dolphin/Source/Core/VideoBackends/D3D/main.cpp
Stenzek 61a656570e AbstractPipeline: Support returning "cache data"
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
2019-04-16 00:09:47 +10:00

146 lines
4.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// 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/PerfQuery.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/SwapChain.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/TextureCacheBase.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()
{
if (!D3DCommon::LoadLibraries())
return;
FillBackendInfo();
D3DCommon::UnloadLibraries();
}
void VideoBackend::FillBackendInfo()
{
g_Config.backend_info.api_type = APIType::D3D;
g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_Config.backend_info.bUsesLowerLeftOrigin = false;
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 = true;
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 = true;
g_Config.backend_info.bSupportsST3CTextures = false;
g_Config.backend_info.bSupportsCopyToVram = true;
g_Config.backend_info.bSupportsLargePoints = false;
g_Config.backend_info.bSupportsPartialDepthCopies = false;
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;
g_Config.backend_info.bSupportsST3CTextures = true;
g_Config.backend_info.bSupportsBPTCTextures = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsBBox = true;
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
g_Config.backend_info.bSupportsGSInstancing = true;
g_Config.backend_info.bSupportsSSAA = true;
g_Config.backend_info.bSupportsShaderBinaries = true;
g_Config.backend_info.bSupportsPipelineCacheData = false;
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
}
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
{
if (!D3D::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
return false;
FillBackendInfo();
InitializeShared();
std::unique_ptr<SwapChain> swap_chain;
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
{
PanicAlertT("Failed to create D3D swap chain");
ShutdownShared();
D3D::Destroy();
return false;
}
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
Shutdown();
return false;
}
BBox::Init();
g_shader_cache->InitializeShaderCache();
return true;
}
void VideoBackend::Shutdown()
{
g_shader_cache->Shutdown();
g_renderer->Shutdown();
BBox::Shutdown();
g_perf_query.reset();
g_texture_cache.reset();
g_framebuffer_manager.reset();
g_shader_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
ShutdownShared();
D3D::Destroy();
}
} // namespace DX11