we can't release the swapchain while in fullscreen.
|
||||
if (swapchain)
|
||||
swapchain->SetFullscreenState(false, nullptr);
|
||||
delete stateman;
|
||||
stateman = nullptr;
|
||||
|
||||
// release all bound resources
|
||||
context->ClearState();
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
SAFE_RELEASE(swapchain);
|
||||
SAFE_DELETE(stateman);
|
||||
context->Flush(); // immediately destroy device objects
|
||||
context->Flush();
|
||||
|
||||
SAFE_RELEASE(context);
|
||||
SAFE_RELEASE(device1);
|
||||
ULONG references = device->Release();
|
||||
context.Reset();
|
||||
device1.Reset();
|
||||
|
||||
auto remaining_references = device.Reset();
|
||||
if (s_debug)
|
||||
{
|
||||
--references; // the debug interface increases the refcount of the device, subtract that.
|
||||
if (references)
|
||||
--remaining_references; // the debug interface increases the refcount of the device, subtract
|
||||
// that.
|
||||
if (remaining_references)
|
||||
{
|
||||
// print out alive objects, but only if we actually have pending references
|
||||
// note this will also print out internal live objects to the debug console
|
||||
s_debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
|
||||
}
|
||||
SAFE_RELEASE(s_debug)
|
||||
s_debug.Reset();
|
||||
}
|
||||
|
||||
if (references)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
|
||||
}
|
||||
if (remaining_references)
|
||||
ERROR_LOG(VIDEO, "Unreleased references: %i.", remaining_references);
|
||||
else
|
||||
{
|
||||
NOTICE_LOG(VIDEO, "Successfully released all device references!");
|
||||
}
|
||||
device = nullptr;
|
||||
|
||||
// unload DLLs
|
||||
UnloadD3D();
|
||||
UnloadDXGI();
|
||||
D3DCommon::UnloadLibraries();
|
||||
s_d3d11_library.Close();
|
||||
}
|
||||
|
||||
const char* VertexShaderVersionString()
|
||||
std::vector<u32> GetAAModes(u32 adapter_index)
|
||||
{
|
||||
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
|
||||
return "vs_5_0";
|
||||
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
|
||||
return "vs_4_1";
|
||||
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
|
||||
return "vs_4_0";
|
||||
}
|
||||
|
||||
const char* GeometryShaderVersionString()
|
||||
{
|
||||
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
|
||||
return "gs_5_0";
|
||||
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
|
||||
return "gs_4_1";
|
||||
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
|
||||
return "gs_4_0";
|
||||
}
|
||||
|
||||
const char* PixelShaderVersionString()
|
||||
{
|
||||
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
|
||||
return "ps_5_0";
|
||||
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
|
||||
return "ps_4_1";
|
||||
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
|
||||
return "ps_4_0";
|
||||
}
|
||||
|
||||
const char* ComputeShaderVersionString()
|
||||
{
|
||||
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
|
||||
return "cs_5_0";
|
||||
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
|
||||
return "cs_4_1";
|
||||
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
|
||||
return "cs_4_0";
|
||||
}
|
||||
|
||||
DXTexture* GetSwapChainTexture()
|
||||
{
|
||||
return s_swap_chain_texture.get();
|
||||
}
|
||||
DXFramebuffer* GetSwapChainFramebuffer()
|
||||
{
|
||||
return s_swap_chain_framebuffer.get();
|
||||
}
|
||||
bool BGRATexturesSupported()
|
||||
{
|
||||
return s_bgra_textures_supported;
|
||||
}
|
||||
|
||||
bool AllowTearingSupported()
|
||||
{
|
||||
return s_allow_tearing_supported;
|
||||
}
|
||||
|
||||
// Returns the maximum width/height of a texture. This value only depends upon the feature level in
|
||||
// DX11
|
||||
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level)
|
||||
{
|
||||
switch (feature_level)
|
||||
// Use temporary device if we don't have one already.
|
||||
Common::DynamicLibrary temp_lib;
|
||||
ComPtr<ID3D11Device> temp_device = device;
|
||||
if (!temp_device)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
ComPtr<IDXGIFactory2> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
|
||||
if (!temp_dxgi_factory)
|
||||
return {};
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_3:
|
||||
return 4096;
|
||||
PFN_D3D11_CREATE_DEVICE d3d11_create_device;
|
||||
if (!temp_lib.Open("d3d11.dll") ||
|
||||
!temp_lib.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
|
||||
{
|
||||
return {};
|
||||
}
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_2:
|
||||
case D3D_FEATURE_LEVEL_9_1:
|
||||
return 2048;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
HRESULT hr = d3d11_create_device(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0,
|
||||
s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &temp_device, nullptr, nullptr);
|
||||
if (FAILED(hr))
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
void Reset(HWND new_wnd)
|
||||
{
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
// NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND
|
||||
// shader resources. Thus, we can't have MSAA with 10.0 level hardware.
|
||||
if (temp_device->GetFeatureLevel() == D3D_FEATURE_LEVEL_10_0)
|
||||
return {};
|
||||
|
||||
if (swapchain)
|
||||
std::vector<u32> aa_modes;
|
||||
for (u32 samples = 1; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
|
||||
{
|
||||
if (GetFullscreenState())
|
||||
swapchain->SetFullscreenState(FALSE, nullptr);
|
||||
SAFE_RELEASE(swapchain);
|
||||
UINT quality_levels = 0;
|
||||
if (SUCCEEDED(temp_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples,
|
||||
&quality_levels)) &&
|
||||
quality_levels > 0)
|
||||
{
|
||||
aa_modes.push_back(samples);
|
||||
}
|
||||
}
|
||||
|
||||
if (new_wnd)
|
||||
CreateSwapChain(new_wnd);
|
||||
return aa_modes;
|
||||
}
|
||||
|
||||
void ResizeSwapChain()
|
||||
{
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
const UINT swap_chain_flags = AllowTearingSupported() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
|
||||
swapchain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, swap_chain_flags);
|
||||
if (!CreateSwapChainFramebuffer())
|
||||
{
|
||||
PanicAlert("Failed to get swap chain textures");
|
||||
SAFE_RELEASE(swapchain);
|
||||
}
|
||||
}
|
||||
|
||||
void Present()
|
||||
{
|
||||
UINT present_flags = 0;
|
||||
|
||||
// When using sync interval 0, it is recommended to always pass the tearing
|
||||
// flag when it is supported, even when presenting in windowed mode.
|
||||
// However, this flag cannot be used if the app is in fullscreen mode as a
|
||||
// result of calling SetFullscreenState.
|
||||
if (AllowTearingSupported() && !g_ActiveConfig.bVSyncActive && !GetFullscreenState())
|
||||
present_flags |= DXGI_PRESENT_ALLOW_TEARING;
|
||||
|
||||
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
|
||||
{
|
||||
present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO;
|
||||
}
|
||||
|
||||
// TODO: Is 1 the correct value for vsyncing?
|
||||
swapchain->Present(static_cast<UINT>(g_ActiveConfig.bVSyncActive), present_flags);
|
||||
}
|
||||
|
||||
HRESULT SetFullscreenState(bool enable_fullscreen)
|
||||
{
|
||||
return swapchain->SetFullscreenState(enable_fullscreen, nullptr);
|
||||
}
|
||||
|
||||
bool GetFullscreenState()
|
||||
{
|
||||
BOOL state = FALSE;
|
||||
swapchain->GetFullscreenState(&state, nullptr);
|
||||
return !!state;
|
||||
}
|
||||
|
||||
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
|
||||
{
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (resource)
|
||||
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
|
||||
#endif
|
||||
}
|
||||
|
||||
std::string GetDebugObjectName(ID3D11DeviceChild* resource)
|
||||
{
|
||||
std::string name;
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (resource)
|
||||
{
|
||||
UINT size = 0;
|
||||
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); // get required size
|
||||
name.resize(size);
|
||||
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
|
||||
}
|
||||
#endif
|
||||
return name;
|
||||
}
|
||||
|
||||
} // namespace D3D
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -9,13 +9,12 @@
|
||||
#include <d3dcompiler.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <vector>
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "Common/Common.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
#define SAFE_RELEASE(x) \
|
||||
{ \
|
||||
if (x) \
|
||||
@ -38,61 +37,25 @@ namespace DX11
|
||||
PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
|
||||
}
|
||||
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
namespace DX11
|
||||
{
|
||||
using Microsoft::WRL::ComPtr;
|
||||
class SwapChain;
|
||||
|
||||
namespace D3D
|
||||
{
|
||||
HRESULT LoadDXGI();
|
||||
HRESULT LoadD3D();
|
||||
HRESULT LoadD3DCompiler();
|
||||
void UnloadDXGI();
|
||||
void UnloadD3D();
|
||||
void UnloadD3DCompiler();
|
||||
extern ComPtr<IDXGIFactory2> dxgi_factory;
|
||||
extern ComPtr<ID3D11Device> device;
|
||||
extern ComPtr<ID3D11Device1> device1;
|
||||
extern ComPtr<ID3D11DeviceContext> context;
|
||||
extern D3D_FEATURE_LEVEL feature_level;
|
||||
|
||||
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
|
||||
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
|
||||
bool Create(u32 adapter_index, bool enable_debug_layer);
|
||||
void Destroy();
|
||||
|
||||
HRESULT Create(HWND wnd);
|
||||
void Close();
|
||||
|
||||
extern ID3D11Device* device;
|
||||
extern ID3D11Device1* device1;
|
||||
extern ID3D11DeviceContext* context;
|
||||
extern IDXGISwapChain1* swapchain;
|
||||
|
||||
void Reset(HWND new_wnd);
|
||||
void ResizeSwapChain();
|
||||
void Present();
|
||||
|
||||
DXTexture* GetSwapChainTexture();
|
||||
DXFramebuffer* GetSwapChainFramebuffer();
|
||||
const char* PixelShaderVersionString();
|
||||
const char* GeometryShaderVersionString();
|
||||
const char* VertexShaderVersionString();
|
||||
const char* ComputeShaderVersionString();
|
||||
bool BGRATexturesSupported();
|
||||
bool AllowTearingSupported();
|
||||
|
||||
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level);
|
||||
|
||||
HRESULT SetFullscreenState(bool enable_fullscreen);
|
||||
bool GetFullscreenState();
|
||||
|
||||
// This function will assign a name to the given resource.
|
||||
// The DirectX debug layer will make it easier to identify resources that way,
|
||||
// e.g. when listing up all resources who have unreleased references.
|
||||
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
|
||||
std::string GetDebugObjectName(ID3D11DeviceChild* resource);
|
||||
// Returns a list of supported AA modes for the current device.
|
||||
std::vector<u32> GetAAModes(u32 adapter_index);
|
||||
|
||||
} // namespace D3D
|
||||
|
||||
typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
|
||||
extern CREATEDXGIFACTORY PCreateDXGIFactory;
|
||||
typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
|
||||
CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
|
||||
D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
|
||||
|
||||
extern pD3DCompile PD3DCompile;
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace DX11
|
||||
@ -360,10 +361,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
|
||||
|
||||
ID3D11SamplerState* res = nullptr;
|
||||
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D sampler state failed");
|
||||
m_sampler.emplace(state.hex, res);
|
||||
return res;
|
||||
}
|
||||
@ -400,7 +398,6 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
|
||||
HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
|
||||
m_blend.emplace(state.hex, res);
|
||||
return res;
|
||||
}
|
||||
@ -443,10 +440,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
|
||||
ID3D11BlendState* res = nullptr;
|
||||
|
||||
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D blend state failed");
|
||||
m_blend.emplace(state.hex, res);
|
||||
return res;
|
||||
}
|
||||
@ -468,10 +462,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
|
||||
|
||||
ID3D11RasterizerState* res = nullptr;
|
||||
HRESULT hr = D3D::device->CreateRasterizerState(&desc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D rasterizer state failed");
|
||||
m_raster.emplace(state.hex, res);
|
||||
return res;
|
||||
}
|
||||
@ -515,13 +506,8 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
|
||||
ID3D11DepthStencilState* res = nullptr;
|
||||
|
||||
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
|
||||
if (SUCCEEDED(hr))
|
||||
D3D::SetDebugObjectName(res, "depth-stencil state used to emulate the GX pipeline");
|
||||
else
|
||||
PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D depth stencil state failed");
|
||||
m_depth.emplace(state.hex, res);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
@ -2,22 +2,14 @@
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <fstream>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/DXShader.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
#include "Common/Assert.h"
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
|
||||
: AbstractShader(stage), m_bytecode(bytecode), m_shader(shader)
|
||||
: D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader)
|
||||
{
|
||||
}
|
||||
|
||||
@ -50,16 +42,6 @@ ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
|
||||
return static_cast<ID3D11ComputeShader*>(m_shader);
|
||||
}
|
||||
|
||||
bool DXShader::HasBinary() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
AbstractShader::BinaryData DXShader::GetBinary() const
|
||||
{
|
||||
return m_bytecode;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
|
||||
{
|
||||
switch (stage)
|
||||
@ -117,86 +99,4 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static const char* GetCompileTarget(ShaderStage stage)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
return D3D::VertexShaderVersionString();
|
||||
case ShaderStage::Geometry:
|
||||
return D3D::GeometryShaderVersionString();
|
||||
case ShaderStage::Pixel:
|
||||
return D3D::PixelShaderVersionString();
|
||||
case ShaderStage::Compute:
|
||||
return D3D::ComputeShaderVersionString();
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
bool DXShader::CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
{
|
||||
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
|
||||
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
|
||||
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
|
||||
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
|
||||
const char* target = GetCompileTarget(stage);
|
||||
|
||||
ID3DBlob* code = nullptr;
|
||||
ID3DBlob* errors = nullptr;
|
||||
HRESULT hr = PD3DCompile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
|
||||
&code, &errors);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
static int num_failures = 0;
|
||||
std::string filename = StringFromFormat(
|
||||
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
|
||||
std::ofstream file;
|
||||
File::OpenFStream(file, filename, std::ios_base::out);
|
||||
file.write(source, length);
|
||||
file << "\n";
|
||||
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
errors->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (errors && errors->GetBufferSize() > 0)
|
||||
{
|
||||
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
}
|
||||
SAFE_RELEASE(errors);
|
||||
|
||||
out_bytecode->resize(code->GetBufferSize());
|
||||
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
|
||||
code->Release();
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
{
|
||||
BinaryData bytecode;
|
||||
if (!CompileShader(&bytecode, stage, source, length))
|
||||
return nullptr;
|
||||
|
||||
return CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length)
|
||||
{
|
||||
if (length == 0)
|
||||
return nullptr;
|
||||
|
||||
BinaryData bytecode(length);
|
||||
std::memcpy(bytecode.data(), data, length);
|
||||
return CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
} // namespace DX11
|
||||
|
@ -6,11 +6,11 @@
|
||||
#include <d3d11.h>
|
||||
#include <memory>
|
||||
|
||||
#include "VideoCommon/AbstractShader.h"
|
||||
#include "VideoBackends/D3DCommon/Shader.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class DXShader final : public AbstractShader
|
||||
class DXShader final : public D3DCommon::Shader
|
||||
{
|
||||
public:
|
||||
DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
|
||||
@ -23,22 +23,10 @@ public:
|
||||
ID3D11PixelShader* GetD3DPixelShader() const;
|
||||
ID3D11ComputeShader* GetD3DComputeShader() const;
|
||||
|
||||
bool HasBinary() const override;
|
||||
BinaryData GetBinary() const override;
|
||||
|
||||
// Creates a new shader object.
|
||||
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
|
||||
static bool CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length);
|
||||
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
private:
|
||||
ID3D11DeviceChild* m_shader;
|
||||
BinaryData m_bytecode;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -11,141 +11,27 @@
|
||||
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
namespace
|
||||
{
|
||||
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format, bool typeless)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_TYPELESS;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24G8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_TYPELESS;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled texture format.");
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled SRV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetRTVFormatForHostFormat(AbstractTextureFormat format, bool integer)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
default:
|
||||
PanicAlert("Unhandled RTV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_D16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_D32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
|
||||
default:
|
||||
PanicAlert("Unhandled DSV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
} // Anonymous namespace
|
||||
|
||||
DXTexture::DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
|
||||
ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav)
|
||||
: AbstractTexture(tex_config), m_d3d_texture(d3d_texture), m_d3d_srv(d3d_srv),
|
||||
m_d3d_uav(d3d_uav)
|
||||
DXTexture::DXTexture(const TextureConfig& config, ID3D11Texture2D* texture)
|
||||
: AbstractTexture(config), m_texture(texture)
|
||||
{
|
||||
}
|
||||
|
||||
DXTexture::~DXTexture()
|
||||
{
|
||||
if (m_d3d_uav)
|
||||
m_d3d_uav->Release();
|
||||
|
||||
if (m_d3d_srv)
|
||||
{
|
||||
if (D3D::stateman->UnsetTexture(m_d3d_srv) != 0)
|
||||
D3D::stateman->ApplyTextures();
|
||||
|
||||
m_d3d_srv->Release();
|
||||
}
|
||||
m_d3d_texture->Release();
|
||||
if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0)
|
||||
D3D::stateman->ApplyTextures();
|
||||
}
|
||||
|
||||
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
||||
{
|
||||
// Use typeless to create the texture when it's a render target, so we can alias it with an
|
||||
// integer format (for EFB).
|
||||
const DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(config.format, config.IsRenderTarget());
|
||||
const DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(config.format);
|
||||
const DXGI_FORMAT tex_format =
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget());
|
||||
UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
|
||||
if (config.IsRenderTarget())
|
||||
bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
|
||||
@ -154,7 +40,7 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
||||
|
||||
CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
|
||||
bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
|
||||
ID3D11Texture2D* d3d_texture;
|
||||
ComPtr<ID3D11Texture2D> d3d_texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
@ -163,36 +49,69 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* d3d_srv;
|
||||
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(d3d_texture,
|
||||
config.IsMultisampled() ?
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
|
||||
srv_format, 0, config.levels, 0, config.layers);
|
||||
hr = D3D::device->CreateShaderResourceView(d3d_texture, &srv_desc, &d3d_srv);
|
||||
std::unique_ptr<DXTexture> tex(new DXTexture(config, d3d_texture.Get()));
|
||||
if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
|
||||
return nullptr;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ID3D11Texture2D* texture)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
texture->GetDesc(&desc);
|
||||
|
||||
// Convert to our texture config format.
|
||||
TextureConfig config(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize,
|
||||
desc.SampleDesc.Count,
|
||||
D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format), 0);
|
||||
if (desc.BindFlags & D3D11_BIND_RENDER_TARGET)
|
||||
config.flags |= AbstractTextureFlag_RenderTarget;
|
||||
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS)
|
||||
config.flags |= AbstractTextureFlag_ComputeImage;
|
||||
|
||||
std::unique_ptr<DXTexture> tex(new DXTexture(config, texture));
|
||||
if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE && !tex->CreateSRV())
|
||||
return nullptr;
|
||||
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS && !tex->CreateUAV())
|
||||
return nullptr;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
bool DXTexture::CreateSRV()
|
||||
{
|
||||
const CD3D11_SHADER_RESOURCE_VIEW_DESC desc(
|
||||
m_texture.Get(),
|
||||
m_config.IsMultisampled() ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
|
||||
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, m_config.levels, 0,
|
||||
m_config.layers);
|
||||
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, &m_srv);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers);
|
||||
d3d_texture->Release();
|
||||
return nullptr;
|
||||
PanicAlert("Failed to create %ux%ux%u D3D SRV", m_config.width, m_config.height,
|
||||
m_config.layers);
|
||||
return false;
|
||||
}
|
||||
|
||||
ID3D11UnorderedAccessView* d3d_uav = nullptr;
|
||||
if (config.IsComputeImage())
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DXTexture::CreateUAV()
|
||||
{
|
||||
const CD3D11_UNORDERED_ACCESS_VIEW_DESC desc(
|
||||
m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY,
|
||||
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers);
|
||||
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, &m_uav);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
const CD3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc(
|
||||
d3d_texture, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, srv_format, 0, 0, config.layers);
|
||||
hr = D3D::device->CreateUnorderedAccessView(d3d_texture, &uav_desc, &d3d_uav);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create %ux%ux%u D3D UAV", config.width, config.height, config.layers);
|
||||
d3d_uav->Release();
|
||||
d3d_texture->Release();
|
||||
return nullptr;
|
||||
}
|
||||
PanicAlert("Failed to create %ux%ux%u D3D UAV", m_config.width, m_config.height,
|
||||
m_config.layers);
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::make_unique<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
|
||||
return true;
|
||||
}
|
||||
|
||||
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
|
||||
@ -213,8 +132,8 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
|
||||
src_box.back = 1;
|
||||
|
||||
D3D::context->CopySubresourceRegion(
|
||||
m_d3d_texture, D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
|
||||
dst_rect.top, 0, srcentry->m_d3d_texture,
|
||||
m_texture.Get(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
|
||||
dst_rect.top, 0, srcentry->m_texture.Get(),
|
||||
D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
|
||||
}
|
||||
|
||||
@ -228,16 +147,16 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
|
||||
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
|
||||
|
||||
D3D::context->ResolveSubresource(
|
||||
m_d3d_texture, D3D11CalcSubresource(level, layer, m_config.levels), srcentry->m_d3d_texture,
|
||||
D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
|
||||
GetDXGIFormatForHostFormat(m_config.format, false));
|
||||
m_texture.Get(), D3D11CalcSubresource(level, layer, m_config.levels),
|
||||
srcentry->m_texture.Get(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
|
||||
}
|
||||
|
||||
void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
|
||||
size_t buffer_size)
|
||||
{
|
||||
size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
|
||||
D3D::context->UpdateSubresource(m_d3d_texture, level, nullptr, buffer,
|
||||
D3D::context->UpdateSubresource(m_texture.Get(), level, nullptr, buffer,
|
||||
static_cast<UINT>(src_pitch), 0);
|
||||
}
|
||||
|
||||
@ -275,8 +194,8 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
|
||||
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
||||
}
|
||||
|
||||
CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format, false), config.width,
|
||||
config.height, 1, 1, 0, usage, cpu_flags);
|
||||
CD3D11_TEXTURE2D_DESC desc(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false),
|
||||
config.width, config.height, 1, 1, 0, usage, cpu_flags);
|
||||
|
||||
ID3D11Texture2D* texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
|
||||
@ -437,14 +356,15 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
|
||||
CD3D11_RENDER_TARGET_VIEW_DESC desc(
|
||||
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
|
||||
GetRTVFormatForHostFormat(color_attachment->GetFormat(), false), 0, 0,
|
||||
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0,
|
||||
color_attachment->GetLayers());
|
||||
HRESULT hr =
|
||||
D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, &rtv);
|
||||
CHECK(SUCCEEDED(hr), "Create render target view for framebuffer");
|
||||
|
||||
// Only create the integer RTV on Win8+.
|
||||
DXGI_FORMAT integer_format = GetRTVFormatForHostFormat(color_attachment->GetFormat(), true);
|
||||
DXGI_FORMAT integer_format =
|
||||
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true);
|
||||
if (D3D::device1 && integer_format != desc.Format)
|
||||
{
|
||||
desc.Format = integer_format;
|
||||
@ -460,7 +380,7 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
|
||||
const CD3D11_DEPTH_STENCIL_VIEW_DESC desc(
|
||||
depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
|
||||
GetDSVFormatForHostFormat(depth_attachment->GetFormat()), 0, 0,
|
||||
D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
|
||||
depth_attachment->GetLayers(), 0);
|
||||
HRESULT hr =
|
||||
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
|
||||
|
@ -17,11 +17,10 @@ namespace DX11
|
||||
class DXTexture final : public AbstractTexture
|
||||
{
|
||||
public:
|
||||
explicit DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
|
||||
ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav);
|
||||
~DXTexture();
|
||||
|
||||
static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
|
||||
static std::unique_ptr<DXTexture> CreateAdopted(ID3D11Texture2D* texture);
|
||||
|
||||
void CopyRectangleFromTexture(const AbstractTexture* src,
|
||||
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
|
||||
@ -32,14 +31,19 @@ public:
|
||||
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
|
||||
size_t buffer_size) override;
|
||||
|
||||
ID3D11Texture2D* GetD3DTexture() const { return m_d3d_texture; }
|
||||
ID3D11ShaderResourceView* GetD3DSRV() const { return m_d3d_srv; }
|
||||
ID3D11UnorderedAccessView* GetD3DUAV() const { return m_d3d_uav; }
|
||||
ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
|
||||
ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
|
||||
ID3D11UnorderedAccessView* GetD3DUAV() const { return m_uav.Get(); }
|
||||
|
||||
private:
|
||||
ID3D11Texture2D* m_d3d_texture;
|
||||
ID3D11ShaderResourceView* m_d3d_srv;
|
||||
ID3D11UnorderedAccessView* m_d3d_uav;
|
||||
DXTexture(const TextureConfig& config, ID3D11Texture2D* texture);
|
||||
|
||||
bool CreateSRV();
|
||||
bool CreateUAV();
|
||||
|
||||
ComPtr<ID3D11Texture2D> m_texture;
|
||||
ComPtr<ID3D11ShaderResourceView> m_srv;
|
||||
ComPtr<ID3D11UnorderedAccessView> m_uav;
|
||||
};
|
||||
|
||||
class DXStagingTexture final : public AbstractStagingTexture
|
||||
|
@ -160,9 +160,7 @@ ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size
|
||||
|
||||
HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
|
||||
vs_bytecode_size, &layout);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Failed to create input layout");
|
||||
|
||||
// This method can be called from multiple threads, so ensure that only one thread sets the
|
||||
// cached input layout pointer. If another thread beats this thread, use the existing layout.
|
||||
|
@ -26,6 +26,7 @@
|
||||
#include "VideoBackends/D3D/DXPipeline.h"
|
||||
#include "VideoBackends/D3D/DXShader.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
|
||||
#include "VideoCommon/BPFunctions.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
@ -48,11 +49,12 @@ typedef struct _Nv_Stereo_Image_Header
|
||||
|
||||
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
|
||||
|
||||
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale)
|
||||
: ::Renderer(backbuffer_width, backbuffer_height, backbuffer_scale,
|
||||
AbstractTextureFormat::RGBA8)
|
||||
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
|
||||
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
|
||||
backbuffer_scale,
|
||||
swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
|
||||
m_swap_chain(std::move(swap_chain))
|
||||
{
|
||||
m_last_fullscreen_state = D3D::GetFullscreenState();
|
||||
}
|
||||
|
||||
Renderer::~Renderer() = default;
|
||||
@ -82,17 +84,13 @@ void Renderer::Create3DVisionTexture(int width, int height)
|
||||
ID3D11Texture2D* texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, &texture);
|
||||
CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
|
||||
m_3d_vision_texture = std::make_unique<DXTexture>(TextureConfig(width * 2, height + 1, 1, 1, 1,
|
||||
AbstractTextureFormat::RGBA8,
|
||||
AbstractTextureFlag_RenderTarget),
|
||||
texture, nullptr, nullptr);
|
||||
m_3d_vision_framebuffer =
|
||||
DXFramebuffer::Create(static_cast<DXTexture*>(m_3d_vision_texture.get()), nullptr);
|
||||
m_3d_vision_texture = DXTexture::CreateAdopted(texture);
|
||||
m_3d_vision_framebuffer = DXFramebuffer::Create(m_3d_vision_texture.get(), nullptr);
|
||||
}
|
||||
|
||||
bool Renderer::IsHeadless() const
|
||||
{
|
||||
return D3D::swapchain == nullptr;
|
||||
return !m_swap_chain;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
|
||||
@ -116,13 +114,17 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
|
||||
const char* source, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromSource(stage, source, length);
|
||||
DXShader::BinaryData bytecode;
|
||||
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
|
||||
return nullptr;
|
||||
|
||||
return DXShader::CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
|
||||
const void* data, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromBinary(stage, data, length);
|
||||
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
|
||||
@ -196,64 +198,44 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x,
|
||||
|
||||
void Renderer::BindBackbuffer(const ClearColor& clear_color)
|
||||
{
|
||||
CheckForSurfaceChange();
|
||||
CheckForSurfaceResize();
|
||||
SetAndClearFramebuffer(D3D::GetSwapChainFramebuffer(), clear_color);
|
||||
CheckForSwapChainChanges();
|
||||
SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
|
||||
}
|
||||
|
||||
void Renderer::PresentBackbuffer()
|
||||
{
|
||||
D3D::Present();
|
||||
m_swap_chain->Present();
|
||||
}
|
||||
|
||||
void Renderer::OnConfigChanged(u32 bits)
|
||||
{
|
||||
// Quad-buffer changes require swap chain recreation.
|
||||
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
|
||||
m_swap_chain->SetStereo(SwapChain::WantsStereo());
|
||||
}
|
||||
|
||||
void Renderer::CheckForSurfaceChange()
|
||||
void Renderer::CheckForSwapChainChanges()
|
||||
{
|
||||
if (!m_surface_changed.TestAndClear())
|
||||
const bool surface_changed = m_surface_changed.TestAndClear();
|
||||
const bool surface_resized =
|
||||
m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
|
||||
if (!surface_changed && !surface_resized)
|
||||
return;
|
||||
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
D3D::Reset(reinterpret_cast<HWND>(m_new_surface_handle));
|
||||
m_new_surface_handle = nullptr;
|
||||
|
||||
UpdateBackbufferSize();
|
||||
}
|
||||
|
||||
void Renderer::CheckForSurfaceResize()
|
||||
{
|
||||
const bool fullscreen_state = D3D::GetFullscreenState();
|
||||
const bool exclusive_fullscreen_changed = fullscreen_state != m_last_fullscreen_state;
|
||||
if (!m_surface_resized.TestAndClear() && !exclusive_fullscreen_changed)
|
||||
return;
|
||||
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
m_last_fullscreen_state = fullscreen_state;
|
||||
if (D3D::swapchain)
|
||||
D3D::ResizeSwapChain();
|
||||
UpdateBackbufferSize();
|
||||
}
|
||||
|
||||
void Renderer::UpdateBackbufferSize()
|
||||
{
|
||||
if (D3D::swapchain)
|
||||
if (surface_changed)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
D3D::swapchain->GetDesc1(&desc);
|
||||
m_backbuffer_width = std::max(desc.Width, 1u);
|
||||
m_backbuffer_height = std::max(desc.Height, 1u);
|
||||
m_swap_chain->ChangeSurface(m_new_surface_handle);
|
||||
m_new_surface_handle = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_backbuffer_width = 1;
|
||||
m_backbuffer_height = 1;
|
||||
m_swap_chain->ResizeSwapChain();
|
||||
}
|
||||
|
||||
m_backbuffer_width = m_swap_chain->GetWidth();
|
||||
m_backbuffer_height = m_swap_chain->GetHeight();
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
|
||||
@ -392,22 +374,23 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectan
|
||||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
const CD3D11_BOX box(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetSwapChainTexture()->GetD3DTexture(), 0, 0, 0, 0,
|
||||
const CD3D11_BOX box(0, 0, 0, m_swap_chain->GetWidth(), m_swap_chain->GetHeight(), 1);
|
||||
D3D::context->CopySubresourceRegion(m_swap_chain->GetTexture()->GetD3DTexture(), 0, 0, 0, 0,
|
||||
m_3d_vision_texture->GetD3DTexture(), 0, &box);
|
||||
|
||||
// Restore render target to backbuffer
|
||||
SetFramebuffer(D3D::GetSwapChainFramebuffer());
|
||||
SetFramebuffer(m_swap_chain->GetFramebuffer());
|
||||
}
|
||||
|
||||
void Renderer::SetFullscreen(bool enable_fullscreen)
|
||||
{
|
||||
D3D::SetFullscreenState(enable_fullscreen);
|
||||
if (m_swap_chain)
|
||||
m_swap_chain->SetFullscreen(enable_fullscreen);
|
||||
}
|
||||
|
||||
bool Renderer::IsFullscreen() const
|
||||
{
|
||||
return D3D::GetFullscreenState();
|
||||
return m_swap_chain && m_swap_chain->GetFullscreen();
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
@ -11,13 +11,14 @@
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class SwapChain;
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
|
||||
class Renderer : public ::Renderer
|
||||
{
|
||||
public:
|
||||
Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale);
|
||||
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
|
||||
~Renderer() override;
|
||||
|
||||
StateCache& GetStateCache() { return m_state_cache; }
|
||||
@ -69,15 +70,12 @@ public:
|
||||
|
||||
private:
|
||||
void Create3DVisionTexture(int width, int height);
|
||||
void CheckForSurfaceChange();
|
||||
void CheckForSurfaceResize();
|
||||
void UpdateBackbufferSize();
|
||||
void CheckForSwapChainChanges();
|
||||
|
||||
StateCache m_state_cache;
|
||||
|
||||
std::unique_ptr<SwapChain> m_swap_chain;
|
||||
std::unique_ptr<DXTexture> m_3d_vision_texture;
|
||||
std::unique_ptr<DXFramebuffer> m_3d_vision_framebuffer;
|
||||
|
||||
bool m_last_fullscreen_state = false;
|
||||
};
|
||||
} // namespace DX11
|
||||
|
52
Source/Core/VideoBackends/D3D/SwapChain.cpp
Normal file
52
Source/Core/VideoBackends/D3D/SwapChain.cpp
Normal file
@ -0,0 +1,52 @@
|
||||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory,
|
||||
ID3D11Device* d3d_device)
|
||||
: D3DCommon::SwapChain(wsi, dxgi_factory, d3d_device)
|
||||
{
|
||||
}
|
||||
|
||||
SwapChain::~SwapChain() = default;
|
||||
|
||||
std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
|
||||
{
|
||||
std::unique_ptr<SwapChain> swap_chain =
|
||||
std::make_unique<SwapChain>(wsi, D3D::dxgi_factory.Get(), D3D::device.Get());
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo()))
|
||||
return nullptr;
|
||||
|
||||
return swap_chain;
|
||||
}
|
||||
|
||||
bool SwapChain::CreateSwapChainBuffers()
|
||||
{
|
||||
ComPtr<ID3D11Texture2D> texture;
|
||||
HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&texture));
|
||||
CHECK(SUCCEEDED(hr), "Get swap chain buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
m_texture = DXTexture::CreateAdopted(texture.Get());
|
||||
if (!m_texture)
|
||||
return false;
|
||||
|
||||
m_framebuffer = DXFramebuffer::Create(m_texture.get(), nullptr);
|
||||
if (!m_framebuffer)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SwapChain::DestroySwapChainBuffers()
|
||||
{
|
||||
m_framebuffer.reset();
|
||||
m_texture.reset();
|
||||
}
|
||||
} // namespace DX11
|
44
Source/Core/VideoBackends/D3D/SwapChain.h
Normal file
44
Source/Core/VideoBackends/D3D/SwapChain.h
Normal file
@ -0,0 +1,44 @@
|
||||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <d3d11.h>
|
||||
#include <dxgi.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/WindowSystemInfo.h"
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3DCommon/SwapChain.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
|
||||
class SwapChain : public D3DCommon::SwapChain
|
||||
{
|
||||
public:
|
||||
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory, ID3D11Device* d3d_device);
|
||||
~SwapChain();
|
||||
|
||||
static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
|
||||
|
||||
DXTexture* GetTexture() const { return m_texture.get(); }
|
||||
DXFramebuffer* GetFramebuffer() const { return m_framebuffer.get(); }
|
||||
|
||||
protected:
|
||||
bool CreateSwapChainBuffers() override;
|
||||
void DestroySwapChainBuffers() override;
|
||||
|
||||
private:
|
||||
// The runtime takes care of renaming the buffers.
|
||||
std::unique_ptr<DXTexture> m_texture;
|
||||
std::unique_ptr<DXFramebuffer> m_framebuffer;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
@ -14,6 +14,7 @@
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/Render.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/GeometryShaderManager.h"
|
||||
@ -34,8 +35,11 @@ static ID3D11Buffer* AllocateConstantBuffer(u32 size)
|
||||
D3D11_CPU_ACCESS_WRITE);
|
||||
ID3D11Buffer* cbuf;
|
||||
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
|
||||
CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
|
||||
D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize);
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
D3DCommon::SetDebugObjectName(cbuf, "constant buffer");
|
||||
return cbuf;
|
||||
}
|
||||
|
||||
@ -88,7 +92,8 @@ bool VertexManager::Initialize()
|
||||
{
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
|
||||
"Failed to create buffer.");
|
||||
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
|
||||
if (m_buffers[i])
|
||||
D3DCommon::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
|
||||
}
|
||||
|
||||
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
|
||||
|
@ -11,6 +11,7 @@ namespace DX11
|
||||
{
|
||||
class VideoBackend : public VideoBackendBase
|
||||
{
|
||||
public:
|
||||
bool Initialize(const WindowSystemInfo& wsi) override;
|
||||
void Shutdown() override;
|
||||
|
||||
@ -18,5 +19,8 @@ class VideoBackend : public VideoBackendBase
|
||||
std::string GetDisplayName() const override;
|
||||
|
||||
void InitBackendInfo() override;
|
||||
|
||||
private:
|
||||
void FillBackendInfo();
|
||||
};
|
||||
} // namespace DX11
|
||||
|
@ -14,8 +14,10 @@
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/PerfQuery.h"
|
||||
#include "VideoBackends/D3D/Render.h"
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
#include "VideoBackends/D3D/VertexManager.h"
|
||||
#include "VideoBackends/D3D/VideoBackend.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/ShaderCache.h"
|
||||
@ -37,15 +39,15 @@ std::string VideoBackend::GetDisplayName() const
|
||||
|
||||
void VideoBackend::InitBackendInfo()
|
||||
{
|
||||
HRESULT hr = DX11::D3D::LoadDXGI();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = DX11::D3D::LoadD3D();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DX11::D3D::UnloadDXGI();
|
||||
if (!D3DCommon::LoadLibraries())
|
||||
return;
|
||||
}
|
||||
|
||||
FillBackendInfo();
|
||||
D3DCommon::UnloadLibraries();
|
||||
}
|
||||
|
||||
void VideoBackend::FillBackendInfo()
|
||||
{
|
||||
g_Config.backend_info.api_type = APIType::D3D;
|
||||
g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
g_Config.backend_info.bUsesLowerLeftOrigin = false;
|
||||
@ -73,82 +75,36 @@ void VideoBackend::InitBackendInfo()
|
||||
g_Config.backend_info.bSupportsBPTCTextures = false;
|
||||
g_Config.backend_info.bSupportsFramebufferFetch = false;
|
||||
g_Config.backend_info.bSupportsBackgroundCompiling = true;
|
||||
g_Config.backend_info.bSupportsST3CTextures = true;
|
||||
g_Config.backend_info.bSupportsBPTCTextures = true;
|
||||
g_Config.backend_info.bSupportsEarlyZ = true;
|
||||
g_Config.backend_info.bSupportsBBox = true;
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
|
||||
g_Config.backend_info.bSupportsGSInstancing = true;
|
||||
g_Config.backend_info.bSupportsSSAA = true;
|
||||
|
||||
IDXGIFactory2* factory;
|
||||
IDXGIAdapter* ad;
|
||||
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&factory);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create IDXGIFactory object");
|
||||
|
||||
// adapters
|
||||
g_Config.backend_info.Adapters.clear();
|
||||
g_Config.backend_info.AAModes.clear();
|
||||
while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) !=
|
||||
DXGI_ERROR_NOT_FOUND)
|
||||
{
|
||||
const size_t adapter_index = g_Config.backend_info.Adapters.size();
|
||||
|
||||
DXGI_ADAPTER_DESC desc;
|
||||
ad->GetDesc(&desc);
|
||||
|
||||
// TODO: These don't get updated on adapter change, yet
|
||||
if (adapter_index == g_Config.iAdapter)
|
||||
{
|
||||
std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
|
||||
// First iteration will be 1. This equals no AA.
|
||||
for (unsigned int i = 0; i < modes.size(); ++i)
|
||||
{
|
||||
g_Config.backend_info.AAModes.push_back(modes[i].Count);
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL feature_level = D3D::GetFeatureLevel(ad);
|
||||
bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
|
||||
g_Config.backend_info.MaxTextureSize = D3D::GetMaxTextureSize(feature_level);
|
||||
|
||||
// Requires the earlydepthstencil attribute (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
|
||||
|
||||
// Requires full UAV functionality (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsBBox =
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
|
||||
|
||||
// Requires the instance attribute (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
|
||||
|
||||
// Sample shading requires shader model 5
|
||||
g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
|
||||
}
|
||||
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
|
||||
ad->Release();
|
||||
}
|
||||
factory->Release();
|
||||
|
||||
DX11::D3D::UnloadDXGI();
|
||||
DX11::D3D::UnloadD3D();
|
||||
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
|
||||
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
|
||||
}
|
||||
|
||||
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
||||
{
|
||||
if (!D3D::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
|
||||
return false;
|
||||
|
||||
FillBackendInfo();
|
||||
InitializeShared();
|
||||
|
||||
if (FAILED(D3D::Create(reinterpret_cast<HWND>(wsi.render_surface))))
|
||||
std::unique_ptr<SwapChain> swap_chain;
|
||||
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
|
||||
{
|
||||
PanicAlert("Failed to create D3D device.");
|
||||
PanicAlertT("Failed to create D3D swap chain");
|
||||
ShutdownShared();
|
||||
D3D::Destroy();
|
||||
return false;
|
||||
}
|
||||
|
||||
int backbuffer_width = 1, backbuffer_height = 1;
|
||||
if (D3D::swapchain)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
D3D::swapchain->GetDesc1(&desc);
|
||||
backbuffer_width = std::max(desc.Width, 1u);
|
||||
backbuffer_height = std::max(desc.Height, 1u);
|
||||
}
|
||||
|
||||
// internal interfaces
|
||||
g_renderer =
|
||||
std::make_unique<Renderer>(backbuffer_width, backbuffer_height, wsi.render_surface_scale);
|
||||
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
|
||||
g_vertex_manager = std::make_unique<VertexManager>();
|
||||
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
|
||||
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
||||
@ -158,6 +114,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
||||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
|
||||
!g_texture_cache->Initialize())
|
||||
{
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -181,7 +138,6 @@ void VideoBackend::Shutdown()
|
||||
g_renderer.reset();
|
||||
|
||||
ShutdownShared();
|
||||
|
||||
D3D::Close();
|
||||
D3D::Destroy();
|
||||
}
|
||||
} // namespace DX11
|
||||
|
Loading…
x
Reference in New Issue
Block a user