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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
D3D11: Use D3DCommon where appropriate
This commit is contained in:
@ -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
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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&swapchain);
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}
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if (FAILED(hr))
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{
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// Flip-model swapchains aren't supported on Windows 7, so here we fall back to a legacy
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// BitBlt-model swapchain
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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&swapchain);
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}
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if (FAILED(hr))
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{
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ERROR_LOG(VIDEO, "Failed to create swap chain with HRESULT %08X", hr);
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s_d3d11_library.Close();
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return false;
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}
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if (!CreateSwapChainFramebuffer())
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dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
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if (!dxgi_factory)
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{
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SAFE_RELEASE(swapchain);
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PanicAlertT("Failed to create DXGI factory");
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D3DCommon::UnloadLibraries();
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s_d3d11_library.Close();
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return false;
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}
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return true;
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}
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HRESULT Create(HWND wnd)
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{
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HRESULT hr = LoadDXGI();
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if (SUCCEEDED(hr))
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hr = LoadD3D();
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if (SUCCEEDED(hr))
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hr = LoadD3DCompiler();
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ComPtr<IDXGIAdapter> adapter;
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HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
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if (FAILED(hr))
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{
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UnloadDXGI();
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UnloadD3D();
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UnloadD3DCompiler();
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return hr;
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WARN_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
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adapter = nullptr;
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}
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hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
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MB_OK | MB_ICONERROR);
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IDXGIAdapter* adapter;
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hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
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if (FAILED(hr))
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{
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// try using the first one
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hr = s_dxgi_factory->EnumAdapters(0, &adapter);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"),
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MB_OK | MB_ICONERROR);
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}
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// get supported AA modes
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s_aa_modes = EnumAAModes(adapter);
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if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
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return desc.Count == g_Config.iMultisamples;
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}) == s_aa_modes.end())
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{
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Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
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UpdateActiveConfig();
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}
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// Check support for allow tearing, we query the interface for backwards compatibility
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UINT allow_tearing = FALSE;
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IDXGIFactory5* factory5;
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hr = s_dxgi_factory->QueryInterface(&factory5);
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if (SUCCEEDED(hr))
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{
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hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
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sizeof(allow_tearing));
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factory5->Release();
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}
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s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing;
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// Creating debug devices can sometimes fail if the user doesn't have the correct
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// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
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if (g_Config.bEnableValidationLayer)
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if (enable_debug_layer)
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||||
{
|
||||
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
|
||||
|
Reference in New Issue
Block a user