dolphin/Source/Core/VideoBackends/D3D/D3DBase.cpp
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

230 lines
6.8 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/D3DBase.h"
#include <algorithm>
#include <array>
#include "Common/CommonTypes.h"
#include "Common/DynamicLibrary.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
static Common::DynamicLibrary s_d3d11_library;
namespace D3D
{
ComPtr<IDXGIFactory> dxgi_factory;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11Device1> device1;
ComPtr<ID3D11DeviceContext> context;
D3D_FEATURE_LEVEL feature_level;
static ComPtr<ID3D11Debug> s_debug;
constexpr std::array<D3D_FEATURE_LEVEL, 3> s_supported_feature_levels{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
bool Create(u32 adapter_index, bool enable_debug_layer)
{
PFN_D3D11_CREATE_DEVICE d3d11_create_device;
if (!s_d3d11_library.Open("d3d11.dll") ||
!s_d3d11_library.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
{
PanicAlertT("Failed to load d3d11.dll");
s_d3d11_library.Close();
return false;
}
if (!D3DCommon::LoadLibraries())
{
s_d3d11_library.Close();
return false;
}
dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
if (!dxgi_factory)
{
PanicAlertT("Failed to create DXGI factory");
D3DCommon::UnloadLibraries();
s_d3d11_library.Close();
return false;
}
ComPtr<IDXGIAdapter> adapter;
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
adapter = nullptr;
}
// 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.
if (enable_debug_layer)
{
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr,
D3D11_CREATE_DEVICE_DEBUG, s_supported_feature_levels.data(),
static_cast<UINT>(s_supported_feature_levels.size()),
D3D11_SDK_VERSION, &device, &feature_level, &context);
// Debugbreak on D3D error
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&s_debug))))
{
ComPtr<ID3D11InfoQueue> info_queue;
if (SUCCEEDED(s_debug->QueryInterface(IID_PPV_ARGS(&info_queue))))
{
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;
info_queue->AddStorageFilterEntries(&filter);
}
}
else
{
WARN_LOG(VIDEO, "Debug layer requested but not available.");
}
}
if (!enable_debug_layer || FAILED(hr))
{
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
s_supported_feature_levels.data(),
static_cast<UINT>(s_supported_feature_levels.size()),
D3D11_SDK_VERSION, &device, &feature_level, &context);
}
if (FAILED(hr))
{
PanicAlertT(
"Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0");
dxgi_factory.Reset();
D3DCommon::UnloadLibraries();
s_d3d11_library.Close();
return false;
}
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;
}
stateman = std::make_unique<StateManager>();
return true;
}
void Destroy()
{
stateman.reset();
context->ClearState();
context->Flush();
context.Reset();
device1.Reset();
auto remaining_references = device.Reset();
if (s_debug)
{
--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);
}
s_debug.Reset();
}
if (remaining_references)
ERROR_LOG(VIDEO, "Unreleased references: %i.", remaining_references);
else
NOTICE_LOG(VIDEO, "Successfully released all device references!");
dxgi_factory.Reset();
D3DCommon::UnloadLibraries();
s_d3d11_library.Close();
}
std::vector<u32> GetAAModes(u32 adapter_index)
{
// Use temporary device if we don't have one already.
Common::DynamicLibrary temp_lib;
ComPtr<ID3D11Device> temp_device = device;
if (!temp_device)
{
ComPtr<IDXGIFactory> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
if (!temp_dxgi_factory)
return {};
ComPtr<IDXGIAdapter> adapter;
temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
PFN_D3D11_CREATE_DEVICE d3d11_create_device;
if (!temp_lib.Open("d3d11.dll") ||
!temp_lib.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
{
return {};
}
HRESULT hr = d3d11_create_device(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0,
s_supported_feature_levels.data(),
static_cast<UINT>(s_supported_feature_levels.size()),
D3D11_SDK_VERSION, &temp_device, nullptr, nullptr);
if (FAILED(hr))
return {};
}
// 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 {};
std::vector<u32> aa_modes;
for (u32 samples = 1; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
{
UINT quality_levels = 0;
if (SUCCEEDED(temp_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples,
&quality_levels)) &&
quality_levels > 0)
{
aa_modes.push_back(samples);
}
}
return aa_modes;
}
bool SupportsTextureFormat(DXGI_FORMAT format)
{
UINT support;
if (FAILED(device->CheckFormatSupport(format, &support)))
return false;
return (support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
} // namespace D3D
} // namespace DX11