DX11:
Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5730 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
49674400e0
commit
91d540ad67
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@ -91,7 +91,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions=""..\..\core\common\win32\release\common.lib""
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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OutputFile="..\..\..\Binary\Win32\Plugins\Plugin_VideoDX11.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -199,7 +199,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -297,7 +297,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions=""..\..\core\common\win32\debug\common.lib""
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib wxbase28ud.lib wxmsw28ud_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib wxbase28ud.lib wxmsw28ud_core.lib"
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OutputFile="..\..\..\Binary\Win32/Plugins\Plugin_VideoDX11D.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -393,7 +393,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11D.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -499,7 +499,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\Win32\Plugins\Plugin_VideoDX11DF.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -608,7 +608,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11DF.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -376,11 +376,12 @@ void Close()
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{
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// release all bound resources
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context->ClearState();
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if (gfxstate) delete gfxstate;
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SAFE_RELEASE(backbuf);
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SAFE_RELEASE(context);
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if (gfxstate) delete gfxstate;
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SAFE_RELEASE(swapchain);
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context->Flush(); // immediately destroy device objects
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SAFE_RELEASE(context);
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ULONG references = device->Release();
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if (references)
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{
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@ -403,12 +404,31 @@ unsigned int GetBackBufferHeight() { return yres; }
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void Reset()
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{
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DXGI_SWAP_CHAIN_DESC desc;
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D3D::swapchain->ResizeBuffers(1, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
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swapchain->GetDesc(&desc);
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xres = desc.BufferDesc.Width;
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yres = desc.BufferDesc.Height;
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// TODO: Check whether we need to do anything here
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// release all back buffer references
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SAFE_RELEASE(backbuf);
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// resize swapchain buffers
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RECT client;
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GetClientRect(hWnd, &client);
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xres = client.right - client.left;
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yres = client.bottom - client.top;
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D3D::swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
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// recreate back buffer texture
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ID3D11Texture2D* buf;
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HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
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if (FAILED(hr))
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{
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MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
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device->Release();
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context->Release();
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swapchain->Release();
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return;
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}
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backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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buf->Release();
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
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}
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bool BeginFrame()
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@ -45,7 +45,7 @@ void ReplaceTexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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if (level != 0) PanicAlert("Dynamic textures don't support mipmaps, but given level is not 0 at %s %d\n", __FILE__, __LINE__);
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if (usage == D3D11_USAGE_DYNAMIC && level != 0) PanicAlert("Dynamic textures don't support mipmaps, but given level is not 0 at %s %d\n", __FILE__, __LINE__);
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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outptr = (u8*)map.pData;
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@ -174,6 +174,7 @@ int CD3DFont::Init()
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PanicAlert("Failed to create font texture");
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
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// lock the surface and write the alpha values for the set pixels
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D3D11_MAPPED_SUBRESOURCE texmap;
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@ -205,12 +206,14 @@ int CD3DFont::Init()
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// setup device objects for drawing
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m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
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if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
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D3DBlob* vsbytecode;
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D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
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if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
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m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
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if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
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const D3D11_INPUT_ELEMENT_DESC desc[] =
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{
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@ -234,10 +237,12 @@ int CD3DFont::Init()
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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// this might need to be changed when adding multisampling support
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
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D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
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@ -245,6 +250,7 @@ int CD3DFont::Init()
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PanicAlert("Failed to create vertex buffer!\n");
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
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return S_OK;
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}
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@ -166,15 +166,19 @@ void PixelShaderCache::Init()
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{
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program));
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
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Clear();
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@ -262,6 +266,8 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode,
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PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
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// make an entry in the table
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PSCacheEntry newentry;
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@ -70,6 +70,10 @@ static float yScale;
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static u32 s_blendMode;
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static bool XFBWrited;
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static char s_sScreenshotName[1024];
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ID3D11Buffer* access_efb_cbuf = NULL;
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ID3D11DepthStencilState* cleardepthstates[2] = {NULL};
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ID3D11RasterizerState* clearraststate = NULL;
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@ -873,6 +877,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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if (s_bScreenshot)
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{
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HRESULT hr = D3DX11SaveTextureToFileA(D3D::context, D3D::GetBackBuffer()->GetTex(), D3DX11_IFF_PNG, s_sScreenshotName);
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s_bScreenshot = false;
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}
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vp = CD3D11_VIEWPORT(0.f, 0.f, s_backbuffer_width, s_backbuffer_height);
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D3D::context->RSSetViewports(1, &vp);
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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s_target_width = EFB_WIDTH * xScale;
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s_target_height = EFB_HEIGHT * yScale;
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s_target_width = (int)(EFB_WIDTH * xScale);
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s_target_height = (int)(EFB_HEIGHT * yScale);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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// Save screenshot
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void Renderer::SetScreenshot(const char* filename)
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{
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PanicAlert("Renderer::SetScreenshot not implemented\n");
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s_criticalScreenshot.Enter();
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strcpy_s(s_sScreenshotName, filename);
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s_bScreenshot = true;
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s_criticalScreenshot.Leave();
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}
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@ -257,7 +257,13 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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D3D11_USAGE usage = (TexLevels == 1) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
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if (!skip_texture_create)
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{
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if (usage == D3D11_USAGE_DYNAMIC) entry.texture = D3DTexture2D::Create(width, height, D3D11_BIND_SHADER_RESOURCE, usage, d3d_fmt, TexLevels);
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// TODO: A little more verbosity in the debug names would be quite helpful..
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if (usage == D3D11_USAGE_DYNAMIC)
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{
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entry.texture = D3DTexture2D::Create(width, height, D3D11_BIND_SHADER_RESOURCE, usage, d3d_fmt, TexLevels);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a (dynamic) texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a (dynamic) texture of the TextureCache");
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}
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else // need to use default textures
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{
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ID3D11Texture2D* pTexture = NULL;
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}
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// we only need the shader resource view
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entry.texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a (static) texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a (static) texture of the TextureCache");
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pTexture->Release();
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}
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if (entry.texture == NULL) PanicAlert("Failed to create texture at %s %d\n", __FILE__, __LINE__);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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Clear();
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@ -249,6 +253,8 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
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// Make an entry in the table
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VSCacheEntry entry;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(D3DBlob* blob)
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{
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if (bytecode) bytecode->Release();
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SAFE_RELEASE(bytecode);
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bytecode = blob;
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blob->AddRef();
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}
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SAFE_RELEASE(bytecode);
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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@ -385,6 +385,7 @@ HRESULT ScreenShot(const char* filename)
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void Video_Screenshot(const char* _szFilename)
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{
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Renderer::SetScreenshot(_szFilename);
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}
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static struct
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