dolphin/Source/Core/VideoBackends/D3DCommon/Common.h
Stenzek 9316e25652 D3DCommon: Fallback to base CreateSwapChain on failure
It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.

In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
2019-06-08 20:11:49 +10:00

47 lines
1.5 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3dcompiler.h>
#include <dxgiformat.h>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/VideoCommon.h"
struct IDXGIFactory;
enum class AbstractTextureFormat : u32;
namespace D3DCommon
{
// Loading dxgi.dll and d3dcompiler.dll
bool LoadLibraries();
void UnloadLibraries();
// Returns a list of D3D device names.
std::vector<std::string> GetAdapterNames();
// Helper function which creates a DXGI factory.
IDXGIFactory* CreateDXGIFactory(bool debug_device);
// Globally-accessible D3DCompiler function.
extern pD3DCompile d3d_compile;
// Helpers for texture format conversion.
DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless);
DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format);
DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer);
DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format);
AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);
// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
void SetDebugObjectName(IUnknown* resource, const char* format, ...);
std::string GetDebugObjectName(IUnknown* resource);
} // namespace D3DCommon