// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/StringUtil.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DTexture.h" #include "VideoBackends/D3D/GfxState.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { HINSTANCE hD3DCompilerDll = nullptr; D3DREFLECT PD3DReflect = nullptr; pD3DCompile PD3DCompile = nullptr; int d3dcompiler_dll_ref = 0; CREATEDXGIFACTORY PCreateDXGIFactory = nullptr; HINSTANCE hDXGIDll = nullptr; 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**); static D3D11CREATEDEVICE PD3D11CreateDevice = nullptr; D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = nullptr; HINSTANCE hD3DDll = nullptr; int d3d_dll_ref = 0; namespace D3D { ID3D11Device* device = nullptr; ID3D11DeviceContext* context = nullptr; IDXGISwapChain* swapchain = nullptr; D3D_FEATURE_LEVEL featlevel; D3DTexture2D* backbuf = nullptr; HWND hWnd; std::vector 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(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR); --dxgi_dll_ref; return E_FAIL; } PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory"); if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "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(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR); --d3d_dll_ref; return E_FAIL; } PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice"); if (PD3D11CreateDevice == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR); PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain"); if (PD3D11CreateDeviceAndSwapChain == nullptr) MessageBoxA(nullptr, "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(nullptr, "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 == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR); PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile"); if (PD3DCompile == nullptr) MessageBoxA(nullptr, "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 = nullptr; PCreateDXGIFactory = nullptr; } void UnloadD3D() { if (!d3d_dll_ref) return; if (--d3d_dll_ref != 0) return; if (hD3DDll) FreeLibrary(hD3DDll); hD3DDll = nullptr; PD3D11CreateDevice = nullptr; PD3D11CreateDeviceAndSwapChain = nullptr; } void UnloadD3DCompiler() { if (!d3dcompiler_dll_ref) return; if (--d3dcompiler_dll_ref != 0) return; if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll); hD3DCompilerDll = nullptr; PD3DReflect = nullptr; } std::vector EnumAAModes(IDXGIAdapter* adapter) { std::vector 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, nullptr, 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, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level, nullptr); 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!\n") _T("This usually happens when you've set your video adapter to the Nvidia GPU in an Optimus-equipped system.\n") _T("Set Dolphin to use the high-performance graphics in Nvidia's drivers instead and leave Dolphin's video adapter set to the Intel GPU."), _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 = !g_ActiveConfig.bFullscreen; DXGI_OUTPUT_DESC out_desc; memset(&out_desc, 0, sizeof(out_desc)); output->GetDesc(&out_desc); DXGI_MODE_DESC mode_desc; memset(&mode_desc, 0, sizeof(mode_desc)); mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left; mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top; mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr); 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.. // this is not a problem as long as we're in windowed mode 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, nullptr, 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, nullptr, 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; } hr = 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); 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!=nullptr, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr); // 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() { // we can't release the swapchain while in fullscreen. swapchain->SetFullscreenState(false, nullptr); // 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 = nullptr; // 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); // apply fullscreen state D3D::swapchain->SetFullscreenState(g_ActiveConfig.bFullscreen, nullptr); // 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!=nullptr, "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 != nullptr); } 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