Shawn Hoffman ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00

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C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "StringUtil.h"
#include "VideoConfig.h"
#include "D3DBase.h"
#include "D3DTexture.h"
#include "GfxState.h"
namespace DX11
{
HINSTANCE hD3DCompilerDll = NULL;
D3DREFLECT PD3DReflect = NULL;
pD3DCompile PD3DCompile = NULL;
int d3dcompiler_dll_ref = 0;
CREATEDXGIFACTORY PCreateDXGIFactory = NULL;
HINSTANCE hDXGIDll = NULL;
int dxgi_dll_ref = 0;
typedef HRESULT (WINAPI* D3D11CREATEDEVICEANDSWAPCHAIN)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, CONST DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
D3D11CREATEDEVICE PD3D11CreateDevice = NULL;
D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = NULL;
HINSTANCE hD3DDll = NULL;
int d3d_dll_ref = 0;
namespace D3D
{
ID3D11Device* device = NULL;
ID3D11DeviceContext* context = NULL;
IDXGISwapChain* swapchain = NULL;
D3D_FEATURE_LEVEL featlevel;
D3DTexture2D* backbuf = NULL;
HWND hWnd;
std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter
bool bgra_textures_supported;
#define NUM_SUPPORTED_FEATURE_LEVELS 3
const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
unsigned int xres, yres;
bool bFrameInProgress = false;
HRESULT LoadDXGI()
{
if (dxgi_dll_ref++ > 0) return S_OK;
if (hDXGIDll) return S_OK;
hDXGIDll = LoadLibraryA("dxgi.dll");
if (!hDXGIDll)
{
MessageBoxA(NULL, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
--dxgi_dll_ref;
return E_FAIL;
}
PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory");
if (PCreateDXGIFactory == NULL) MessageBoxA(NULL, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3D()
{
if (d3d_dll_ref++ > 0) return S_OK;
if (hD3DDll) return S_OK;
hD3DDll = LoadLibraryA("d3d11.dll");
if (!hD3DDll)
{
MessageBoxA(NULL, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
--d3d_dll_ref;
return E_FAIL;
}
PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice");
if (PD3D11CreateDevice == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain");
if (PD3D11CreateDeviceAndSwapChain == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3DCompiler()
{
if (d3dcompiler_dll_ref++ > 0) return S_OK;
if (hD3DCompilerDll) return S_OK;
// try to load D3DCompiler first to check whether we have proper runtime support
// try to use the dll the backend was compiled against first - don't bother about debug runtimes
hD3DCompilerDll = LoadLibraryA(D3DCOMPILER_DLL_A);
if (!hD3DCompilerDll)
{
// if that fails, use the dll which should be available in every SDK which officially supports DX11.
hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll");
if (!hD3DCompilerDll)
{
MessageBoxA(NULL, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
return E_FAIL;
}
else
{
NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try updating your DX runtime first.");
}
}
PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect");
if (PD3DReflect == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile");
if (PD3DCompile == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR);
return S_OK;
}
void UnloadDXGI()
{
if (!dxgi_dll_ref) return;
if (--dxgi_dll_ref != 0) return;
if(hDXGIDll) FreeLibrary(hDXGIDll);
hDXGIDll = NULL;
PCreateDXGIFactory = NULL;
}
void UnloadD3D()
{
if (!d3d_dll_ref) return;
if (--d3d_dll_ref != 0) return;
if(hD3DDll) FreeLibrary(hD3DDll);
hD3DDll = NULL;
PD3D11CreateDevice = NULL;
PD3D11CreateDeviceAndSwapChain = NULL;
}
void UnloadD3DCompiler()
{
if (!d3dcompiler_dll_ref) return;
if (--d3dcompiler_dll_ref != 0) return;
if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll);
hD3DCompilerDll = NULL;
PD3DReflect = NULL;
}
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
{
std::vector<DXGI_SAMPLE_DESC> aa_modes;
// 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.
ID3D11Device* device;
ID3D11DeviceContext* context;
D3D_FEATURE_LEVEL feat_level;
HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context);
if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
{
DXGI_SAMPLE_DESC desc;
desc.Count = 1;
desc.Quality = 0;
aa_modes.push_back(desc);
SAFE_RELEASE(context);
SAFE_RELEASE(device);
}
else
{
for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
{
UINT quality_levels = 0;
device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
if (quality_levels > 0) {
DXGI_SAMPLE_DESC desc;
desc.Count = samples;
for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality)
aa_modes.push_back(desc);
}
}
context->Release();
device->Release();
}
return aa_modes;
}
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
{
D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, NULL, &feat_level, NULL);
return feat_level;
}
DXGI_SAMPLE_DESC GetAAMode(int index)
{
return aa_modes[index];
}
HRESULT Create(HWND wnd)
{
hWnd = wnd;
HRESULT hr;
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
hr = LoadDXGI();
if (SUCCEEDED(hr)) hr = LoadD3D();
if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
if (FAILED(hr))
{
UnloadDXGI();
UnloadD3D();
UnloadD3DCompiler();
return hr;
}
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* output;
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
if (FAILED(hr))
{
// try using the first one
hr = factory->EnumAdapters(0, &adapter);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
}
// TODO: Make this configurable
hr = adapter->EnumOutputs(0, &output);
if (FAILED(hr))
{
// try using the first one
hr = adapter->EnumOutputs(0, &output);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
}
// get supported AA modes
aa_modes = EnumAAModes(adapter);
if (g_Config.iMultisampleMode >= (int)aa_modes.size())
{
g_Config.iMultisampleMode = 0;
UpdateActiveConfig();
}
DXGI_SWAP_CHAIN_DESC swap_chain_desc;
memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
swap_chain_desc.BufferCount = 1;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.OutputWindow = wnd;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.SampleDesc.Quality = 0;
swap_chain_desc.Windowed = TRUE;
DXGI_MODE_DESC mode_desc;
memset(&mode_desc, 0, sizeof(mode_desc));
mode_desc.Width = xres;
mode_desc.Height = yres;
mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL);
if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
swap_chain_desc.BufferDesc.Width = xres;
swap_chain_desc.BufferDesc.Height = yres;
#if defined(_DEBUG) || defined(DEBUGFAST)
// 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.
{
hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL,
D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
&featlevel, &context);
}
if (FAILED(hr))
#endif
{
hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL,
D3D11_CREATE_DEVICE_SINGLETHREADED,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
&featlevel, &context);
}
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(swapchain);
return E_FAIL;
}
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
SAFE_RELEASE(factory);
SAFE_RELEASE(output);
SAFE_RELEASE(adapter);
ID3D11Texture2D* buf;
hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return E_FAIL;
}
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf!=NULL, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
UINT format_support;
device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
stateman = new StateManager;
return S_OK;
}
void Close()
{
// release all bound resources
context->ClearState();
SAFE_RELEASE(backbuf);
SAFE_RELEASE(swapchain);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
ULONG references = device->Release();
if (references)
{
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
}
else
{
NOTICE_LOG(VIDEO, "Successfully released all device references!");
}
device = NULL;
// unload DLLs
UnloadD3D();
UnloadDXGI();
}
const char* VertexShaderVersionString()
{
if(featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
else if(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(featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0";
else if(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(featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
}
D3DTexture2D* &GetBackBuffer() { return backbuf; }
unsigned int GetBackBufferWidth() { return xres; }
unsigned int GetBackBufferHeight() { return yres; }
bool BGRATexturesSupported() { return bgra_textures_supported; }
// Returns the maximum width/height of a texture. This value only depends upon the feature level in DX11
unsigned int GetMaxTextureSize()
{
switch (featlevel)
{
case D3D_FEATURE_LEVEL_11_0:
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_9_3:
return 4096;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 2048;
default:
return 0;
}
}
void Reset()
{
// release all back buffer references
SAFE_RELEASE(backbuf);
// resize swapchain buffers
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
D3D::swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
// recreate back buffer texture
ID3D11Texture2D* buf;
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return;
}
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf!=NULL, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (device != NULL);
}
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame called although no frame is in progress");
return;
}
bFrameInProgress = false;
}
void Present()
{
// TODO: Is 1 the correct value for vsyncing?
swapchain->Present((UINT)g_ActiveConfig.IsVSync(), 0);
}
} // namespace D3D
} // namespace DX11