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https://github.com/dolphin-emu/dolphin.git
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9316e25652
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.
49 lines
1.3 KiB
C++
49 lines
1.3 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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#pragma once
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#include <d3d11.h>
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
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#include <dxgi1_5.h>
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#include <vector>
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#include <wrl/client.h>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#define CHECK(cond, Message, ...) \
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if (!(cond)) \
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{ \
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PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
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}
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namespace DX11
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{
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using Microsoft::WRL::ComPtr;
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class SwapChain;
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namespace D3D
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{
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extern ComPtr<IDXGIFactory> dxgi_factory;
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extern ComPtr<ID3D11Device> device;
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extern ComPtr<ID3D11Device1> device1;
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extern ComPtr<ID3D11DeviceContext> context;
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extern D3D_FEATURE_LEVEL feature_level;
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bool Create(u32 adapter_index, bool enable_debug_layer);
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void Destroy();
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// Returns a list of supported AA modes for the current device.
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std::vector<u32> GetAAModes(u32 adapter_index);
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// Checks for support of the given texture format.
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bool SupportsTextureFormat(DXGI_FORMAT format);
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} // namespace D3D
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} // namespace DX11
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