Stenzek 2cd240af0d VideoBackends: Move max texture size to VideoConfig
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00

211 lines
5.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/BoundingBox.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/PerfQuery.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoBackends/D3D12/ShaderConstantsManager.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/TextureCache.h"
#include "VideoBackends/D3D12/VertexManager.h"
#include "VideoBackends/D3D12/VideoBackend.h"
#include "VideoBackends/D3D12/XFBEncoder.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
unsigned int VideoBackend::PeekMessages()
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
std::string VideoBackend::GetName() const
{
return "D3D12";
}
std::string VideoBackend::GetDisplayName() const
{
return "Direct3D 12 (experimental)";
}
void VideoBackend::InitBackendInfo()
{
HRESULT hr = D3D::LoadDXGI();
if (FAILED(hr))
return;
hr = D3D::LoadD3D();
if (FAILED(hr))
{
D3D::UnloadDXGI();
return;
}
g_Config.backend_info.api_type = APIType::D3D;
g_Config.backend_info.MaxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_Config.backend_info.bSupportsExclusiveFullscreen = false;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false;
g_Config.backend_info.bSupportsPaletteConversion = true;
g_Config.backend_info.bSupportsClipControl = true;
g_Config.backend_info.bSupportsDepthClamp = true;
g_Config.backend_info.bSupportsReversedDepthRange = false;
g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;
hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
{
PanicAlert("Failed to create IDXGIFactory object");
D3D::UnloadD3D();
D3D::UnloadDXGI();
return;
}
// 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)
{
ID3D12Device* temp_device;
hr = d3d12_create_device(ad, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device));
if (SUCCEEDED(hr))
{
std::string samples;
std::vector<DXGI_SAMPLE_DESC> modes = D3D::EnumAAModes(temp_device);
// 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);
}
// Requires the earlydepthstencil attribute (only available in shader model 5)
g_Config.backend_info.bSupportsEarlyZ = true;
// Requires full UAV functionality (only available in shader model 5)
g_Config.backend_info.bSupportsBBox = true;
// Requires the instance attribute (only available in shader model 5)
g_Config.backend_info.bSupportsGSInstancing = true;
// Sample shading requires shader model 5
g_Config.backend_info.bSupportsSSAA = true;
temp_device->Release();
}
}
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
ad->Release();
}
factory->Release();
// Clear ppshaders string vector
g_Config.backend_info.PPShaders.clear();
g_Config.backend_info.AnaglyphShaders.clear();
D3D::UnloadD3D();
D3D::UnloadDXGI();
}
bool VideoBackend::Initialize(void* window_handle)
{
if (window_handle == nullptr)
return false;
InitBackendInfo();
InitializeShared();
if (FAILED(D3D::Create((HWND)window_handle)))
return false;
m_window_handle = window_handle;
return true;
}
void VideoBackend::Video_Prepare()
{
// internal interfaces
g_renderer = std::make_unique<Renderer>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
g_xfb_encoder = std::make_unique<XFBEncoder>();
ShaderCache::Init();
ShaderConstantsManager::Init();
StaticShaderCache::Init();
StateCache::Init(); // PSO cache is populated here, after constituent shaders are loaded.
D3D::InitUtils();
BBox::Init();
}
void VideoBackend::Shutdown()
{
// TODO: should be in Video_Cleanup
// Immediately stop app from submitting work to GPU, and wait for all submitted work to complete.
// D3D12TODO: Check this.
D3D::command_list_mgr->ExecuteQueuedWork(true);
// internal interfaces
D3D::ShutdownUtils();
ShaderCache::Shutdown();
ShaderConstantsManager::Shutdown();
StaticShaderCache::Shutdown();
BBox::Shutdown();
g_xfb_encoder.reset();
g_perf_query.reset();
g_vertex_manager.reset();
g_texture_cache.reset();
g_renderer.reset();
D3D::Close();
ShutdownShared();
}
void VideoBackend::Video_Cleanup()
{
CleanupShared();
}
}