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

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
2015-12-12 12:00:08 +00:00
#include <algorithm>
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**);
static HINSTANCE s_d3d_compiler_dll;
static int s_d3dcompiler_dll_ref;
static D3DREFLECT s_d3d_reflect;
pD3DCompile PD3DCompile = nullptr;
CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
static HINSTANCE s_dxgi_dll;
static int s_dxgi_dll_ref;
static D3D11CREATEDEVICE s_d3d11_create_device;
static HINSTANCE s_d3d_dll;
static int s_d3d_dll_ref;
namespace D3D
{
ID3D11Device* device = nullptr;
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ID3D11Device1* device1 = nullptr;
ID3D11DeviceContext* context = nullptr;
IDXGISwapChain1* swapchain = nullptr;
static IDXGIFactory2* s_dxgi_factory;
static ID3D11Debug* s_debug;
static D3D_FEATURE_LEVEL s_featlevel;
static D3DTexture2D* s_backbuf;
static std::vector<DXGI_SAMPLE_DESC> s_aa_modes; // supported AA modes of the current adapter
static bool s_bgra_textures_supported;
static bool s_allow_tearing_supported;
constexpr UINT NUM_SUPPORTED_FEATURE_LEVELS = 3;
constexpr D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
HRESULT LoadDXGI()
{
if (s_dxgi_dll_ref++ > 0)
return S_OK;
if (s_dxgi_dll)
return S_OK;
s_dxgi_dll = LoadLibraryA("dxgi.dll");
if (!s_dxgi_dll)
{
MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
--s_dxgi_dll_ref;
return E_FAIL;
}
// Even though we use IDXGIFactory2 we use CreateDXGIFactory1 to create it to maintain
// compatibility with Windows 7
PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory1");
if (PCreateDXGIFactory == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory1!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3D()
{
if (s_d3d_dll_ref++ > 0)
return S_OK;
if (s_d3d_dll)
return S_OK;
s_d3d_dll = LoadLibraryA("d3d11.dll");
if (!s_d3d_dll)
{
MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
--s_d3d_dll_ref;
return E_FAIL;
}
s_d3d11_create_device = (D3D11CREATEDEVICE)GetProcAddress(s_d3d_dll, "D3D11CreateDevice");
if (s_d3d11_create_device == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3DCompiler()
{
if (s_d3dcompiler_dll_ref++ > 0)
return S_OK;
if (s_d3d_compiler_dll)
return S_OK;
// The older version of the D3D compiler cannot compile our ubershaders without various
// graphical issues. D3DCOMPILER_DLL_A should point to d3dcompiler_47.dll, so if this fails
// to load, inform the user that they need to update their system.
s_d3d_compiler_dll = LoadLibraryA(D3DCOMPILER_DLL_A);
if (!s_d3d_compiler_dll)
{
PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the "
"KB4019990 update package.",
D3DCOMPILER_DLL_A);
return E_FAIL;
}
s_d3d_reflect = (D3DREFLECT)GetProcAddress(s_d3d_compiler_dll, "D3DReflect");
if (s_d3d_reflect == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error",
MB_OK | MB_ICONERROR);
PD3DCompile = (pD3DCompile)GetProcAddress(s_d3d_compiler_dll, "D3DCompile");
if (PD3DCompile == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
void UnloadDXGI()
{
if (!s_dxgi_dll_ref)
return;
if (--s_dxgi_dll_ref != 0)
return;
if (s_dxgi_dll)
FreeLibrary(s_dxgi_dll);
s_dxgi_dll = nullptr;
PCreateDXGIFactory = nullptr;
}
void UnloadD3D()
{
if (!s_d3d_dll_ref)
return;
if (--s_d3d_dll_ref != 0)
return;
if (s_d3d_dll)
FreeLibrary(s_d3d_dll);
s_d3d_dll = nullptr;
s_d3d11_create_device = nullptr;
}
void UnloadD3DCompiler()
{
if (!s_d3dcompiler_dll_ref)
return;
if (--s_d3dcompiler_dll_ref != 0)
return;
if (s_d3d_compiler_dll)
FreeLibrary(s_d3d_compiler_dll);
s_d3d_compiler_dll = nullptr;
s_d3d_reflect = nullptr;
}
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
{
std::vector<DXGI_SAMPLE_DESC> _aa_modes;
// 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.
ID3D11Device* _device;
ID3D11DeviceContext* _context;
D3D_FEATURE_LEVEL feat_level;
HRESULT hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &_device, &feat_level, &_context);
if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
{
DXGI_SAMPLE_DESC desc;
desc.Count = 1;
desc.Quality = 0;
_aa_modes.push_back(desc);
SAFE_RELEASE(_context);
SAFE_RELEASE(_device);
}
else
{
for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
{
UINT quality_levels = 0;
_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
DXGI_SAMPLE_DESC desc;
desc.Count = samples;
desc.Quality = 0;
if (quality_levels > 0)
_aa_modes.push_back(desc);
}
_context->Release();
_device->Release();
}
return _aa_modes;
}
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
{
D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level,
nullptr);
return feat_level;
}
static bool SupportsS3TCTextures(ID3D11Device* dev)
{
UINT bc1_support, bc2_support, bc3_support;
if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
{
return false;
}
return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
static bool SupportsBPTCTextures(ID3D11Device* dev)
{
// Currently, we only care about BC7. This could be extended to BC6H in the future.
UINT bc7_support;
if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
return false;
return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
static bool CreateSwapChainTextures()
{
ID3D11Texture2D* buf;
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
CHECK(SUCCEEDED(hr), "GetBuffer for swap chain failed with HRESULT %08X", hr);
if (FAILED(hr))
return false;
s_backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
SetDebugObjectName(s_backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName(s_backbuf->GetRTV(), "backbuffer render target view");
return true;
}
static bool CreateSwapChain(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
swap_chain_desc.BufferCount = 2;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.SampleDesc.Quality = 0;
swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
swap_chain_desc.Flags = s_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
HRESULT hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr,
nullptr, &swapchain);
if (FAILED(hr))
{
// Flip-model discard swapchains aren't supported on Windows 8, so here we fall back to
// a sequential swapchain
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
&swapchain);
}
if (FAILED(hr))
{
// Flip-model swapchains aren't supported on Windows 7, so here we fall back to a legacy
// BitBlt-model swapchain
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
&swapchain);
}
if (FAILED(hr))
{
ERROR_LOG(VIDEO, "Failed to create swap chain with HRESULT %08X", hr);
return false;
}
if (!CreateSwapChainTextures())
{
SAFE_RELEASE(swapchain);
return false;
}
return true;
}
HRESULT Create(HWND wnd)
{
HRESULT hr = LoadDXGI();
if (SUCCEEDED(hr))
hr = LoadD3D();
if (SUCCEEDED(hr))
hr = LoadD3DCompiler();
if (FAILED(hr))
{
UnloadDXGI();
UnloadD3D();
UnloadD3DCompiler();
return hr;
}
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
IDXGIAdapter* adapter;
hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
if (FAILED(hr))
{
// try using the first one
hr = s_dxgi_factory->EnumAdapters(0, &adapter);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
}
// get supported AA modes
s_aa_modes = EnumAAModes(adapter);
if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
return desc.Count == g_Config.iMultisamples;
}) == s_aa_modes.end())
{
Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
UpdateActiveConfig();
}
// Check support for allow tearing, we query the interface for backwards compatibility
UINT allow_tearing = FALSE;
IDXGIFactory5* factory5;
hr = s_dxgi_factory->QueryInterface(&factory5);
if (SUCCEEDED(hr))
{
hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
sizeof(allow_tearing));
factory5->Release();
}
s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing;
// 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 (g_Config.bEnableValidationLayer)
{
hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &device, &s_featlevel, &context);
// Debugbreak on D3D error
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug)))
{
ID3D11InfoQueue* infoQueue = nullptr;
if (SUCCEEDED(s_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
{
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->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;
infoQueue->AddStorageFilterEntries(&filter);
infoQueue->Release();
}
}
}
if (!g_Config.bEnableValidationLayer || FAILED(hr))
{
hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &device, &s_featlevel, &context);
}
SAFE_RELEASE(adapter);
if (FAILED(hr) || (wnd && !CreateSwapChain(wnd)))
{
MessageBox(
wnd,
_T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"),
_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(s_dxgi_factory);
return E_FAIL;
}
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hr = device->QueryInterface<ID3D11Device1>(&device1);
if (FAILED(hr))
WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");
// BGRA textures are easier to deal with in TextureCache, but might not be supported
UINT format_support;
device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
s_bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device);
// 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 = s_dxgi_factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
SetDebugObjectName(context, "device context");
stateman = new StateManager;
return S_OK;
}
void Close()
{
// we can't release the swapchain while in fullscreen.
if (swapchain)
swapchain->SetFullscreenState(false, nullptr);
// release all bound resources
context->ClearState();
SAFE_RELEASE(s_backbuf);
SAFE_RELEASE(swapchain);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
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SAFE_RELEASE(device1);
ULONG references = device->Release();
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if (s_debug)
{
--references; // the debug interface increases the refcount of the device, subtract that.
if (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);
}
SAFE_RELEASE(s_debug)
}
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if (references)
{
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
}
else
{
NOTICE_LOG(VIDEO, "Successfully released all device references!");
}
device = nullptr;
// unload DLLs
UnloadD3D();
UnloadDXGI();
}
const char* VertexShaderVersionString()
{
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
return "vs_5_0";
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
return "vs_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "vs_4_0";
}
const char* GeometryShaderVersionString()
{
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
return "gs_5_0";
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
return "gs_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "gs_4_0";
}
const char* PixelShaderVersionString()
{
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
return "ps_5_0";
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
return "ps_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "ps_4_0";
}
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const char* ComputeShaderVersionString()
{
if (s_featlevel == D3D_FEATURE_LEVEL_11_0)
return "cs_5_0";
else if (s_featlevel == D3D_FEATURE_LEVEL_10_1)
return "cs_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "cs_4_0";
}
D3DTexture2D* GetBackBuffer()
{
return s_backbuf;
}
bool BGRATexturesSupported()
{
return s_bgra_textures_supported;
}
bool AllowTearingSupported()
{
return s_allow_tearing_supported;
}
// Returns the maximum width/height of a texture. This value only depends upon the feature level in
// DX11
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level)
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_11_0:
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_9_3:
return 4096;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 2048;
default:
return 0;
}
}
void Reset(HWND new_wnd)
{
SAFE_RELEASE(s_backbuf);
if (swapchain)
{
if (GetFullscreenState())
swapchain->SetFullscreenState(FALSE, nullptr);
SAFE_RELEASE(swapchain);
}
if (new_wnd)
CreateSwapChain(new_wnd);
}
void ResizeSwapChain()
{
SAFE_RELEASE(s_backbuf);
const UINT swap_chain_flags = AllowTearingSupported() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
swapchain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, swap_chain_flags);
if (!CreateSwapChainTextures())
{
PanicAlert("Failed to get swap chain textures");
SAFE_RELEASE(swapchain);
}
}
void Present()
{
UINT present_flags = 0;
// When using sync interval 0, it is recommended to always pass the tearing
// flag when it is supported, even when presenting in windowed mode.
// However, this flag cannot be used if the app is in fullscreen mode as a
// result of calling SetFullscreenState.
if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState())
present_flags |= DXGI_PRESENT_ALLOW_TEARING;
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
{
present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO;
}
// TODO: Is 1 the correct value for vsyncing?
swapchain->Present(static_cast<UINT>(g_ActiveConfig.IsVSync()), present_flags);
}
HRESULT SetFullscreenState(bool enable_fullscreen)
{
return swapchain->SetFullscreenState(enable_fullscreen, nullptr);
}
bool GetFullscreenState()
{
BOOL state = FALSE;
swapchain->GetFullscreenState(&state, nullptr);
return !!state;
}
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
#endif
}
std::string GetDebugObjectName(ID3D11DeviceChild* resource)
{
std::string name;
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
{
UINT size = 0;
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); // get required size
name.resize(size);
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
}
#endif
return name;
}
} // namespace D3D
} // namespace DX11