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
{
HINSTANCE hD3DCompilerDll = nullptr;
D3DREFLECT PD3DReflect = nullptr;
pD3DCompile PD3DCompile = nullptr;
int d3dcompiler_dll_ref = 0;
CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
HINSTANCE hDXGIDll = nullptr;
int dxgi_dll_ref = 0;
static D3D11CREATEDEVICE PD3D11CreateDevice = nullptr;
HINSTANCE hD3DDll = nullptr;
int d3d_dll_ref = 0;
namespace D3D
{
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
static IDXGISwapChain1* swapchain = nullptr;
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static ID3D11Debug* debug = nullptr;
D3D_FEATURE_LEVEL featlevel;
D3DTexture2D* backbuf = nullptr;
HWND hWnd;
std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter
bool bgra_textures_supported;
#define NUM_SUPPORTED_FEATURE_LEVELS 3
const 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};
unsigned int xres, yres;
bool bFrameInProgress = false;
HRESULT LoadDXGI()
{
if (dxgi_dll_ref++ > 0)
return S_OK;
if (hDXGIDll)
return S_OK;
hDXGIDll = LoadLibraryA("dxgi.dll");
if (!hDXGIDll)
{
MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
--dxgi_dll_ref;
return E_FAIL;
}
PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory");
if (PCreateDXGIFactory == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3D()
{
if (d3d_dll_ref++ > 0)
return S_OK;
if (hD3DDll)
return S_OK;
hD3DDll = LoadLibraryA("d3d11.dll");
if (!hD3DDll)
{
MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
--d3d_dll_ref;
return E_FAIL;
}
PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice");
if (PD3D11CreateDevice == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
HRESULT LoadD3DCompiler()
{
if (d3dcompiler_dll_ref++ > 0)
return S_OK;
if (hD3DCompilerDll)
return S_OK;
// try to load D3DCompiler first to check whether we have proper runtime support
// try to use the dll the backend was compiled against first - don't bother about debug runtimes
hD3DCompilerDll = LoadLibraryA(D3DCOMPILER_DLL_A);
if (!hD3DCompilerDll)
{
// if that fails, use the dll which should be available in every SDK which officially supports
// DX11.
hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll");
if (!hD3DCompilerDll)
{
MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please",
"Critical error", MB_OK | MB_ICONERROR);
return E_FAIL;
}
else
{
NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try "
"updating your DX runtime first.");
}
}
PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect");
if (PD3DReflect == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error",
MB_OK | MB_ICONERROR);
PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile");
if (PD3DCompile == nullptr)
MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error",
MB_OK | MB_ICONERROR);
return S_OK;
}
void UnloadDXGI()
{
if (!dxgi_dll_ref)
return;
if (--dxgi_dll_ref != 0)
return;
if (hDXGIDll)
FreeLibrary(hDXGIDll);
hDXGIDll = nullptr;
PCreateDXGIFactory = nullptr;
}
void UnloadD3D()
{
if (!d3d_dll_ref)
return;
if (--d3d_dll_ref != 0)
return;
if (hD3DDll)
FreeLibrary(hD3DDll);
hD3DDll = nullptr;
PD3D11CreateDevice = nullptr;
}
void UnloadD3DCompiler()
{
if (!d3dcompiler_dll_ref)
return;
if (--d3dcompiler_dll_ref != 0)
return;
if (hD3DCompilerDll)
FreeLibrary(hD3DCompilerDll);
hD3DCompilerDll = nullptr;
PD3DReflect = 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;
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HRESULT hr = PD3D11CreateDevice(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;
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PD3D11CreateDevice(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;
}
HRESULT Create(HWND wnd)
{
hWnd = wnd;
HRESULT hr;
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
hr = LoadDXGI();
if (SUCCEEDED(hr))
hr = LoadD3D();
if (SUCCEEDED(hr))
hr = LoadD3DCompiler();
if (FAILED(hr))
{
UnloadDXGI();
UnloadD3D();
UnloadD3DCompiler();
return hr;
}
IDXGIFactory2* factory;
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
IDXGIAdapter* adapter;
hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
if (FAILED(hr))
{
// try using the first one
hr = 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
aa_modes = EnumAAModes(adapter);
if (std::find_if(aa_modes.begin(), aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
return desc.Count == g_Config.iMultisamples;
}) == aa_modes.end())
{
Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
UpdateActiveConfig();
}
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.Width = xres;
swap_chain_desc.Height = yres;
// By creating a stereo swapchain early we can toggle Quad-Buffered stereoscopy
// while the game is running.
swap_chain_desc.Stereo =
g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER || factory->IsWindowedStereoEnabled();
#if defined(_DEBUG) || defined(DEBUGFAST)
// 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.
{
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hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &device, &featlevel, &context);
// Debugbreak on D3D error
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug)))
{
ID3D11InfoQueue* infoQueue = nullptr;
if (SUCCEEDED(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 (FAILED(hr))
#endif
{
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hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel,
&context);
}
if (SUCCEEDED(hr))
{
hr = 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 = 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 = factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
&swapchain);
}
}
if (FAILED(hr))
{
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(swapchain);
return E_FAIL;
}
// 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 11 backend"),
MB_OK | MB_ICONERROR);
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
SAFE_RELEASE(factory);
SAFE_RELEASE(adapter);
if (SConfig::GetInstance().bFullscreen && !g_ActiveConfig.bBorderlessFullscreen)
{
swapchain->SetFullscreenState(true, nullptr);
swapchain->ResizeBuffers(0, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
}
ID3D11Texture2D* buf;
hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return E_FAIL;
}
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf != nullptr, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
// BGRA textures are easier to deal with in TextureCache, but might not be supported by the
// hardware
UINT format_support;
device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
stateman = new StateManager;
return S_OK;
}
void Close()
{
// we can't release the swapchain while in fullscreen.
swapchain->SetFullscreenState(false, nullptr);
// release all bound resources
context->ClearState();
SAFE_RELEASE(backbuf);
SAFE_RELEASE(swapchain);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
ULONG references = device->Release();
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#if defined(_DEBUG) || defined(DEBUGFAST)
if (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
debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
}
SAFE_RELEASE(debug)
}
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#endif
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 (featlevel == D3D_FEATURE_LEVEL_11_0)
return "vs_5_0";
else if (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 (featlevel == D3D_FEATURE_LEVEL_11_0)
return "gs_5_0";
else if (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 (featlevel == D3D_FEATURE_LEVEL_11_0)
return "ps_5_0";
else if (featlevel == D3D_FEATURE_LEVEL_10_1)
return "ps_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/
return "ps_4_0";
}
D3DTexture2D*& GetBackBuffer()
{
return backbuf;
}
unsigned int GetBackBufferWidth()
{
return xres;
}
unsigned int GetBackBufferHeight()
{
return yres;
}
bool BGRATexturesSupported()
{
return bgra_textures_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()
{
// release all back buffer references
SAFE_RELEASE(backbuf);
// resize swapchain buffers
RECT client;
GetClientRect(hWnd, &client);
xres = client.right - client.left;
yres = client.bottom - client.top;
D3D::swapchain->ResizeBuffers(0, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
// recreate back buffer texture
ID3D11Texture2D* buf;
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
if (FAILED(hr))
{
MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
SAFE_RELEASE(device);
SAFE_RELEASE(context);
SAFE_RELEASE(swapchain);
return;
}
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf != nullptr, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (device != nullptr);
}
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame called although no frame is in progress");
return;
}
bFrameInProgress = false;
}
void Present()
{
UINT present_flags = 0;
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER)
present_flags = DXGI_PRESENT_STEREO_TEMPORARY_MONO;
// TODO: Is 1 the correct value for vsyncing?
swapchain->Present((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;
}
} // namespace D3D
} // namespace DX11