dolphin/Source/Core/VideoBackends/D3D/main.cpp

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// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include <string>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PerfQuery.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/VideoBackend.h"
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#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
std::string VideoBackend::GetName() const
{
return "D3D";
}
std::string VideoBackend::GetDisplayName() const
{
return _trans("Direct3D 11");
}
void VideoBackend::InitBackendInfo()
{
HRESULT hr = DX11::D3D::LoadDXGI();
if (SUCCEEDED(hr))
hr = DX11::D3D::LoadD3D();
if (FAILED(hr))
{
DX11::D3D::UnloadDXGI();
return;
}
g_Config.backend_info.api_type = APIType::D3D;
g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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.bSupportsLogicOp = true;
g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsGPUTextureDecoding = false;
g_Config.backend_info.bSupportsST3CTextures = false;
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g_Config.backend_info.bSupportsCopyToVram = true;
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g_Config.backend_info.bSupportsBitfield = false;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
g_Config.backend_info.bSupportsBPTCTextures = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
g_Config.backend_info.bSupportsBackgroundCompiling = 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();
}
bool VideoBackend::Initialize(void* window_handle)
{
if (window_handle == nullptr)
return false;
InitializeShared();
if (FAILED(D3D::Create(reinterpret_cast<HWND>(window_handle))))
{
PanicAlert("Failed to create D3D device.");
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);
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g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
VertexShaderCache::Init();
PixelShaderCache::Init();
GeometryShaderCache::Init();
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if (!g_shader_cache->Initialize())
return false;
D3D::InitUtils();
BBox::Init();
return true;
}
void VideoBackend::Shutdown()
{
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g_shader_cache->Shutdown();
g_renderer->Shutdown();
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
GeometryShaderCache::Shutdown();
BBox::Shutdown();
g_perf_query.reset();
g_vertex_manager.reset();
g_texture_cache.reset();
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g_shader_cache.reset();
g_renderer.reset();
ShutdownShared();
D3D::Close();
}
}