mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
74275bdfe3
Readback heaps do not support persistent mapping. See D3D12 docs.
922 lines
28 KiB
C++
922 lines
28 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoCommon/VideoConfig.h"
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static const unsigned int SWAP_CHAIN_BUFFER_COUNT = 4;
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namespace DX12
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{
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// d3dcompiler_*.dll exports
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static HINSTANCE s_d3d_compiler_dll = nullptr;
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static int s_d3d_compiler_dll_ref = 0;
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D3DREFLECT d3d_reflect = nullptr;
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D3DCREATEBLOB d3d_create_blob = nullptr;
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pD3DCompile d3d_compile = nullptr;
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// dxgi.dll exports
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static HINSTANCE s_dxgi_dll = nullptr;
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static int s_dxgi_dll_ref = 0;
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CREATEDXGIFACTORY create_dxgi_factory = nullptr;
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// d3d12.dll exports
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static HINSTANCE s_d3d12_dll = nullptr;
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static int s_d3d12_dll_ref = 0;
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D3D12CREATEDEVICE d3d12_create_device = nullptr;
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D3D12SERIALIZEROOTSIGNATURE d3d12_serialize_root_signature = nullptr;
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D3D12GETDEBUGINTERFACE d3d12_get_debug_interface = nullptr;
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namespace D3D
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{
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// Begin extern'd variables.
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ID3D12Device* device12 = nullptr;
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ID3D12CommandQueue* command_queue = nullptr;
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std::unique_ptr<D3DCommandListManager> command_list_mgr;
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ID3D12GraphicsCommandList* current_command_list = nullptr;
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ID3D12RootSignature* default_root_signature = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu = {};
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D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow = {};
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unsigned int resource_descriptor_size = 0;
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unsigned int sampler_descriptor_size = 0;
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std::unique_ptr<D3DDescriptorHeapManager> gpu_descriptor_heap_mgr;
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std::unique_ptr<D3DDescriptorHeapManager> sampler_descriptor_heap_mgr;
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std::unique_ptr<D3DDescriptorHeapManager> dsv_descriptor_heap_mgr;
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std::unique_ptr<D3DDescriptorHeapManager> rtv_descriptor_heap_mgr;
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std::array<ID3D12DescriptorHeap*, 2> gpu_descriptor_heaps;
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HWND hWnd;
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// End extern'd variables.
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static IDXGISwapChain* s_swap_chain = nullptr;
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static unsigned int s_monitor_refresh_rate = 0;
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static LARGE_INTEGER s_qpc_frequency;
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static ID3D12DebugDevice* s_debug_device12 = nullptr;
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static D3D_FEATURE_LEVEL s_feat_level;
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static D3DTexture2D* s_backbuf[SWAP_CHAIN_BUFFER_COUNT];
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static unsigned int s_current_back_buf = 0;
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static unsigned int s_xres = 0;
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static unsigned int s_yres = 0;
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static bool s_frame_in_progress = false;
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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 const D3D_FEATURE_LEVEL s_supported_feature_levels[] = {
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D3D_FEATURE_LEVEL_11_0
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};
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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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create_dxgi_factory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory");
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if (create_dxgi_factory == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", 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_d3d12_dll_ref++ > 0)
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return S_OK;
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s_d3d12_dll = LoadLibraryA("d3d12.dll");
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if (!s_d3d12_dll)
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{
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MessageBoxA(nullptr, "Failed to load d3d12.dll", "Critical error", MB_OK | MB_ICONERROR);
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--s_d3d12_dll_ref;
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return E_FAIL;
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}
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d3d12_create_device = (D3D12CREATEDEVICE)GetProcAddress(s_d3d12_dll, "D3D12CreateDevice");
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if (d3d12_create_device == nullptr)
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{
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MessageBoxA(nullptr, "GetProcAddress failed for D3D12CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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d3d12_serialize_root_signature = (D3D12SERIALIZEROOTSIGNATURE)GetProcAddress(s_d3d12_dll, "D3D12SerializeRootSignature");
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if (d3d12_serialize_root_signature == nullptr)
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{
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MessageBoxA(nullptr, "GetProcAddress failed for D3D12SerializeRootSignature!", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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d3d12_get_debug_interface = (D3D12GETDEBUGINTERFACE)GetProcAddress(s_d3d12_dll, "D3D12GetDebugInterface");
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if (d3d12_get_debug_interface == nullptr)
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{
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MessageBoxA(nullptr, "GetProcAddress failed for D3D12GetDebugInterface!", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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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_d3d_compiler_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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// try to load D3DCompiler first to check whether we have proper runtime support
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// try to use the dll the backend was compiled against first - don't bother about debug runtimes
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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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// if that fails, use the dll which should be available in every SDK which officially supports DX12.
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s_d3d_compiler_dll = LoadLibraryA("D3DCompiler_42.dll");
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if (!s_d3d_compiler_dll)
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{
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MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX12 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try updating your DX runtime first.");
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}
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}
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d3d_reflect = (D3DREFLECT) GetProcAddress(s_d3d_compiler_dll, "D3DReflect");
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if (d3d_reflect == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
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d3d_create_blob = (D3DCREATEBLOB)GetProcAddress(s_d3d_compiler_dll, "D3DCreateBlob");
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if (d3d_create_blob == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DCreateBlob!", "Critical error", MB_OK | MB_ICONERROR);
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d3d_compile = (pD3DCompile) GetProcAddress(s_d3d_compiler_dll, "D3DCompile");
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if (d3d_compile == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", 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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create_dxgi_factory = nullptr;
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}
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void UnloadD3D()
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{
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if (!s_d3d12_dll_ref)
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return;
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if (--s_d3d12_dll_ref != 0)
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return;
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if (s_d3d12_dll)
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FreeLibrary(s_d3d12_dll);
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s_d3d12_dll = nullptr;
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d3d12_create_device = nullptr;
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d3d12_serialize_root_signature = nullptr;
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}
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void UnloadD3DCompiler()
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{
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if (!s_d3d_compiler_dll_ref)
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return;
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if (--s_d3d_compiler_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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d3d_compile = nullptr;
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d3d_create_blob = nullptr;
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d3d_reflect = nullptr;
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}
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bool AlertUserIfSelectedAdapterDoesNotSupportD3D12()
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{
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HRESULT hr = LoadDXGI();
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if (SUCCEEDED(hr))
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{
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hr = LoadD3D();
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}
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if (FAILED(hr))
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{
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// LoadDXGI / LoadD3D display a specific error message,
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// no need to do that here.
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return false;
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}
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IDXGIFactory* factory = nullptr;
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IDXGIAdapter* adapter = nullptr;
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ID3D12Device* device = nullptr;
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if (SUCCEEDED(hr))
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{
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hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory);
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}
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if (SUCCEEDED(hr))
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{
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hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
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}
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if (SUCCEEDED(hr))
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{
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hr = d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
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SAFE_RELEASE(device);
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SAFE_RELEASE(adapter);
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SAFE_RELEASE(factory);
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if (FAILED(hr))
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{
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UnloadD3D();
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UnloadDXGI();
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MessageBoxA(nullptr, "Failed to create a D3D12 device on the selected adapter.\n\nPlease make sure it supports Direct3D 12, and that your graphics drivers are up-to-date.", "Critical error", MB_OK | MB_ICONERROR);
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return false;
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}
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// If succeeded, leave DXGI and D3D libraries loaded since we'll use them in Create().
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return true;
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}
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// DXGI failed to create factory/enumerate adapter. This should be very uncommon.
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MessageBoxA(nullptr, "Failed to create enumerate selected adapter. Please select a different graphics adapter.", "Critical error", MB_OK | MB_ICONERROR);
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SAFE_RELEASE(adapter);
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SAFE_RELEASE(factory);
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UnloadD3D();
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UnloadDXGI();
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return false;
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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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bool d3d12_supported = AlertUserIfSelectedAdapterDoesNotSupportD3D12();
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if (!d3d12_supported)
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return aa_modes;
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ID3D12Device* device12 = nullptr;
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d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device12));
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if (device12)
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{
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for (int samples = 0; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
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{
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
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multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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multisample_quality_levels.SampleCount = samples;
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device12->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &multisample_quality_levels, sizeof(multisample_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 (multisample_quality_levels.NumQualityLevels > 0)
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{
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aa_modes.push_back(desc);
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}
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}
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device12->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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return D3D_FEATURE_LEVEL_11_0;
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}
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HRESULT Create(HWND wnd)
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{
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hWnd = wnd;
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HRESULT hr;
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RECT client;
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GetClientRect(hWnd, &client);
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s_xres = client.right - client.left;
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s_yres = client.bottom - client.top;
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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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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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}
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IDXGIFactory* factory;
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IDXGIAdapter* adapter;
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hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
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hr = 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 = 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 12 backend"), 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(
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s_aa_modes.begin(),
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s_aa_modes.end(),
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[](const DXGI_SAMPLE_DESC& desc) {return desc.Count == g_Config.iMultisamples; }
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) == s_aa_modes.end())
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{
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g_Config.iMultisamples = 1;
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UpdateActiveConfig();
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}
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DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
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swap_chain_desc.BufferCount = SWAP_CHAIN_BUFFER_COUNT;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.OutputWindow = wnd;
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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.Windowed = true;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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swap_chain_desc.Flags = 0;
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swap_chain_desc.BufferDesc.Width = s_xres;
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swap_chain_desc.BufferDesc.Height = s_yres;
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swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(USE_D3D12_DEBUG_LAYER)
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// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
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if (SUCCEEDED(hr))
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{
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ID3D12Debug* debug_controller;
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hr = d3d12_get_debug_interface(IID_PPV_ARGS(&debug_controller));
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if (SUCCEEDED(hr))
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{
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debug_controller->EnableDebugLayer();
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debug_controller->Release();
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}
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else
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{
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MessageBox(wnd, _T("WARNING: Failed to enable D3D12 debug layer, please ensure the Graphics Tools feature is installed."), _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
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}
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}
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#endif
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if (SUCCEEDED(hr))
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{
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hr = d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device12));
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s_feat_level = D3D_FEATURE_LEVEL_11_0;
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}
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if (SUCCEEDED(hr))
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{
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D3D12_COMMAND_QUEUE_DESC command_queue_desc = {
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D3D12_COMMAND_LIST_TYPE_DIRECT, // D3D12_COMMAND_LIST_TYPE Type;
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0, // INT Priority;
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D3D12_COMMAND_QUEUE_FLAG_NONE, // D3D12_COMMAND_QUEUE_FLAG Flags;
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0 // UINT NodeMask;
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};
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CheckHR(device12->CreateCommandQueue(&command_queue_desc, IID_PPV_ARGS(&command_queue)));
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IDXGIFactory* factory = nullptr;
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adapter->GetParent(IID_PPV_ARGS(&factory));
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CheckHR(factory->CreateSwapChain(command_queue, &swap_chain_desc, &s_swap_chain));
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s_current_back_buf = 0;
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factory->Release();
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}
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if (SUCCEEDED(hr))
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{
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// Query the monitor refresh rate, to ensure proper Present throttling behavior.
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DEVMODE dev_mode;
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memset(&dev_mode, 0, sizeof(DEVMODE));
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dev_mode.dmSize = sizeof(DEVMODE);
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dev_mode.dmDriverExtra = 0;
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if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dev_mode) == 0)
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{
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// If EnumDisplaySettings fails, assume monitor refresh rate of 60 Hz.
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s_monitor_refresh_rate = 60;
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}
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else
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{
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s_monitor_refresh_rate = dev_mode.dmDisplayFrequency;
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}
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}
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if (FAILED(hr))
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{
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MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports Direct3D 12 and your drivers are up-to-date."), _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
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SAFE_RELEASE(s_swap_chain);
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return E_FAIL;
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}
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ID3D12InfoQueue* info_queue = nullptr;
|
|
if (SUCCEEDED(device12->QueryInterface(&info_queue)))
|
|
{
|
|
CheckHR(info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE));
|
|
CheckHR(info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE));
|
|
|
|
D3D12_INFO_QUEUE_FILTER filter = {};
|
|
D3D12_MESSAGE_ID id_list[] = {
|
|
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET, // Benign.
|
|
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET, // Benign.
|
|
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH, // Benign.
|
|
D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // Benign.
|
|
};
|
|
filter.DenyList.NumIDs = ARRAYSIZE(id_list);
|
|
filter.DenyList.pIDList = id_list;
|
|
info_queue->PushStorageFilter(&filter);
|
|
|
|
info_queue->Release();
|
|
|
|
// Used at Close time to report live objects.
|
|
CheckHR(device12->QueryInterface(&s_debug_device12));
|
|
}
|
|
|
|
// 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.
|
|
hr = factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
|
|
if (FAILED(hr))
|
|
MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
|
|
|
|
SAFE_RELEASE(factory);
|
|
SAFE_RELEASE(adapter)
|
|
|
|
CreateDescriptorHeaps();
|
|
CreateRootSignatures();
|
|
|
|
command_list_mgr = std::make_unique<D3DCommandListManager>(
|
|
D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
device12,
|
|
command_queue
|
|
);
|
|
|
|
command_list_mgr->GetCommandList(¤t_command_list);
|
|
command_list_mgr->SetInitialCommandListState();
|
|
|
|
for (UINT i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
|
|
{
|
|
ID3D12Resource* buf12 = nullptr;
|
|
hr = s_swap_chain->GetBuffer(i, IID_PPV_ARGS(&buf12));
|
|
|
|
CHECK(SUCCEEDED(hr), "Retrieve back buffer texture");
|
|
|
|
s_backbuf[i] = new D3DTexture2D(buf12,
|
|
D3D11_BIND_RENDER_TARGET,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
false,
|
|
D3D12_RESOURCE_STATE_PRESENT // Swap Chain back buffers start out in D3D12_RESOURCE_STATE_PRESENT.
|
|
);
|
|
|
|
SAFE_RELEASE(buf12);
|
|
SetDebugObjectName12(s_backbuf[i]->GetTex12(), "backbuffer texture");
|
|
}
|
|
|
|
s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
current_command_list->OMSetRenderTargets(1, &s_backbuf[s_current_back_buf]->GetRTV12(), FALSE, nullptr);
|
|
|
|
QueryPerformanceFrequency(&s_qpc_frequency);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
void CreateDescriptorHeaps()
|
|
{
|
|
// Create D3D12 GPU and CPU descriptor heaps.
|
|
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC gpu_descriptor_heap_desc = {};
|
|
gpu_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
|
gpu_descriptor_heap_desc.NumDescriptors = 500000;
|
|
gpu_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
|
|
|
gpu_descriptor_heap_mgr = std::make_unique<D3DDescriptorHeapManager>(&gpu_descriptor_heap_desc, device12, 50000);
|
|
|
|
gpu_descriptor_heaps[0] = gpu_descriptor_heap_mgr->GetDescriptorHeap();
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE descriptor_heap_cpu_base = gpu_descriptor_heap_mgr->GetDescriptorHeap()->GetCPUDescriptorHandleForHeapStart();
|
|
|
|
resource_descriptor_size = device12->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
sampler_descriptor_size = device12->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE null_srv_gpu = {};
|
|
gpu_descriptor_heap_mgr->Allocate(&null_srv_cpu, &null_srv_gpu, &null_srv_cpu_shadow);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {};
|
|
null_srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
null_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
null_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
|
|
device12->CreateShaderResourceView(NULL, &null_srv_desc, null_srv_cpu);
|
|
|
|
for (UINT i = 0; i < 500000; i++)
|
|
{
|
|
// D3D12TODO: Make paving of descriptor heap optional.
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE destination_descriptor = {};
|
|
destination_descriptor.ptr = descriptor_heap_cpu_base.ptr + i * resource_descriptor_size;
|
|
|
|
device12->CreateShaderResourceView(NULL, &null_srv_desc, destination_descriptor);
|
|
}
|
|
}
|
|
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC sampler_descriptor_heap_desc = {};
|
|
sampler_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
|
sampler_descriptor_heap_desc.NumDescriptors = 2000;
|
|
sampler_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
|
|
|
|
sampler_descriptor_heap_mgr = std::make_unique<D3DDescriptorHeapManager>(&sampler_descriptor_heap_desc, device12);
|
|
|
|
gpu_descriptor_heaps[1] = sampler_descriptor_heap_mgr->GetDescriptorHeap();
|
|
}
|
|
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC dsv_descriptor_heap_desc = {};
|
|
dsv_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
dsv_descriptor_heap_desc.NumDescriptors = 2000;
|
|
dsv_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
|
|
|
|
dsv_descriptor_heap_mgr = std::make_unique<D3DDescriptorHeapManager>(&dsv_descriptor_heap_desc, device12);
|
|
}
|
|
|
|
{
|
|
// D3D12TODO: Temporary workaround.. really need to properly suballocate out of render target heap.
|
|
D3D12_DESCRIPTOR_HEAP_DESC rtv_descriptor_heap_desc = {};
|
|
rtv_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
rtv_descriptor_heap_desc.NumDescriptors = 1000000;
|
|
rtv_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
|
|
|
rtv_descriptor_heap_mgr = std::make_unique<D3DDescriptorHeapManager>(&rtv_descriptor_heap_desc, device12);
|
|
}
|
|
}
|
|
|
|
void CreateRootSignatures()
|
|
{
|
|
D3D12_DESCRIPTOR_RANGE desc_range_srv = {
|
|
D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // D3D12_DESCRIPTOR_RANGE_TYPE RangeType;
|
|
8, // UINT NumDescriptors;
|
|
0, // UINT BaseShaderRegister;
|
|
0, // UINT RegisterSpace;
|
|
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND // UINT OffsetInDescriptorsFromTableStart;
|
|
};
|
|
|
|
D3D12_DESCRIPTOR_RANGE desc_range_sampler = {
|
|
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, // D3D12_DESCRIPTOR_RANGE_TYPE RangeType;
|
|
8, // UINT NumDescriptors;
|
|
0, // UINT BaseShaderRegister;
|
|
0, // UINT RegisterSpace;
|
|
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND // UINT OffsetInDescriptorsFromTableStart;
|
|
};
|
|
|
|
D3D12_ROOT_PARAMETER root_parameters[6];
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SRV].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SRV].DescriptorTable.NumDescriptorRanges = 1;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SRV].DescriptorTable.pDescriptorRanges = &desc_range_srv;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SRV].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].DescriptorTable.NumDescriptorRanges = 1;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].DescriptorTable.pDescriptorRanges = &desc_range_sampler;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_GS_CBV].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
|
root_parameters[DESCRIPTOR_TABLE_GS_CBV].Descriptor.RegisterSpace = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_GS_CBV].Descriptor.ShaderRegister = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_GS_CBV].ShaderVisibility = D3D12_SHADER_VISIBILITY_GEOMETRY;
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_VS_CBV].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
|
root_parameters[DESCRIPTOR_TABLE_VS_CBV].Descriptor.RegisterSpace = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_VS_CBV].Descriptor.ShaderRegister = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_VS_CBV].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].Descriptor.RegisterSpace = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].Descriptor.ShaderRegister = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].Descriptor.RegisterSpace = 0;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].Descriptor.ShaderRegister = 1;
|
|
root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
// D3D12TODO: Add bounding box UAV to root signature.
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {};
|
|
root_signature_desc.pParameters = root_parameters;
|
|
root_signature_desc.Flags =
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
|
|
|
|
root_signature_desc.NumParameters = ARRAYSIZE(root_parameters);
|
|
|
|
ID3DBlob* text_root_signature_blob;
|
|
ID3DBlob* text_root_signature_error_blob;
|
|
|
|
CheckHR(d3d12_serialize_root_signature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &text_root_signature_blob, &text_root_signature_error_blob));
|
|
|
|
CheckHR(D3D::device12->CreateRootSignature(0, text_root_signature_blob->GetBufferPointer(), text_root_signature_blob->GetBufferSize(), IID_PPV_ARGS(&default_root_signature)));
|
|
}
|
|
|
|
void WaitForOutstandingRenderingToComplete()
|
|
{
|
|
command_list_mgr->ExecuteQueuedWork(true);
|
|
}
|
|
|
|
void Close()
|
|
{
|
|
// we can't release the swapchain while in fullscreen.
|
|
s_swap_chain->SetFullscreenState(false, nullptr);
|
|
|
|
// Release all back buffer references
|
|
for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
|
|
{
|
|
SAFE_RELEASE(s_backbuf[i]);
|
|
}
|
|
|
|
D3D::CleanupPersistentD3DTextureResources();
|
|
|
|
SAFE_RELEASE(s_swap_chain);
|
|
|
|
command_list_mgr.reset();
|
|
command_queue->Release();
|
|
|
|
default_root_signature->Release();
|
|
|
|
gpu_descriptor_heap_mgr.reset();
|
|
sampler_descriptor_heap_mgr.reset();
|
|
rtv_descriptor_heap_mgr.reset();
|
|
dsv_descriptor_heap_mgr.reset();
|
|
|
|
ULONG remaining_references = device12->Release();
|
|
if ((!s_debug_device12 && remaining_references) || (s_debug_device12 && remaining_references > 1))
|
|
{
|
|
ERROR_LOG(VIDEO, "Unreleased D3D12 references: %i.", remaining_references);
|
|
}
|
|
else
|
|
{
|
|
NOTICE_LOG(VIDEO, "Successfully released all D3D12 device references!");
|
|
}
|
|
|
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
|
if (s_debug_device12)
|
|
{
|
|
--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_device12->ReportLiveDeviceObjects(D3D12_RLDO_DETAIL);
|
|
}
|
|
SAFE_RELEASE(s_debug_device12);
|
|
}
|
|
#endif
|
|
|
|
device12 = nullptr;
|
|
current_command_list = nullptr;
|
|
|
|
// unload DLLs
|
|
UnloadDXGI();
|
|
UnloadD3DCompiler();
|
|
UnloadD3D();
|
|
}
|
|
|
|
const std::string VertexShaderVersionString()
|
|
{
|
|
return "vs_5_0";
|
|
}
|
|
|
|
const std::string GeometryShaderVersionString()
|
|
{
|
|
return "gs_5_0";
|
|
}
|
|
|
|
const std::string PixelShaderVersionString()
|
|
{
|
|
return "ps_5_0";
|
|
}
|
|
|
|
D3DTexture2D* &GetBackBuffer()
|
|
{
|
|
return s_backbuf[s_current_back_buf];
|
|
}
|
|
|
|
unsigned int GetBackBufferWidth()
|
|
{
|
|
return s_xres;
|
|
}
|
|
|
|
unsigned int GetBackBufferHeight()
|
|
{
|
|
return s_yres;
|
|
}
|
|
|
|
// Returns the maximum width/height of a texture.
|
|
unsigned int GetMaxTextureSize()
|
|
{
|
|
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
// release all back buffer references
|
|
for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
|
|
{
|
|
SAFE_RELEASE(s_backbuf[i]);
|
|
}
|
|
|
|
// Block until all commands have finished.
|
|
// This will also final-release all pending resources (including the backbuffer above)
|
|
command_list_mgr->ExecuteQueuedWork(true);
|
|
|
|
// resize swapchain buffers
|
|
RECT client;
|
|
GetClientRect(hWnd, &client);
|
|
s_xres = client.right - client.left;
|
|
s_yres = client.bottom - client.top;
|
|
|
|
CheckHR(s_swap_chain->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, s_xres, s_yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0));
|
|
|
|
// recreate back buffer textures
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
for (UINT i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
|
|
{
|
|
ID3D12Resource* buf12 = nullptr;
|
|
hr = s_swap_chain->GetBuffer(i, IID_PPV_ARGS(&buf12));
|
|
|
|
CHECK(SUCCEEDED(hr), "Retrieve back buffer texture");
|
|
|
|
s_backbuf[i] = new D3DTexture2D(buf12,
|
|
D3D11_BIND_RENDER_TARGET,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
false,
|
|
D3D12_RESOURCE_STATE_PRESENT
|
|
);
|
|
|
|
SAFE_RELEASE(buf12);
|
|
SetDebugObjectName12(s_backbuf[i]->GetTex12(), "backbuffer texture");
|
|
}
|
|
|
|
// The 'about-to-be-presented' back buffer index is always set back to '0' upon ResizeBuffers, just like
|
|
// creating a new swap chain.
|
|
s_current_back_buf = 0;
|
|
|
|
s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
}
|
|
|
|
bool BeginFrame()
|
|
{
|
|
if (s_frame_in_progress)
|
|
{
|
|
PanicAlert("BeginFrame called although a frame is already in progress");
|
|
return false;
|
|
}
|
|
s_frame_in_progress = true;
|
|
return (device12 != nullptr);
|
|
}
|
|
|
|
void EndFrame()
|
|
{
|
|
if (!s_frame_in_progress)
|
|
{
|
|
PanicAlert("EndFrame called although no frame is in progress");
|
|
return;
|
|
}
|
|
s_frame_in_progress = false;
|
|
}
|
|
|
|
void Present()
|
|
{
|
|
// The Present function contains logic to ensure we never Present faster than Windows can
|
|
// send to the monitor. If we Present too fast, the Present call will start to block, and we'll be
|
|
// throttled - obviously not desired if vsync is disabled and the emulated CPU speed is > 100%.
|
|
|
|
// The throttling logic ensures that we don't Present more than twice in a given monitor vsync.
|
|
// This is accomplished through timing data - there is a programmatic way to determine if a
|
|
// Present call will block, however after investigation that is not feasible here (without invasive
|
|
// workarounds), due to the fact this method does not actually call Present - we just queue a Present
|
|
// command for the background thread to dispatch.
|
|
|
|
// The monitor refresh rate is determined in Create().
|
|
|
|
static LARGE_INTEGER s_last_present_qpc;
|
|
|
|
LARGE_INTEGER current_qpc;
|
|
QueryPerformanceCounter(¤t_qpc);
|
|
|
|
const double time_elapsed_since_last_present = static_cast<double>(current_qpc.QuadPart - s_last_present_qpc.QuadPart) / s_qpc_frequency.QuadPart;
|
|
|
|
unsigned int present_flags = 0;
|
|
|
|
if (g_ActiveConfig.IsVSync() == false &&
|
|
time_elapsed_since_last_present < (1.0 / static_cast<double>(s_monitor_refresh_rate)) / 2.0
|
|
)
|
|
{
|
|
present_flags = DXGI_PRESENT_TEST; // Causes Present to be a no-op.
|
|
}
|
|
else
|
|
{
|
|
s_last_present_qpc = current_qpc;
|
|
|
|
s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list, D3D12_RESOURCE_STATE_PRESENT);
|
|
s_current_back_buf = (s_current_back_buf + 1) % SWAP_CHAIN_BUFFER_COUNT;
|
|
}
|
|
|
|
command_list_mgr->ExecuteQueuedWorkAndPresent(s_swap_chain, g_ActiveConfig.IsVSync() ? 1 : 0, present_flags);
|
|
|
|
command_list_mgr->m_cpu_access_last_frame = command_list_mgr->m_cpu_access_this_frame;
|
|
command_list_mgr->m_cpu_access_this_frame = false;
|
|
command_list_mgr->m_draws_since_last_execution = 0;
|
|
}
|
|
|
|
HRESULT SetFullscreenState(bool enable_fullscreen)
|
|
{
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT GetFullscreenState(bool* fullscreen_state)
|
|
{
|
|
// Fullscreen exclusive intentionally not supported in DX12 backend. No performance
|
|
// difference between it and windowed full-screen due to usage of a FLIP swap chain.
|
|
*fullscreen_state = false;
|
|
return S_OK;
|
|
}
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} // namespace D3D
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} // namespace DX12
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