dolphin/Source/Core/VideoBackends/D3D12/main.cpp

210 lines
5.8 KiB
C++
Raw Normal View History

// 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.bSupportsComputeShaders = false;
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;
g_Config.backend_info.bSupportsGPUTextureDecoding = 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 =
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = 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();
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();
}
}