Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
This commit is contained in:
commit
f3fadd7302
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@ -11,6 +11,7 @@ add_library(common
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Crypto/ec.cpp
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Debug/MemoryPatches.cpp
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Debug/Watches.cpp
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DynamicLibrary.cpp
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ENetUtil.cpp
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File.cpp
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FileSearch.cpp
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@ -63,6 +63,7 @@
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<ClInclude Include="DebugInterface.h" />
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<ClInclude Include="Debug\MemoryPatches.h" />
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<ClInclude Include="Debug\Watches.h" />
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<ClInclude Include="DynamicLibrary.h" />
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<ClInclude Include="ENetUtil.h" />
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<ClInclude Include="Event.h" />
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<ClInclude Include="File.h" />
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@ -184,6 +185,7 @@
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<ClCompile Include="Config\Layer.cpp" />
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<ClCompile Include="Debug\MemoryPatches.cpp" />
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<ClCompile Include="Debug\Watches.cpp" />
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<ClCompile Include="DynamicLibrary.cpp" />
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<ClCompile Include="ENetUtil.cpp" />
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<ClCompile Include="File.cpp" />
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<ClCompile Include="FileSearch.cpp" />
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@ -258,4 +260,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -276,6 +276,8 @@
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<ClInclude Include="GL\GLContext.h">
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<Filter>GL\GLInterface</Filter>
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</ClInclude>
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<ClInclude Include="VariantUtil.h" />
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<ClInclude Include="DynamicLibrary.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="CDUtils.cpp" />
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@ -357,6 +359,7 @@
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<ClCompile Include="GL\GLContext.cpp">
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<Filter>GL\GLInterface</Filter>
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</ClCompile>
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<ClCompile Include="DynamicLibrary.cpp" />
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</ItemGroup>
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<ItemGroup>
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<Text Include="CMakeLists.txt" />
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@ -364,4 +367,4 @@
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<ItemGroup>
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<Natvis Include="BitField.natvis" />
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</ItemGroup>
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</Project>
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</Project>
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@ -0,0 +1,100 @@
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// Copyright 2019 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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#include "Common/DynamicLibrary.h"
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/StringUtil.h"
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#ifdef _WIN32
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#include <Windows.h>
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#else
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#include <dlfcn.h>
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#endif
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namespace Common
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{
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DynamicLibrary::DynamicLibrary() = default;
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DynamicLibrary::DynamicLibrary(const char* filename)
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{
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Open(filename);
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}
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DynamicLibrary::~DynamicLibrary()
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{
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Close();
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}
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std::string DynamicLibrary::GetUnprefixedFilename(const char* filename)
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{
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#if defined(_WIN32)
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return std::string(filename) + ".dll";
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#elif defined(__APPLE__)
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return std::string(filename) + ".dylib";
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#else
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return std::string(filename) + ".so";
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#endif
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}
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std::string DynamicLibrary::GetVersionedFilename(const char* libname, int major, int minor)
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{
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#if defined(_WIN32)
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if (major >= 0 && minor >= 0)
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return StringFromFormat("%s-%d-%d.dll", libname, major, minor);
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else if (major >= 0)
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return StringFromFormat("%s-%d.dll", libname, major);
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else
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return StringFromFormat("%s.dll", libname);
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#elif defined(__APPLE__)
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const char* prefix = std::strncmp(libname, "lib", 3) ? "lib" : "";
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if (major >= 0 && minor >= 0)
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return StringFromFormat("%s%s.%d.%d.dylib", prefix, libname, major, minor);
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else if (major >= 0)
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return StringFromFormat("%s%s.%d.dylib", prefix, libname, major);
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else
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return StringFromFormat("%s%s.dylib", prefix, libname);
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#else
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const char* prefix = std::strncmp(libname, "lib", 3) ? "lib" : "";
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if (major >= 0 && minor >= 0)
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return StringFromFormat("%s%s.so.%d.%d", prefix, libname, major, minor);
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else if (major >= 0)
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return StringFromFormat("%s%s.so.%d", prefix, libname, major);
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else
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return StringFromFormat("%s%s.so", prefix, libname);
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#endif
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}
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bool DynamicLibrary::Open(const char* filename)
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{
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#ifdef _WIN32
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m_handle = reinterpret_cast<void*>(LoadLibraryA(filename));
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#else
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m_handle = dlopen(filename, RTLD_NOW);
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#endif
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return m_handle != nullptr;
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}
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void DynamicLibrary::Close()
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{
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if (!IsOpen())
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return;
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#ifdef _WIN32
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FreeLibrary(reinterpret_cast<HMODULE>(m_handle));
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#else
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dlclose(m_handle);
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#endif
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m_handle = nullptr;
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}
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void* DynamicLibrary::GetSymbolAddress(const char* name) const
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{
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#ifdef _WIN32
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return reinterpret_cast<void*>(GetProcAddress(reinterpret_cast<HMODULE>(m_handle), name));
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#else
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return reinterpret_cast<void*>(dlsym(m_handle, name));
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#endif
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}
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} // namespace Common
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@ -0,0 +1,67 @@
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// Copyright 2019 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 <atomic>
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#include <string>
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namespace Common
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{
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/**
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* Provides a platform-independent interface for loading a dynamic library and retrieving symbols.
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* The interface maintains an internal reference count to allow one handle to be shared between
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* multiple users.
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*/
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class DynamicLibrary final
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{
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public:
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// Default constructor, does not load a library.
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DynamicLibrary();
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// Automatically loads the specified library. Call IsOpen() to check validity before use.
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DynamicLibrary(const char* filename);
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// Closes the library.
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~DynamicLibrary();
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// Returns the specified library name with the platform-specific suffix added.
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static std::string GetUnprefixedFilename(const char* filename);
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// Returns the specified library name in platform-specific format.
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// Major/minor versions will not be included if set to -1.
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// If libname already contains the "lib" prefix, it will not be added again.
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// Windows: LIBNAME-MAJOR-MINOR.dll
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// Linux: libLIBNAME.so.MAJOR.MINOR
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// Mac: libLIBNAME.MAJOR.MINOR.dylib
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static std::string GetVersionedFilename(const char* libname, int major = -1, int minor = -1);
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// Returns true if a module is loaded, otherwise false.
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bool IsOpen() const { return m_handle != nullptr; }
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// Loads (or replaces) the handle with the specified library file name.
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// Returns true if the library was loaded and can be used.
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bool Open(const char* filename);
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// Unloads the library, any function pointers from this library are no longer valid.
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void Close();
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// Returns the address of the specified symbol (function or variable) as an untyped pointer.
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// If the specified symbol does not exist in this library, nullptr is returned.
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void* GetSymbolAddress(const char* name) const;
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// Obtains the address of the specified symbol, automatically casting to the correct type.
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// Returns true if the symbol was found and assigned, otherwise false.
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template <typename T>
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bool GetSymbol(const char* name, T* ptr) const
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{
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*ptr = reinterpret_cast<T>(GetSymbolAddress(name));
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return *ptr != nullptr;
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}
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private:
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// Platform-dependent data type representing a dynamic library handle.
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void* m_handle = nullptr;
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};
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} // namespace Common
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@ -4,6 +4,7 @@ add_subdirectory(Software)
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add_subdirectory(Vulkan)
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if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
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add_subdirectory(D3DCommon)
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add_subdirectory(D3D)
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endif()
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@ -6,17 +6,18 @@
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static ID3D11Buffer* s_bbox_buffer;
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static ID3D11Buffer* s_bbox_staging_buffer;
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static ID3D11UnorderedAccessView* s_bbox_uav;
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static ComPtr<ID3D11Buffer> s_bbox_buffer;
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static ComPtr<ID3D11Buffer> s_bbox_staging_buffer;
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static ComPtr<ID3D11UnorderedAccessView> s_bbox_uav;
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ID3D11UnorderedAccessView*& BBox::GetUAV()
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ID3D11UnorderedAccessView* BBox::GetUAV()
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{
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return s_bbox_uav;
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return s_bbox_uav.Get();
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}
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void BBox::Init()
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@ -35,7 +36,7 @@ void BBox::Init()
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HRESULT hr;
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hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer);
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CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer.");
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D3D::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer");
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D3DCommon::SetDebugObjectName(s_bbox_buffer.Get(), "BoundingBox Buffer");
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// Second to use as a staging buffer.
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desc.Usage = D3D11_USAGE_STAGING;
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@ -43,7 +44,7 @@ void BBox::Init()
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desc.BindFlags = 0;
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hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_staging_buffer);
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CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer.");
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D3D::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer");
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D3DCommon::SetDebugObjectName(s_bbox_staging_buffer.Get(), "BoundingBox Staging Buffer");
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// UAV is required to allow concurrent access.
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D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc = {};
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@ -52,37 +53,37 @@ void BBox::Init()
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UAVdesc.Buffer.FirstElement = 0;
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UAVdesc.Buffer.Flags = 0;
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UAVdesc.Buffer.NumElements = 4;
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hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav);
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hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer.Get(), &UAVdesc, &s_bbox_uav);
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CHECK(SUCCEEDED(hr), "Create BoundingBox UAV.");
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D3D::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV");
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D3D::stateman->SetOMUAV(s_bbox_uav);
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D3DCommon::SetDebugObjectName(s_bbox_uav.Get(), "BoundingBox UAV");
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D3D::stateman->SetOMUAV(s_bbox_uav.Get());
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}
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}
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void BBox::Shutdown()
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{
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SAFE_RELEASE(s_bbox_buffer);
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SAFE_RELEASE(s_bbox_staging_buffer);
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SAFE_RELEASE(s_bbox_uav);
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s_bbox_uav.Reset();
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s_bbox_staging_buffer.Reset();
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s_bbox_buffer.Reset();
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}
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void BBox::Set(int index, int value)
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{
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D3D11_BOX box{index * sizeof(s32), 0, 0, (index + 1) * sizeof(s32), 1, 1};
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D3D::context->UpdateSubresource(s_bbox_buffer, 0, &box, &value, 0, 0);
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D3D::context->UpdateSubresource(s_bbox_buffer.Get(), 0, &box, &value, 0, 0);
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}
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int BBox::Get(int index)
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{
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int data = 0;
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D3D::context->CopyResource(s_bbox_staging_buffer, s_bbox_buffer);
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D3D::context->CopyResource(s_bbox_staging_buffer.Get(), s_bbox_buffer.Get());
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr = D3D::context->Map(s_bbox_staging_buffer, 0, D3D11_MAP_READ, 0, &map);
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HRESULT hr = D3D::context->Map(s_bbox_staging_buffer.Get(), 0, D3D11_MAP_READ, 0, &map);
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if (SUCCEEDED(hr))
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{
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data = ((s32*)map.pData)[index];
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}
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D3D::context->Unmap(s_bbox_staging_buffer, 0);
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D3D::context->Unmap(s_bbox_staging_buffer.Get(), 0);
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return data;
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}
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}; // namespace DX11
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|
|
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@ -10,7 +10,7 @@ namespace DX11
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class BBox
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{
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public:
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static ID3D11UnorderedAccessView*& GetUAV();
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static ID3D11UnorderedAccessView* GetUAV();
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static void Init();
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static void Shutdown();
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|
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|
|
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@ -26,4 +26,5 @@ target_link_libraries(videod3d
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PUBLIC
|
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common
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videocommon
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videod3dcommon
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)
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|
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@ -46,6 +46,7 @@
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<ClCompile Include="NativeVertexFormat.cpp" />
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<ClCompile Include="PerfQuery.cpp" />
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<ClCompile Include="Render.cpp" />
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<ClCompile Include="SwapChain.cpp" />
|
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<ClCompile Include="VertexManager.cpp" />
|
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</ItemGroup>
|
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<ItemGroup>
|
||||
|
@ -57,6 +58,7 @@
|
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<ClInclude Include="DXTexture.h" />
|
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<ClInclude Include="PerfQuery.h" />
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<ClInclude Include="Render.h" />
|
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<ClInclude Include="SwapChain.h" />
|
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<ClInclude Include="VertexManager.h" />
|
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<ClInclude Include="VideoBackend.h" />
|
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</ItemGroup>
|
||||
|
@ -64,6 +66,9 @@
|
|||
<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
|
||||
<Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\D3DCommon\D3DCommon.vcxproj">
|
||||
<Project>{dea96cf2-f237-4a1a-b32f-c916769efb50}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
|
|
@ -40,6 +40,9 @@
|
|||
<ClCompile Include="DXPipeline.cpp">
|
||||
<Filter>Render</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="SwapChain.cpp">
|
||||
<Filter>Render</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="D3DBase.h">
|
||||
|
@ -70,5 +73,8 @@
|
|||
<ClInclude Include="DXPipeline.h">
|
||||
<Filter>Render</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="SwapChain.h">
|
||||
<Filter>Render</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -5,6 +5,7 @@
|
|||
#include <algorithm>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/DynamicLibrary.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
@ -13,221 +14,31 @@
|
|||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/Common.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;
|
||||
|
||||
static Common::DynamicLibrary s_d3d11_library;
|
||||
namespace D3D
|
||||
{
|
||||
ID3D11Device* device = nullptr;
|
||||
ID3D11Device1* device1 = nullptr;
|
||||
ID3D11DeviceContext* context = nullptr;
|
||||
IDXGISwapChain1* swapchain = nullptr;
|
||||
ComPtr<IDXGIFactory2> dxgi_factory;
|
||||
ComPtr<ID3D11Device> device;
|
||||
ComPtr<ID3D11Device1> device1;
|
||||
ComPtr<ID3D11DeviceContext> context;
|
||||
D3D_FEATURE_LEVEL feature_level;
|
||||
|
||||
static IDXGIFactory2* s_dxgi_factory;
|
||||
static ID3D11Debug* s_debug;
|
||||
static D3D_FEATURE_LEVEL s_featlevel;
|
||||
static std::unique_ptr<DXTexture> s_swap_chain_texture;
|
||||
static std::unique_ptr<DXFramebuffer> s_swap_chain_framebuffer;
|
||||
static ComPtr<ID3D11Debug> s_debug;
|
||||
|
||||
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] = {
|
||||
static constexpr D3D_FEATURE_LEVEL s_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)
|
||||
static bool SupportsS3TCTextures()
|
||||
{
|
||||
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)))
|
||||
if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
|
||||
FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
|
||||
FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -235,449 +46,201 @@ static bool SupportsS3TCTextures(ID3D11Device* dev)
|
|||
return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
|
||||
}
|
||||
|
||||
static bool SupportsBPTCTextures(ID3D11Device* dev)
|
||||
static bool SupportsBPTCTextures()
|
||||
{
|
||||
// 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)))
|
||||
if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
|
||||
return false;
|
||||
|
||||
return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
|
||||
}
|
||||
|
||||
static bool CreateSwapChainFramebuffer()
|
||||
bool Create(u32 adapter_index, bool enable_debug_layer)
|
||||
{
|
||||
ID3D11Texture2D* texture;
|
||||
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&texture);
|
||||
CHECK(SUCCEEDED(hr), "GetBuffer for swap chain failed with HRESULT %08X", hr);
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
texture->GetDesc(&desc);
|
||||
|
||||
s_swap_chain_texture = std::make_unique<DXTexture>(
|
||||
TextureConfig(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize, desc.SampleDesc.Count,
|
||||
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget),
|
||||
texture, nullptr, nullptr);
|
||||
|
||||
ID3D11RenderTargetView* rtv;
|
||||
CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(texture, D3D11_RTV_DIMENSION_TEXTURE2DARRAY, desc.Format,
|
||||
0, 0, desc.ArraySize);
|
||||
hr = device->CreateRenderTargetView(texture, &rtv_desc, &rtv);
|
||||
CHECK(SUCCEEDED(hr), "Create render target view for swap chain");
|
||||
if (FAILED(hr))
|
||||
PFN_D3D11_CREATE_DEVICE d3d11_create_device;
|
||||
if (!s_d3d11_library.Open("d3d11.dll") ||
|
||||
!s_d3d11_library.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
|
||||
{
|
||||
s_swap_chain_texture.reset();
|
||||
PanicAlertT("Failed to load d3d11.dll");
|
||||
s_d3d11_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
SetDebugObjectName(texture, "backbuffer texture");
|
||||
SetDebugObjectName(rtv, "backbuffer render target view");
|
||||
s_swap_chain_framebuffer = std::make_unique<DXFramebuffer>(
|
||||
s_swap_chain_texture.get(), nullptr, AbstractTextureFormat::RGBA8,
|
||||
AbstractTextureFormat::Undefined, desc.Width, desc.Height, desc.ArraySize,
|
||||
desc.SampleDesc.Count, rtv, nullptr, nullptr);
|
||||
|
||||
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))
|
||||
if (!D3DCommon::LoadLibraries())
|
||||
{
|
||||
// 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);
|
||||
s_d3d11_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!CreateSwapChainFramebuffer())
|
||||
dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
|
||||
if (!dxgi_factory)
|
||||
{
|
||||
SAFE_RELEASE(swapchain);
|
||||
PanicAlertT("Failed to create DXGI factory");
|
||||
D3DCommon::UnloadLibraries();
|
||||
s_d3d11_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
HRESULT Create(HWND wnd)
|
||||
{
|
||||
HRESULT hr = LoadDXGI();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = LoadD3D();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = LoadD3DCompiler();
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
UnloadDXGI();
|
||||
UnloadD3D();
|
||||
UnloadD3DCompiler();
|
||||
return hr;
|
||||
WARN_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
|
||||
adapter = nullptr;
|
||||
}
|
||||
|
||||
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)
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
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);
|
||||
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr,
|
||||
D3D11_CREATE_DEVICE_DEBUG, s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &device, &feature_level, &context);
|
||||
|
||||
// Debugbreak on D3D error
|
||||
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug)))
|
||||
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&s_debug))))
|
||||
{
|
||||
ID3D11InfoQueue* infoQueue = nullptr;
|
||||
if (SUCCEEDED(s_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
|
||||
ComPtr<ID3D11InfoQueue> info_queue;
|
||||
if (SUCCEEDED(s_debug->QueryInterface(IID_PPV_ARGS(&info_queue))))
|
||||
{
|
||||
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
|
||||
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;
|
||||
infoQueue->AddStorageFilterEntries(&filter);
|
||||
infoQueue->Release();
|
||||
info_queue->AddStorageFilterEntries(&filter);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_LOG(VIDEO, "Debug layer requested but not available.");
|
||||
}
|
||||
}
|
||||
|
||||
if (!g_Config.bEnableValidationLayer || FAILED(hr))
|
||||
if (!enable_debug_layer || 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);
|
||||
hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
|
||||
s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &device, &feature_level, &context);
|
||||
}
|
||||
|
||||
SAFE_RELEASE(adapter);
|
||||
|
||||
if (FAILED(hr) || (wnd && !CreateSwapChain(wnd)))
|
||||
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(s_dxgi_factory);
|
||||
return E_FAIL;
|
||||
PanicAlertT(
|
||||
"Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0");
|
||||
D3DCommon::UnloadLibraries();
|
||||
return false;
|
||||
}
|
||||
|
||||
hr = device->QueryInterface<ID3D11Device1>(&device1);
|
||||
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;
|
||||
}
|
||||
|
||||
// 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);
|
||||
g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures();
|
||||
g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures();
|
||||
|
||||
// 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.
|
||||
if (wnd)
|
||||
{
|
||||
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);
|
||||
}
|
||||
// Features only supported with a FL11.0+ device.
|
||||
const bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
|
||||
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
|
||||
g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
|
||||
|
||||
SetDebugObjectName(context, "device context");
|
||||
|
||||
stateman = new StateManager;
|
||||
return S_OK;
|
||||
stateman = std::make_unique<StateManager>();
|
||||
return true;
|
||||
}
|
||||
|
||||
void Close()
|
||||
void Destroy()
|
||||
{
|
||||
// we can't release the swapchain while in fullscreen.
|
||||
if (swapchain)
|
||||
swapchain->SetFullscreenState(false, nullptr);
|
||||
stateman.reset();
|
||||
|
||||
// release all bound resources
|
||||
context->ClearState();
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
SAFE_RELEASE(swapchain);
|
||||
SAFE_DELETE(stateman);
|
||||
context->Flush(); // immediately destroy device objects
|
||||
context->Flush();
|
||||
|
||||
SAFE_RELEASE(context);
|
||||
SAFE_RELEASE(device1);
|
||||
ULONG references = device->Release();
|
||||
context.Reset();
|
||||
device1.Reset();
|
||||
|
||||
auto remaining_references = device.Reset();
|
||||
if (s_debug)
|
||||
{
|
||||
--references; // the debug interface increases the refcount of the device, subtract that.
|
||||
if (references)
|
||||
--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);
|
||||
}
|
||||
SAFE_RELEASE(s_debug)
|
||||
s_debug.Reset();
|
||||
}
|
||||
|
||||
if (references)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
|
||||
}
|
||||
if (remaining_references)
|
||||
ERROR_LOG(VIDEO, "Unreleased references: %i.", remaining_references);
|
||||
else
|
||||
{
|
||||
NOTICE_LOG(VIDEO, "Successfully released all device references!");
|
||||
}
|
||||
device = nullptr;
|
||||
|
||||
// unload DLLs
|
||||
UnloadD3D();
|
||||
UnloadDXGI();
|
||||
D3DCommon::UnloadLibraries();
|
||||
s_d3d11_library.Close();
|
||||
}
|
||||
|
||||
const char* VertexShaderVersionString()
|
||||
std::vector<u32> GetAAModes(u32 adapter_index)
|
||||
{
|
||||
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";
|
||||
}
|
||||
|
||||
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";
|
||||
}
|
||||
|
||||
DXTexture* GetSwapChainTexture()
|
||||
{
|
||||
return s_swap_chain_texture.get();
|
||||
}
|
||||
DXFramebuffer* GetSwapChainFramebuffer()
|
||||
{
|
||||
return s_swap_chain_framebuffer.get();
|
||||
}
|
||||
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)
|
||||
// Use temporary device if we don't have one already.
|
||||
Common::DynamicLibrary temp_lib;
|
||||
ComPtr<ID3D11Device> temp_device = device;
|
||||
if (!temp_device)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
ComPtr<IDXGIFactory2> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
|
||||
if (!temp_dxgi_factory)
|
||||
return {};
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_3:
|
||||
return 4096;
|
||||
PFN_D3D11_CREATE_DEVICE d3d11_create_device;
|
||||
if (!temp_lib.Open("d3d11.dll") ||
|
||||
!temp_lib.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
|
||||
{
|
||||
return {};
|
||||
}
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_2:
|
||||
case D3D_FEATURE_LEVEL_9_1:
|
||||
return 2048;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
HRESULT hr = d3d11_create_device(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0,
|
||||
s_supported_feature_levels,
|
||||
static_cast<UINT>(ArraySize(s_supported_feature_levels)),
|
||||
D3D11_SDK_VERSION, &temp_device, nullptr, nullptr);
|
||||
if (FAILED(hr))
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
void Reset(HWND new_wnd)
|
||||
{
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
// 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 {};
|
||||
|
||||
if (swapchain)
|
||||
std::vector<u32> aa_modes;
|
||||
for (u32 samples = 1; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
|
||||
{
|
||||
if (GetFullscreenState())
|
||||
swapchain->SetFullscreenState(FALSE, nullptr);
|
||||
SAFE_RELEASE(swapchain);
|
||||
UINT quality_levels = 0;
|
||||
if (SUCCEEDED(temp_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples,
|
||||
&quality_levels)) &&
|
||||
quality_levels > 0)
|
||||
{
|
||||
aa_modes.push_back(samples);
|
||||
}
|
||||
}
|
||||
|
||||
if (new_wnd)
|
||||
CreateSwapChain(new_wnd);
|
||||
return aa_modes;
|
||||
}
|
||||
|
||||
void ResizeSwapChain()
|
||||
{
|
||||
s_swap_chain_framebuffer.reset();
|
||||
s_swap_chain_texture.reset();
|
||||
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 (!CreateSwapChainFramebuffer())
|
||||
{
|
||||
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.bVSyncActive && !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.bVSyncActive), 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
|
||||
|
|
|
@ -9,90 +9,37 @@
|
|||
#include <d3dcompiler.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <vector>
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "Common/Common.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
#define SAFE_RELEASE(x) \
|
||||
{ \
|
||||
if (x) \
|
||||
(x)->Release(); \
|
||||
(x) = nullptr; \
|
||||
}
|
||||
#define SAFE_DELETE(x) \
|
||||
{ \
|
||||
delete (x); \
|
||||
(x) = nullptr; \
|
||||
}
|
||||
#define SAFE_DELETE_ARRAY(x) \
|
||||
{ \
|
||||
delete[](x); \
|
||||
(x) = nullptr; \
|
||||
}
|
||||
#define CHECK(cond, Message, ...) \
|
||||
if (!(cond)) \
|
||||
{ \
|
||||
PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, __VA_ARGS__); \
|
||||
}
|
||||
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
namespace DX11
|
||||
{
|
||||
using Microsoft::WRL::ComPtr;
|
||||
class SwapChain;
|
||||
|
||||
namespace D3D
|
||||
{
|
||||
HRESULT LoadDXGI();
|
||||
HRESULT LoadD3D();
|
||||
HRESULT LoadD3DCompiler();
|
||||
void UnloadDXGI();
|
||||
void UnloadD3D();
|
||||
void UnloadD3DCompiler();
|
||||
extern ComPtr<IDXGIFactory2> dxgi_factory;
|
||||
extern ComPtr<ID3D11Device> device;
|
||||
extern ComPtr<ID3D11Device1> device1;
|
||||
extern ComPtr<ID3D11DeviceContext> context;
|
||||
extern D3D_FEATURE_LEVEL feature_level;
|
||||
|
||||
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
|
||||
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);
|
||||
bool Create(u32 adapter_index, bool enable_debug_layer);
|
||||
void Destroy();
|
||||
|
||||
HRESULT Create(HWND wnd);
|
||||
void Close();
|
||||
|
||||
extern ID3D11Device* device;
|
||||
extern ID3D11Device1* device1;
|
||||
extern ID3D11DeviceContext* context;
|
||||
extern IDXGISwapChain1* swapchain;
|
||||
|
||||
void Reset(HWND new_wnd);
|
||||
void ResizeSwapChain();
|
||||
void Present();
|
||||
|
||||
DXTexture* GetSwapChainTexture();
|
||||
DXFramebuffer* GetSwapChainFramebuffer();
|
||||
const char* PixelShaderVersionString();
|
||||
const char* GeometryShaderVersionString();
|
||||
const char* VertexShaderVersionString();
|
||||
const char* ComputeShaderVersionString();
|
||||
bool BGRATexturesSupported();
|
||||
bool AllowTearingSupported();
|
||||
|
||||
u32 GetMaxTextureSize(D3D_FEATURE_LEVEL feature_level);
|
||||
|
||||
HRESULT SetFullscreenState(bool enable_fullscreen);
|
||||
bool GetFullscreenState();
|
||||
|
||||
// This function will assign a name to the given resource.
|
||||
// The DirectX debug layer will make it easier to identify resources that way,
|
||||
// e.g. when listing up all resources who have unreleased references.
|
||||
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
|
||||
std::string GetDebugObjectName(ID3D11DeviceChild* resource);
|
||||
// Returns a list of supported AA modes for the current device.
|
||||
std::vector<u32> GetAAModes(u32 adapter_index);
|
||||
|
||||
} // namespace D3D
|
||||
|
||||
typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
|
||||
extern CREATEDXGIFACTORY PCreateDXGIFactory;
|
||||
typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
|
||||
CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
|
||||
D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
|
||||
|
||||
extern pD3DCompile PD3DCompile;
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -13,13 +13,14 @@
|
|||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
namespace D3D
|
||||
{
|
||||
StateManager* stateman;
|
||||
std::unique_ptr<StateManager> stateman;
|
||||
|
||||
StateManager::StateManager() = default;
|
||||
StateManager::~StateManager() = default;
|
||||
|
@ -298,27 +299,14 @@ void StateManager::SyncComputeBindings()
|
|||
}
|
||||
} // namespace D3D
|
||||
|
||||
StateCache::~StateCache()
|
||||
{
|
||||
for (auto& it : m_depth)
|
||||
SAFE_RELEASE(it.second);
|
||||
|
||||
for (auto& it : m_raster)
|
||||
SAFE_RELEASE(it.second);
|
||||
|
||||
for (auto& it : m_blend)
|
||||
SAFE_RELEASE(it.second);
|
||||
|
||||
for (auto& it : m_sampler)
|
||||
SAFE_RELEASE(it.second);
|
||||
}
|
||||
StateCache::~StateCache() = default;
|
||||
|
||||
ID3D11SamplerState* StateCache::Get(SamplerState state)
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(m_lock);
|
||||
auto it = m_sampler.find(state.hex);
|
||||
if (it != m_sampler.end())
|
||||
return it->second;
|
||||
return it->second.Get();
|
||||
|
||||
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
||||
if (state.mipmap_filter == SamplerState::Filter::Linear)
|
||||
|
@ -358,14 +346,11 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
|
|||
sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
|
||||
}
|
||||
|
||||
ID3D11SamplerState* res = nullptr;
|
||||
ComPtr<ID3D11SamplerState> res;
|
||||
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D sampler state failed");
|
||||
m_sampler.emplace(state.hex, res);
|
||||
return res;
|
||||
return res.Get();
|
||||
}
|
||||
|
||||
ID3D11BlendState* StateCache::Get(BlendingState state)
|
||||
|
@ -373,7 +358,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
|
|||
std::lock_guard<std::mutex> guard(m_lock);
|
||||
auto it = m_blend.find(state.hex);
|
||||
if (it != m_blend.end())
|
||||
return it->second;
|
||||
return it->second.Get();
|
||||
|
||||
if (state.logicopenable && D3D::device1)
|
||||
{
|
||||
|
@ -400,7 +385,6 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
|
|||
HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
|
||||
m_blend.emplace(state.hex, res);
|
||||
return res;
|
||||
}
|
||||
|
@ -440,15 +424,11 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
|
|||
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
|
||||
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
|
||||
|
||||
ID3D11BlendState* res = nullptr;
|
||||
|
||||
ComPtr<ID3D11BlendState> res;
|
||||
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D blend state failed");
|
||||
m_blend.emplace(state.hex, res);
|
||||
return res;
|
||||
return res.Get();
|
||||
}
|
||||
|
||||
ID3D11RasterizerState* StateCache::Get(RasterizationState state)
|
||||
|
@ -456,7 +436,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
|
|||
std::lock_guard<std::mutex> guard(m_lock);
|
||||
auto it = m_raster.find(state.hex);
|
||||
if (it != m_raster.end())
|
||||
return it->second;
|
||||
return it->second.Get();
|
||||
|
||||
static constexpr std::array<D3D11_CULL_MODE, 4> cull_modes = {
|
||||
{D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK}};
|
||||
|
@ -466,14 +446,11 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
|
|||
desc.CullMode = cull_modes[state.cullmode];
|
||||
desc.ScissorEnable = TRUE;
|
||||
|
||||
ID3D11RasterizerState* res = nullptr;
|
||||
ComPtr<ID3D11RasterizerState> res;
|
||||
HRESULT hr = D3D::device->CreateRasterizerState(&desc, &res);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D rasterizer state failed");
|
||||
m_raster.emplace(state.hex, res);
|
||||
return res;
|
||||
return res.Get();
|
||||
}
|
||||
|
||||
ID3D11DepthStencilState* StateCache::Get(DepthState state)
|
||||
|
@ -481,7 +458,7 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
|
|||
std::lock_guard<std::mutex> guard(m_lock);
|
||||
auto it = m_depth.find(state.hex);
|
||||
if (it != m_depth.end())
|
||||
return it->second;
|
||||
return it->second.Get();
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
|
||||
|
||||
|
@ -512,17 +489,11 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
|
|||
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
}
|
||||
|
||||
ID3D11DepthStencilState* res = nullptr;
|
||||
|
||||
ComPtr<ID3D11DepthStencilState> res;
|
||||
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
|
||||
if (SUCCEEDED(hr))
|
||||
D3D::SetDebugObjectName(res, "depth-stencil state used to emulate the GX pipeline");
|
||||
else
|
||||
PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
|
||||
|
||||
CHECK(SUCCEEDED(hr), "Creating D3D depth stencil state failed");
|
||||
m_depth.emplace(state.hex, res);
|
||||
|
||||
return res;
|
||||
return res.Get();
|
||||
}
|
||||
|
||||
D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include <array>
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <unordered_map>
|
||||
|
||||
|
@ -34,10 +35,10 @@ public:
|
|||
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(PrimitiveType primitive);
|
||||
|
||||
private:
|
||||
std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
|
||||
std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
|
||||
std::unordered_map<u32, ID3D11BlendState*> m_blend;
|
||||
std::unordered_map<SamplerState::StorageType, ID3D11SamplerState*> m_sampler;
|
||||
std::unordered_map<u32, ComPtr<ID3D11DepthStencilState>> m_depth;
|
||||
std::unordered_map<u32, ComPtr<ID3D11RasterizerState>> m_raster;
|
||||
std::unordered_map<u32, ComPtr<ID3D11BlendState>> m_blend;
|
||||
std::unordered_map<SamplerState::StorageType, ComPtr<ID3D11SamplerState>> m_sampler;
|
||||
std::mutex m_lock;
|
||||
};
|
||||
|
||||
|
@ -296,7 +297,7 @@ private:
|
|||
ID3D11ComputeShader* m_compute_shader = nullptr;
|
||||
};
|
||||
|
||||
extern StateManager* stateman;
|
||||
extern std::unique_ptr<StateManager> stateman;
|
||||
|
||||
} // namespace D3D
|
||||
|
||||
|
|
|
@ -28,39 +28,9 @@ DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vert
|
|||
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
|
||||
m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op)
|
||||
{
|
||||
if (m_input_layout)
|
||||
m_input_layout->AddRef();
|
||||
if (m_vertex_shader)
|
||||
m_vertex_shader->AddRef();
|
||||
if (m_geometry_shader)
|
||||
m_geometry_shader->AddRef();
|
||||
if (m_pixel_shader)
|
||||
m_pixel_shader->AddRef();
|
||||
if (m_rasterizer_state)
|
||||
m_rasterizer_state->AddRef();
|
||||
if (m_depth_state)
|
||||
m_depth_state->AddRef();
|
||||
if (m_blend_state)
|
||||
m_blend_state->AddRef();
|
||||
}
|
||||
|
||||
DXPipeline::~DXPipeline()
|
||||
{
|
||||
if (m_input_layout)
|
||||
m_input_layout->Release();
|
||||
if (m_vertex_shader)
|
||||
m_vertex_shader->Release();
|
||||
if (m_geometry_shader)
|
||||
m_geometry_shader->Release();
|
||||
if (m_pixel_shader)
|
||||
m_pixel_shader->Release();
|
||||
if (m_rasterizer_state)
|
||||
m_rasterizer_state->Release();
|
||||
if (m_depth_state)
|
||||
m_depth_state->Release();
|
||||
if (m_blend_state)
|
||||
m_blend_state->Release();
|
||||
}
|
||||
DXPipeline::~DXPipeline() = default;
|
||||
|
||||
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
|
||||
{
|
||||
|
@ -71,12 +41,7 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
|
|||
D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
|
||||
StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
|
||||
if (!rasterizer_state || !depth_state || !blend_state)
|
||||
{
|
||||
SAFE_RELEASE(rasterizer_state);
|
||||
SAFE_RELEASE(depth_state);
|
||||
SAFE_RELEASE(blend_state);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
|
||||
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
|
||||
|
|
|
@ -20,13 +20,13 @@ public:
|
|||
bool use_logic_op);
|
||||
~DXPipeline() override;
|
||||
|
||||
ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
|
||||
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
|
||||
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
|
||||
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
|
||||
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
|
||||
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
|
||||
ID3D11BlendState* GetBlendState() const { return m_blend_state; }
|
||||
ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
|
||||
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader.Get(); }
|
||||
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader.Get(); }
|
||||
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader.Get(); }
|
||||
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state.Get(); }
|
||||
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state.Get(); }
|
||||
ID3D11BlendState* GetBlendState() const { return m_blend_state.Get(); }
|
||||
D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
|
||||
bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
|
||||
bool UseLogicOp() const { return m_use_logic_op; }
|
||||
|
@ -34,13 +34,13 @@ public:
|
|||
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
|
||||
|
||||
private:
|
||||
ID3D11InputLayout* m_input_layout;
|
||||
ID3D11VertexShader* m_vertex_shader;
|
||||
ID3D11GeometryShader* m_geometry_shader;
|
||||
ID3D11PixelShader* m_pixel_shader;
|
||||
ID3D11RasterizerState* m_rasterizer_state;
|
||||
ID3D11DepthStencilState* m_depth_state;
|
||||
ID3D11BlendState* m_blend_state;
|
||||
ComPtr<ID3D11InputLayout> m_input_layout;
|
||||
ComPtr<ID3D11VertexShader> m_vertex_shader;
|
||||
ComPtr<ID3D11GeometryShader> m_geometry_shader;
|
||||
ComPtr<ID3D11PixelShader> m_pixel_shader;
|
||||
ComPtr<ID3D11RasterizerState> m_rasterizer_state;
|
||||
ComPtr<ID3D11DepthStencilState> m_depth_state;
|
||||
ComPtr<ID3D11BlendState> m_blend_state;
|
||||
D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
|
||||
bool m_use_logic_op;
|
||||
};
|
||||
|
|
|
@ -2,62 +2,41 @@
|
|||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <fstream>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/DXShader.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
#include "Common/Assert.h"
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
|
||||
: AbstractShader(stage), m_bytecode(bytecode), m_shader(shader)
|
||||
: D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader)
|
||||
{
|
||||
}
|
||||
|
||||
DXShader::~DXShader()
|
||||
{
|
||||
m_shader->Release();
|
||||
}
|
||||
DXShader::~DXShader() = default;
|
||||
|
||||
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
|
||||
{
|
||||
DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
|
||||
return static_cast<ID3D11VertexShader*>(m_shader);
|
||||
return static_cast<ID3D11VertexShader*>(m_shader.Get());
|
||||
}
|
||||
|
||||
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
|
||||
{
|
||||
DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
|
||||
return static_cast<ID3D11GeometryShader*>(m_shader);
|
||||
return static_cast<ID3D11GeometryShader*>(m_shader.Get());
|
||||
}
|
||||
|
||||
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
|
||||
{
|
||||
DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
|
||||
return static_cast<ID3D11PixelShader*>(m_shader);
|
||||
return static_cast<ID3D11PixelShader*>(m_shader.Get());
|
||||
}
|
||||
|
||||
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
|
||||
{
|
||||
DEBUG_ASSERT(m_stage == ShaderStage::Compute);
|
||||
return static_cast<ID3D11ComputeShader*>(m_shader);
|
||||
}
|
||||
|
||||
bool DXShader::HasBinary() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
AbstractShader::BinaryData DXShader::GetBinary() const
|
||||
{
|
||||
return m_bytecode;
|
||||
return static_cast<ID3D11ComputeShader*>(m_shader.Get());
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
|
||||
|
@ -66,48 +45,48 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
ID3D11VertexShader* vs;
|
||||
ComPtr<ID3D11VertexShader> vs;
|
||||
HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
|
||||
CHECK(SUCCEEDED(hr), "Create vertex shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs);
|
||||
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs.Get());
|
||||
}
|
||||
|
||||
case ShaderStage::Geometry:
|
||||
{
|
||||
ID3D11GeometryShader* gs;
|
||||
ComPtr<ID3D11GeometryShader> gs;
|
||||
HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
|
||||
CHECK(SUCCEEDED(hr), "Create geometry shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs);
|
||||
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs.Get());
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Pixel:
|
||||
{
|
||||
ID3D11PixelShader* ps;
|
||||
ComPtr<ID3D11PixelShader> ps;
|
||||
HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
|
||||
CHECK(SUCCEEDED(hr), "Create pixel shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps);
|
||||
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps.Get());
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderStage::Compute:
|
||||
{
|
||||
ID3D11ComputeShader* cs;
|
||||
ComPtr<ID3D11ComputeShader> cs;
|
||||
HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
|
||||
CHECK(SUCCEEDED(hr), "Create compute shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs);
|
||||
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs.Get());
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -117,86 +96,4 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static const char* GetCompileTarget(ShaderStage stage)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
return D3D::VertexShaderVersionString();
|
||||
case ShaderStage::Geometry:
|
||||
return D3D::GeometryShaderVersionString();
|
||||
case ShaderStage::Pixel:
|
||||
return D3D::PixelShaderVersionString();
|
||||
case ShaderStage::Compute:
|
||||
return D3D::ComputeShaderVersionString();
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
bool DXShader::CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
{
|
||||
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
|
||||
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
|
||||
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
|
||||
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
|
||||
const char* target = GetCompileTarget(stage);
|
||||
|
||||
ID3DBlob* code = nullptr;
|
||||
ID3DBlob* errors = nullptr;
|
||||
HRESULT hr = PD3DCompile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
|
||||
&code, &errors);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
static int num_failures = 0;
|
||||
std::string filename = StringFromFormat(
|
||||
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
|
||||
std::ofstream file;
|
||||
File::OpenFStream(file, filename, std::ios_base::out);
|
||||
file.write(source, length);
|
||||
file << "\n";
|
||||
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
errors->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (errors && errors->GetBufferSize() > 0)
|
||||
{
|
||||
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
}
|
||||
SAFE_RELEASE(errors);
|
||||
|
||||
out_bytecode->resize(code->GetBufferSize());
|
||||
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
|
||||
code->Release();
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length)
|
||||
{
|
||||
BinaryData bytecode;
|
||||
if (!CompileShader(&bytecode, stage, source, length))
|
||||
return nullptr;
|
||||
|
||||
return CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
|
||||
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length)
|
||||
{
|
||||
if (length == 0)
|
||||
return nullptr;
|
||||
|
||||
BinaryData bytecode(length);
|
||||
std::memcpy(bytecode.data(), data, length);
|
||||
return CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
} // namespace DX11
|
||||
|
|
|
@ -3,14 +3,14 @@
|
|||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
#include <d3d11.h>
|
||||
#include <memory>
|
||||
|
||||
#include "VideoCommon/AbstractShader.h"
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3DCommon/Shader.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class DXShader final : public AbstractShader
|
||||
class DXShader final : public D3DCommon::Shader
|
||||
{
|
||||
public:
|
||||
DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader);
|
||||
|
@ -23,22 +23,10 @@ public:
|
|||
ID3D11PixelShader* GetD3DPixelShader() const;
|
||||
ID3D11ComputeShader* GetD3DComputeShader() const;
|
||||
|
||||
bool HasBinary() const override;
|
||||
BinaryData GetBinary() const override;
|
||||
|
||||
// Creates a new shader object.
|
||||
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
|
||||
static bool CompileShader(BinaryData* out_bytecode, ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
|
||||
size_t length);
|
||||
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
|
||||
size_t length);
|
||||
|
||||
private:
|
||||
ID3D11DeviceChild* m_shader;
|
||||
BinaryData m_bytecode;
|
||||
ComPtr<ID3D11DeviceChild> m_shader;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -11,141 +11,27 @@
|
|||
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
namespace
|
||||
{
|
||||
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format, bool typeless)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_TYPELESS;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24G8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_TYPELESS;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled texture format.");
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled SRV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetRTVFormatForHostFormat(AbstractTextureFormat format, bool integer)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
default:
|
||||
PanicAlert("Unhandled RTV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_D16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_D32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
|
||||
default:
|
||||
PanicAlert("Unhandled DSV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
} // Anonymous namespace
|
||||
|
||||
DXTexture::DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
|
||||
ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav)
|
||||
: AbstractTexture(tex_config), m_d3d_texture(d3d_texture), m_d3d_srv(d3d_srv),
|
||||
m_d3d_uav(d3d_uav)
|
||||
DXTexture::DXTexture(const TextureConfig& config, ID3D11Texture2D* texture)
|
||||
: AbstractTexture(config), m_texture(texture)
|
||||
{
|
||||
}
|
||||
|
||||
DXTexture::~DXTexture()
|
||||
{
|
||||
if (m_d3d_uav)
|
||||
m_d3d_uav->Release();
|
||||
|
||||
if (m_d3d_srv)
|
||||
{
|
||||
if (D3D::stateman->UnsetTexture(m_d3d_srv) != 0)
|
||||
D3D::stateman->ApplyTextures();
|
||||
|
||||
m_d3d_srv->Release();
|
||||
}
|
||||
m_d3d_texture->Release();
|
||||
if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0)
|
||||
D3D::stateman->ApplyTextures();
|
||||
}
|
||||
|
||||
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
||||
{
|
||||
// Use typeless to create the texture when it's a render target, so we can alias it with an
|
||||
// integer format (for EFB).
|
||||
const DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(config.format, config.IsRenderTarget());
|
||||
const DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(config.format);
|
||||
const DXGI_FORMAT tex_format =
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget());
|
||||
UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
|
||||
if (config.IsRenderTarget())
|
||||
bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
|
||||
|
@ -154,7 +40,7 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
|||
|
||||
CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
|
||||
bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
|
||||
ID3D11Texture2D* d3d_texture;
|
||||
ComPtr<ID3D11Texture2D> d3d_texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
|
@ -163,36 +49,69 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* d3d_srv;
|
||||
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(d3d_texture,
|
||||
config.IsMultisampled() ?
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
|
||||
srv_format, 0, config.levels, 0, config.layers);
|
||||
hr = D3D::device->CreateShaderResourceView(d3d_texture, &srv_desc, &d3d_srv);
|
||||
std::unique_ptr<DXTexture> tex(new DXTexture(config, d3d_texture.Get()));
|
||||
if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
|
||||
return nullptr;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ID3D11Texture2D* texture)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
texture->GetDesc(&desc);
|
||||
|
||||
// Convert to our texture config format.
|
||||
TextureConfig config(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize,
|
||||
desc.SampleDesc.Count,
|
||||
D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format), 0);
|
||||
if (desc.BindFlags & D3D11_BIND_RENDER_TARGET)
|
||||
config.flags |= AbstractTextureFlag_RenderTarget;
|
||||
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS)
|
||||
config.flags |= AbstractTextureFlag_ComputeImage;
|
||||
|
||||
std::unique_ptr<DXTexture> tex(new DXTexture(config, texture));
|
||||
if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE && !tex->CreateSRV())
|
||||
return nullptr;
|
||||
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS && !tex->CreateUAV())
|
||||
return nullptr;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
bool DXTexture::CreateSRV()
|
||||
{
|
||||
const CD3D11_SHADER_RESOURCE_VIEW_DESC desc(
|
||||
m_texture.Get(),
|
||||
m_config.IsMultisampled() ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
|
||||
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, m_config.levels, 0,
|
||||
m_config.layers);
|
||||
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, &m_srv);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers);
|
||||
d3d_texture->Release();
|
||||
return nullptr;
|
||||
PanicAlert("Failed to create %ux%ux%u D3D SRV", m_config.width, m_config.height,
|
||||
m_config.layers);
|
||||
return false;
|
||||
}
|
||||
|
||||
ID3D11UnorderedAccessView* d3d_uav = nullptr;
|
||||
if (config.IsComputeImage())
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DXTexture::CreateUAV()
|
||||
{
|
||||
const CD3D11_UNORDERED_ACCESS_VIEW_DESC desc(
|
||||
m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY,
|
||||
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers);
|
||||
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, &m_uav);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
const CD3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc(
|
||||
d3d_texture, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, srv_format, 0, 0, config.layers);
|
||||
hr = D3D::device->CreateUnorderedAccessView(d3d_texture, &uav_desc, &d3d_uav);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create %ux%ux%u D3D UAV", config.width, config.height, config.layers);
|
||||
d3d_uav->Release();
|
||||
d3d_texture->Release();
|
||||
return nullptr;
|
||||
}
|
||||
PanicAlert("Failed to create %ux%ux%u D3D UAV", m_config.width, m_config.height,
|
||||
m_config.layers);
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::make_unique<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
|
||||
return true;
|
||||
}
|
||||
|
||||
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
|
||||
|
@ -213,8 +132,8 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
|
|||
src_box.back = 1;
|
||||
|
||||
D3D::context->CopySubresourceRegion(
|
||||
m_d3d_texture, D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
|
||||
dst_rect.top, 0, srcentry->m_d3d_texture,
|
||||
m_texture.Get(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
|
||||
dst_rect.top, 0, srcentry->m_texture.Get(),
|
||||
D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
|
||||
}
|
||||
|
||||
|
@ -228,16 +147,16 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
|
|||
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
|
||||
|
||||
D3D::context->ResolveSubresource(
|
||||
m_d3d_texture, D3D11CalcSubresource(level, layer, m_config.levels), srcentry->m_d3d_texture,
|
||||
D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
|
||||
GetDXGIFormatForHostFormat(m_config.format, false));
|
||||
m_texture.Get(), D3D11CalcSubresource(level, layer, m_config.levels),
|
||||
srcentry->m_texture.Get(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
|
||||
}
|
||||
|
||||
void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
|
||||
size_t buffer_size)
|
||||
{
|
||||
size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
|
||||
D3D::context->UpdateSubresource(m_d3d_texture, level, nullptr, buffer,
|
||||
D3D::context->UpdateSubresource(m_texture.Get(), level, nullptr, buffer,
|
||||
static_cast<UINT>(src_pitch), 0);
|
||||
}
|
||||
|
||||
|
@ -251,7 +170,6 @@ DXStagingTexture::~DXStagingTexture()
|
|||
{
|
||||
if (IsMapped())
|
||||
DXStagingTexture::Unmap();
|
||||
SAFE_RELEASE(m_tex);
|
||||
}
|
||||
|
||||
std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
|
||||
|
@ -275,16 +193,16 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
|
|||
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
||||
}
|
||||
|
||||
CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format, false), config.width,
|
||||
config.height, 1, 1, 0, usage, cpu_flags);
|
||||
CD3D11_TEXTURE2D_DESC desc(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false),
|
||||
config.width, config.height, 1, 1, 0, usage, cpu_flags);
|
||||
|
||||
ID3D11Texture2D* texture;
|
||||
ComPtr<ID3D11Texture2D> texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
|
||||
CHECK(SUCCEEDED(hr), "Create staging texture");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture));
|
||||
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture.Get()));
|
||||
}
|
||||
|
||||
void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
|
||||
|
@ -307,14 +225,14 @@ void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
|
|||
{
|
||||
// Copy whole resource, needed for depth textures.
|
||||
D3D::context->CopySubresourceRegion(
|
||||
m_tex, 0, 0, 0, 0, static_cast<const DXTexture*>(src)->GetD3DTexture(),
|
||||
m_tex.Get(), 0, 0, 0, 0, static_cast<const DXTexture*>(src)->GetD3DTexture(),
|
||||
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
|
||||
D3D::context->CopySubresourceRegion(
|
||||
m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
|
||||
m_tex.Get(), 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
|
||||
static_cast<const DXTexture*>(src)->GetD3DTexture(),
|
||||
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box);
|
||||
}
|
||||
|
@ -342,7 +260,8 @@ void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, A
|
|||
{
|
||||
D3D::context->CopySubresourceRegion(
|
||||
static_cast<const DXTexture*>(dst)->GetD3DTexture(),
|
||||
D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), 0, 0, 0, m_tex, 0, nullptr);
|
||||
D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), 0, 0, 0, m_tex.Get(), 0,
|
||||
nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -350,7 +269,8 @@ void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, A
|
|||
D3D::context->CopySubresourceRegion(
|
||||
static_cast<const DXTexture*>(dst)->GetD3DTexture(),
|
||||
D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
|
||||
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 0, &src_box);
|
||||
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex.Get(), 0,
|
||||
&src_box);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -368,7 +288,7 @@ bool DXStagingTexture::Map()
|
|||
map_type = D3D11_MAP_READ_WRITE;
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE sr;
|
||||
HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr);
|
||||
HRESULT hr = D3D::context->Map(m_tex.Get(), 0, map_type, 0, &sr);
|
||||
CHECK(SUCCEEDED(hr), "Map readback texture");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
@ -383,7 +303,7 @@ void DXStagingTexture::Unmap()
|
|||
if (!m_map_pointer)
|
||||
return;
|
||||
|
||||
D3D::context->Unmap(m_tex, 0);
|
||||
D3D::context->Unmap(m_tex.Get(), 0);
|
||||
m_map_pointer = nullptr;
|
||||
}
|
||||
|
||||
|
@ -404,15 +324,7 @@ DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture*
|
|||
{
|
||||
}
|
||||
|
||||
DXFramebuffer::~DXFramebuffer()
|
||||
{
|
||||
if (m_rtv)
|
||||
m_rtv->Release();
|
||||
if (m_integer_rtv)
|
||||
m_integer_rtv->Release();
|
||||
if (m_dsv)
|
||||
m_dsv->Release();
|
||||
}
|
||||
DXFramebuffer::~DXFramebuffer() = default;
|
||||
|
||||
std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
|
||||
DXTexture* depth_attachment)
|
||||
|
@ -430,21 +342,24 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
|
|||
const u32 layers = either_attachment->GetLayers();
|
||||
const u32 samples = either_attachment->GetSamples();
|
||||
|
||||
ID3D11RenderTargetView* rtv = nullptr;
|
||||
ID3D11RenderTargetView* integer_rtv = nullptr;
|
||||
ComPtr<ID3D11RenderTargetView> rtv;
|
||||
ComPtr<ID3D11RenderTargetView> integer_rtv;
|
||||
if (color_attachment)
|
||||
{
|
||||
CD3D11_RENDER_TARGET_VIEW_DESC desc(
|
||||
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
|
||||
GetRTVFormatForHostFormat(color_attachment->GetFormat(), false), 0, 0,
|
||||
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0,
|
||||
color_attachment->GetLayers());
|
||||
HRESULT hr =
|
||||
D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, &rtv);
|
||||
CHECK(SUCCEEDED(hr), "Create render target view for framebuffer");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
// Only create the integer RTV on Win8+.
|
||||
DXGI_FORMAT integer_format = GetRTVFormatForHostFormat(color_attachment->GetFormat(), true);
|
||||
DXGI_FORMAT integer_format =
|
||||
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true);
|
||||
if (D3D::device1 && integer_format != desc.Format)
|
||||
{
|
||||
desc.Format = integer_format;
|
||||
|
@ -454,22 +369,24 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
|
|||
}
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView* dsv = nullptr;
|
||||
ComPtr<ID3D11DepthStencilView> dsv;
|
||||
if (depth_attachment)
|
||||
{
|
||||
const CD3D11_DEPTH_STENCIL_VIEW_DESC desc(
|
||||
depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
|
||||
GetDSVFormatForHostFormat(depth_attachment->GetFormat()), 0, 0,
|
||||
D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
|
||||
depth_attachment->GetLayers(), 0);
|
||||
HRESULT hr =
|
||||
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
|
||||
CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return std::make_unique<DXFramebuffer>(color_attachment, depth_attachment, color_format,
|
||||
depth_format, width, height, layers, samples, rtv,
|
||||
integer_rtv, dsv);
|
||||
depth_format, width, height, layers, samples, rtv.Get(),
|
||||
integer_rtv.Get(), dsv.Get());
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -17,11 +17,10 @@ namespace DX11
|
|||
class DXTexture final : public AbstractTexture
|
||||
{
|
||||
public:
|
||||
explicit DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
|
||||
ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav);
|
||||
~DXTexture();
|
||||
|
||||
static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
|
||||
static std::unique_ptr<DXTexture> CreateAdopted(ID3D11Texture2D* texture);
|
||||
|
||||
void CopyRectangleFromTexture(const AbstractTexture* src,
|
||||
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
|
||||
|
@ -32,14 +31,19 @@ public:
|
|||
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
|
||||
size_t buffer_size) override;
|
||||
|
||||
ID3D11Texture2D* GetD3DTexture() const { return m_d3d_texture; }
|
||||
ID3D11ShaderResourceView* GetD3DSRV() const { return m_d3d_srv; }
|
||||
ID3D11UnorderedAccessView* GetD3DUAV() const { return m_d3d_uav; }
|
||||
ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
|
||||
ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
|
||||
ID3D11UnorderedAccessView* GetD3DUAV() const { return m_uav.Get(); }
|
||||
|
||||
private:
|
||||
ID3D11Texture2D* m_d3d_texture;
|
||||
ID3D11ShaderResourceView* m_d3d_srv;
|
||||
ID3D11UnorderedAccessView* m_d3d_uav;
|
||||
DXTexture(const TextureConfig& config, ID3D11Texture2D* texture);
|
||||
|
||||
bool CreateSRV();
|
||||
bool CreateUAV();
|
||||
|
||||
ComPtr<ID3D11Texture2D> m_texture;
|
||||
ComPtr<ID3D11ShaderResourceView> m_srv;
|
||||
ComPtr<ID3D11UnorderedAccessView> m_uav;
|
||||
};
|
||||
|
||||
class DXStagingTexture final : public AbstractStagingTexture
|
||||
|
@ -65,7 +69,7 @@ public:
|
|||
private:
|
||||
DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex);
|
||||
|
||||
ID3D11Texture2D* m_tex = nullptr;
|
||||
ComPtr<ID3D11Texture2D> m_tex = nullptr;
|
||||
};
|
||||
|
||||
class DXFramebuffer final : public AbstractFramebuffer
|
||||
|
@ -77,17 +81,17 @@ public:
|
|||
ID3D11RenderTargetView* integer_rtv, ID3D11DepthStencilView* dsv);
|
||||
~DXFramebuffer() override;
|
||||
|
||||
ID3D11RenderTargetView* const* GetRTVArray() const { return &m_rtv; }
|
||||
ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return &m_integer_rtv; }
|
||||
ID3D11RenderTargetView* const* GetRTVArray() const { return m_rtv.GetAddressOf(); }
|
||||
ID3D11RenderTargetView* const* GetIntegerRTVArray() const { return m_integer_rtv.GetAddressOf(); }
|
||||
UINT GetNumRTVs() const { return m_rtv ? 1 : 0; }
|
||||
ID3D11DepthStencilView* GetDSV() const { return m_dsv; }
|
||||
ID3D11DepthStencilView* GetDSV() const { return m_dsv.Get(); }
|
||||
static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
|
||||
DXTexture* depth_attachment);
|
||||
|
||||
protected:
|
||||
ID3D11RenderTargetView* m_rtv;
|
||||
ID3D11RenderTargetView* m_integer_rtv;
|
||||
ID3D11DepthStencilView* m_dsv;
|
||||
ComPtr<ID3D11RenderTargetView> m_rtv;
|
||||
ComPtr<ID3D11RenderTargetView> m_integer_rtv;
|
||||
ComPtr<ID3D11DepthStencilView> m_dsv;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -147,7 +147,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
|
|||
D3DVertexFormat::~D3DVertexFormat()
|
||||
{
|
||||
ID3D11InputLayout* layout = m_layout.load();
|
||||
SAFE_RELEASE(layout);
|
||||
if (layout)
|
||||
layout->Release();
|
||||
}
|
||||
|
||||
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size)
|
||||
|
@ -160,16 +161,16 @@ ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size
|
|||
|
||||
HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
|
||||
vs_bytecode_size, &layout);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "Failed to create input layout");
|
||||
|
||||
// This method can be called from multiple threads, so ensure that only one thread sets the
|
||||
// cached input layout pointer. If another thread beats this thread, use the existing layout.
|
||||
ID3D11InputLayout* expected = nullptr;
|
||||
if (!m_layout.compare_exchange_strong(expected, layout))
|
||||
{
|
||||
SAFE_RELEASE(layout);
|
||||
if (layout)
|
||||
layout->Release();
|
||||
|
||||
layout = expected;
|
||||
}
|
||||
|
||||
|
|
|
@ -22,14 +22,7 @@ PerfQuery::PerfQuery() : m_query_read_pos()
|
|||
ResetQuery();
|
||||
}
|
||||
|
||||
PerfQuery::~PerfQuery()
|
||||
{
|
||||
for (ActiveQuery& entry : m_query_buffer)
|
||||
{
|
||||
// TODO: EndQuery?
|
||||
entry.query->Release();
|
||||
}
|
||||
}
|
||||
PerfQuery::~PerfQuery() = default;
|
||||
|
||||
void PerfQuery::EnableQuery(PerfQueryGroup type)
|
||||
{
|
||||
|
@ -49,7 +42,7 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
|
|||
{
|
||||
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % m_query_buffer.size()];
|
||||
|
||||
D3D::context->Begin(entry.query);
|
||||
D3D::context->Begin(entry.query.Get());
|
||||
entry.query_type = type;
|
||||
|
||||
++m_query_count;
|
||||
|
@ -63,7 +56,7 @@ void PerfQuery::DisableQuery(PerfQueryGroup type)
|
|||
{
|
||||
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count + m_query_buffer.size() - 1) %
|
||||
m_query_buffer.size()];
|
||||
D3D::context->End(entry.query);
|
||||
D3D::context->End(entry.query.Get());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -98,7 +91,7 @@ void PerfQuery::FlushOne()
|
|||
while (hr != S_OK)
|
||||
{
|
||||
// TODO: Might cause us to be stuck in an infinite loop!
|
||||
hr = D3D::context->GetData(entry.query, &result, sizeof(result), 0);
|
||||
hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result), 0);
|
||||
}
|
||||
|
||||
// NOTE: Reported pixel metrics should be referenced to native resolution
|
||||
|
@ -125,8 +118,8 @@ void PerfQuery::WeakFlush()
|
|||
auto& entry = m_query_buffer[m_query_read_pos];
|
||||
|
||||
UINT64 result = 0;
|
||||
HRESULT hr =
|
||||
D3D::context->GetData(entry.query, &result, sizeof(result), D3D11_ASYNC_GETDATA_DONOTFLUSH);
|
||||
HRESULT hr = D3D::context->GetData(entry.query.Get(), &result, sizeof(result),
|
||||
D3D11_ASYNC_GETDATA_DONOTFLUSH);
|
||||
|
||||
if (hr == S_OK)
|
||||
{
|
||||
|
@ -149,4 +142,4 @@ bool PerfQuery::IsFlushed() const
|
|||
return 0 == m_query_count;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace DX11
|
||||
|
|
|
@ -5,8 +5,7 @@
|
|||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <d3d11.h>
|
||||
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoCommon/PerfQueryBase.h"
|
||||
|
||||
namespace DX11
|
||||
|
@ -27,7 +26,7 @@ public:
|
|||
private:
|
||||
struct ActiveQuery
|
||||
{
|
||||
ID3D11Query* query;
|
||||
ComPtr<ID3D11Query> query;
|
||||
PerfQueryGroup query_type;
|
||||
};
|
||||
|
||||
|
@ -43,4 +42,4 @@ private:
|
|||
int m_query_read_pos;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
} // namespace DX11
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include "VideoBackends/D3D/DXPipeline.h"
|
||||
#include "VideoBackends/D3D/DXShader.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
|
||||
#include "VideoCommon/BPFunctions.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
|
@ -48,11 +49,12 @@ typedef struct _Nv_Stereo_Image_Header
|
|||
|
||||
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
|
||||
|
||||
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale)
|
||||
: ::Renderer(backbuffer_width, backbuffer_height, backbuffer_scale,
|
||||
AbstractTextureFormat::RGBA8)
|
||||
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
|
||||
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
|
||||
backbuffer_scale,
|
||||
swap_chain ? swap_chain->GetFormat() : AbstractTextureFormat::Undefined),
|
||||
m_swap_chain(std::move(swap_chain))
|
||||
{
|
||||
m_last_fullscreen_state = D3D::GetFullscreenState();
|
||||
}
|
||||
|
||||
Renderer::~Renderer() = default;
|
||||
|
@ -82,17 +84,13 @@ void Renderer::Create3DVisionTexture(int width, int height)
|
|||
ID3D11Texture2D* texture;
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, &texture);
|
||||
CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
|
||||
m_3d_vision_texture = std::make_unique<DXTexture>(TextureConfig(width * 2, height + 1, 1, 1, 1,
|
||||
AbstractTextureFormat::RGBA8,
|
||||
AbstractTextureFlag_RenderTarget),
|
||||
texture, nullptr, nullptr);
|
||||
m_3d_vision_framebuffer =
|
||||
DXFramebuffer::Create(static_cast<DXTexture*>(m_3d_vision_texture.get()), nullptr);
|
||||
m_3d_vision_texture = DXTexture::CreateAdopted(texture);
|
||||
m_3d_vision_framebuffer = DXFramebuffer::Create(m_3d_vision_texture.get(), nullptr);
|
||||
}
|
||||
|
||||
bool Renderer::IsHeadless() const
|
||||
{
|
||||
return D3D::swapchain == nullptr;
|
||||
return !m_swap_chain;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
|
||||
|
@ -116,13 +114,17 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
|
|||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
|
||||
const char* source, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromSource(stage, source, length);
|
||||
DXShader::BinaryData bytecode;
|
||||
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
|
||||
return nullptr;
|
||||
|
||||
return DXShader::CreateFromBytecode(stage, std::move(bytecode));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
|
||||
const void* data, size_t length)
|
||||
{
|
||||
return DXShader::CreateFromBinary(stage, data, length);
|
||||
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
|
||||
|
@ -196,64 +198,44 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x,
|
|||
|
||||
void Renderer::BindBackbuffer(const ClearColor& clear_color)
|
||||
{
|
||||
CheckForSurfaceChange();
|
||||
CheckForSurfaceResize();
|
||||
SetAndClearFramebuffer(D3D::GetSwapChainFramebuffer(), clear_color);
|
||||
CheckForSwapChainChanges();
|
||||
SetAndClearFramebuffer(m_swap_chain->GetFramebuffer(), clear_color);
|
||||
}
|
||||
|
||||
void Renderer::PresentBackbuffer()
|
||||
{
|
||||
D3D::Present();
|
||||
m_swap_chain->Present();
|
||||
}
|
||||
|
||||
void Renderer::OnConfigChanged(u32 bits)
|
||||
{
|
||||
// Quad-buffer changes require swap chain recreation.
|
||||
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
|
||||
m_swap_chain->SetStereo(SwapChain::WantsStereo());
|
||||
}
|
||||
|
||||
void Renderer::CheckForSurfaceChange()
|
||||
void Renderer::CheckForSwapChainChanges()
|
||||
{
|
||||
if (!m_surface_changed.TestAndClear())
|
||||
const bool surface_changed = m_surface_changed.TestAndClear();
|
||||
const bool surface_resized =
|
||||
m_surface_resized.TestAndClear() || m_swap_chain->CheckForFullscreenChange();
|
||||
if (!surface_changed && !surface_resized)
|
||||
return;
|
||||
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
D3D::Reset(reinterpret_cast<HWND>(m_new_surface_handle));
|
||||
m_new_surface_handle = nullptr;
|
||||
|
||||
UpdateBackbufferSize();
|
||||
}
|
||||
|
||||
void Renderer::CheckForSurfaceResize()
|
||||
{
|
||||
const bool fullscreen_state = D3D::GetFullscreenState();
|
||||
const bool exclusive_fullscreen_changed = fullscreen_state != m_last_fullscreen_state;
|
||||
if (!m_surface_resized.TestAndClear() && !exclusive_fullscreen_changed)
|
||||
return;
|
||||
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
|
||||
m_last_fullscreen_state = fullscreen_state;
|
||||
if (D3D::swapchain)
|
||||
D3D::ResizeSwapChain();
|
||||
UpdateBackbufferSize();
|
||||
}
|
||||
|
||||
void Renderer::UpdateBackbufferSize()
|
||||
{
|
||||
if (D3D::swapchain)
|
||||
if (surface_changed)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
D3D::swapchain->GetDesc1(&desc);
|
||||
m_backbuffer_width = std::max(desc.Width, 1u);
|
||||
m_backbuffer_height = std::max(desc.Height, 1u);
|
||||
m_swap_chain->ChangeSurface(m_new_surface_handle);
|
||||
m_new_surface_handle = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_backbuffer_width = 1;
|
||||
m_backbuffer_height = 1;
|
||||
m_swap_chain->ResizeSwapChain();
|
||||
}
|
||||
|
||||
m_backbuffer_width = m_swap_chain->GetWidth();
|
||||
m_backbuffer_height = m_swap_chain->GetHeight();
|
||||
m_3d_vision_framebuffer.reset();
|
||||
m_3d_vision_texture.reset();
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
|
||||
|
@ -363,22 +345,23 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectan
|
|||
|
||||
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
||||
// recognize the signature and automatically include the right eye frame.
|
||||
const CD3D11_BOX box(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
|
||||
D3D::context->CopySubresourceRegion(D3D::GetSwapChainTexture()->GetD3DTexture(), 0, 0, 0, 0,
|
||||
const CD3D11_BOX box(0, 0, 0, m_swap_chain->GetWidth(), m_swap_chain->GetHeight(), 1);
|
||||
D3D::context->CopySubresourceRegion(m_swap_chain->GetTexture()->GetD3DTexture(), 0, 0, 0, 0,
|
||||
m_3d_vision_texture->GetD3DTexture(), 0, &box);
|
||||
|
||||
// Restore render target to backbuffer
|
||||
SetFramebuffer(D3D::GetSwapChainFramebuffer());
|
||||
SetFramebuffer(m_swap_chain->GetFramebuffer());
|
||||
}
|
||||
|
||||
void Renderer::SetFullscreen(bool enable_fullscreen)
|
||||
{
|
||||
D3D::SetFullscreenState(enable_fullscreen);
|
||||
if (m_swap_chain)
|
||||
m_swap_chain->SetFullscreen(enable_fullscreen);
|
||||
}
|
||||
|
||||
bool Renderer::IsFullscreen() const
|
||||
{
|
||||
return D3D::GetFullscreenState();
|
||||
return m_swap_chain && m_swap_chain->GetFullscreen();
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
|
|
@ -11,13 +11,14 @@
|
|||
|
||||
namespace DX11
|
||||
{
|
||||
class SwapChain;
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
|
||||
class Renderer : public ::Renderer
|
||||
{
|
||||
public:
|
||||
Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale);
|
||||
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
|
||||
~Renderer() override;
|
||||
|
||||
StateCache& GetStateCache() { return m_state_cache; }
|
||||
|
@ -69,15 +70,12 @@ public:
|
|||
|
||||
private:
|
||||
void Create3DVisionTexture(int width, int height);
|
||||
void CheckForSurfaceChange();
|
||||
void CheckForSurfaceResize();
|
||||
void UpdateBackbufferSize();
|
||||
void CheckForSwapChainChanges();
|
||||
|
||||
StateCache m_state_cache;
|
||||
|
||||
std::unique_ptr<SwapChain> m_swap_chain;
|
||||
std::unique_ptr<DXTexture> m_3d_vision_texture;
|
||||
std::unique_ptr<DXFramebuffer> m_3d_vision_framebuffer;
|
||||
|
||||
bool m_last_fullscreen_state = false;
|
||||
};
|
||||
} // namespace DX11
|
||||
|
|
|
@ -0,0 +1,52 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory,
|
||||
ID3D11Device* d3d_device)
|
||||
: D3DCommon::SwapChain(wsi, dxgi_factory, d3d_device)
|
||||
{
|
||||
}
|
||||
|
||||
SwapChain::~SwapChain() = default;
|
||||
|
||||
std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
|
||||
{
|
||||
std::unique_ptr<SwapChain> swap_chain =
|
||||
std::make_unique<SwapChain>(wsi, D3D::dxgi_factory.Get(), D3D::device.Get());
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo()))
|
||||
return nullptr;
|
||||
|
||||
return swap_chain;
|
||||
}
|
||||
|
||||
bool SwapChain::CreateSwapChainBuffers()
|
||||
{
|
||||
ComPtr<ID3D11Texture2D> texture;
|
||||
HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&texture));
|
||||
CHECK(SUCCEEDED(hr), "Get swap chain buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
m_texture = DXTexture::CreateAdopted(texture.Get());
|
||||
if (!m_texture)
|
||||
return false;
|
||||
|
||||
m_framebuffer = DXFramebuffer::Create(m_texture.get(), nullptr);
|
||||
if (!m_framebuffer)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SwapChain::DestroySwapChainBuffers()
|
||||
{
|
||||
m_framebuffer.reset();
|
||||
m_texture.reset();
|
||||
}
|
||||
} // namespace DX11
|
|
@ -0,0 +1,44 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <d3d11.h>
|
||||
#include <dxgi.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/WindowSystemInfo.h"
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3DCommon/SwapChain.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class DXTexture;
|
||||
class DXFramebuffer;
|
||||
|
||||
class SwapChain : public D3DCommon::SwapChain
|
||||
{
|
||||
public:
|
||||
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory, ID3D11Device* d3d_device);
|
||||
~SwapChain();
|
||||
|
||||
static std::unique_ptr<SwapChain> Create(const WindowSystemInfo& wsi);
|
||||
|
||||
DXTexture* GetTexture() const { return m_texture.get(); }
|
||||
DXFramebuffer* GetFramebuffer() const { return m_framebuffer.get(); }
|
||||
|
||||
protected:
|
||||
bool CreateSwapChainBuffers() override;
|
||||
void DestroySwapChainBuffers() override;
|
||||
|
||||
private:
|
||||
// The runtime takes care of renaming the buffers.
|
||||
std::unique_ptr<DXTexture> m_texture;
|
||||
std::unique_ptr<DXFramebuffer> m_framebuffer;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
|
@ -14,6 +14,7 @@
|
|||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/Render.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/GeometryShaderManager.h"
|
||||
|
@ -27,15 +28,18 @@
|
|||
|
||||
namespace DX11
|
||||
{
|
||||
static ID3D11Buffer* AllocateConstantBuffer(u32 size)
|
||||
static ComPtr<ID3D11Buffer> AllocateConstantBuffer(u32 size)
|
||||
{
|
||||
const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
|
||||
const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
|
||||
D3D11_CPU_ACCESS_WRITE);
|
||||
ID3D11Buffer* cbuf;
|
||||
ComPtr<ID3D11Buffer> cbuf;
|
||||
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
|
||||
CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
|
||||
D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
|
||||
CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize);
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
D3DCommon::SetDebugObjectName(cbuf.Get(), "constant buffer");
|
||||
return cbuf;
|
||||
}
|
||||
|
||||
|
@ -49,10 +53,10 @@ static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u
|
|||
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
|
||||
}
|
||||
|
||||
static ID3D11ShaderResourceView*
|
||||
static ComPtr<ID3D11ShaderResourceView>
|
||||
CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMAT srv_format)
|
||||
{
|
||||
ID3D11ShaderResourceView* srv;
|
||||
ComPtr<ID3D11ShaderResourceView> srv;
|
||||
CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0,
|
||||
VertexManager::TEXEL_STREAM_BUFFER_SIZE /
|
||||
VertexManager::GetTexelBufferElementSize(format));
|
||||
|
@ -63,17 +67,7 @@ CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMA
|
|||
|
||||
VertexManager::VertexManager() = default;
|
||||
|
||||
VertexManager::~VertexManager()
|
||||
{
|
||||
for (auto& srv_ptr : m_texel_buffer_views)
|
||||
SAFE_RELEASE(srv_ptr);
|
||||
SAFE_RELEASE(m_texel_buffer);
|
||||
SAFE_RELEASE(m_pixel_constant_buffer);
|
||||
SAFE_RELEASE(m_geometry_constant_buffer);
|
||||
SAFE_RELEASE(m_vertex_constant_buffer);
|
||||
for (auto& buffer : m_buffers)
|
||||
SAFE_RELEASE(buffer);
|
||||
}
|
||||
VertexManager::~VertexManager() = default;
|
||||
|
||||
bool VertexManager::Initialize()
|
||||
{
|
||||
|
@ -88,7 +82,8 @@ bool VertexManager::Initialize()
|
|||
{
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
|
||||
"Failed to create buffer.");
|
||||
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
|
||||
if (m_buffers[i])
|
||||
D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager");
|
||||
}
|
||||
|
||||
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
|
||||
|
@ -113,7 +108,8 @@ bool VertexManager::Initialize()
|
|||
}};
|
||||
for (const auto& it : format_mapping)
|
||||
{
|
||||
m_texel_buffer_views[it.first] = CreateTexelBufferView(m_texel_buffer, it.first, it.second);
|
||||
m_texel_buffer_views[it.first] =
|
||||
CreateTexelBufferView(m_texel_buffer.Get(), it.first, it.second);
|
||||
if (!m_texel_buffer_views[it.first])
|
||||
return false;
|
||||
}
|
||||
|
@ -125,10 +121,10 @@ void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_siz
|
|||
{
|
||||
// Just use the one buffer for all three.
|
||||
InvalidateConstants();
|
||||
UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
|
||||
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
|
||||
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
|
||||
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
|
||||
UpdateConstantBuffer(m_vertex_constant_buffer.Get(), uniforms, uniforms_size);
|
||||
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
|
||||
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer.Get());
|
||||
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer.Get());
|
||||
}
|
||||
|
||||
bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr)
|
||||
|
@ -136,7 +132,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
|
|||
if ((m_texel_buffer_offset + required_size) > TEXEL_STREAM_BUFFER_SIZE)
|
||||
{
|
||||
// Restart buffer.
|
||||
HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
|
||||
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
|
||||
CHECK(SUCCEEDED(hr), "Map texel buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
@ -146,7 +142,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
|
|||
else
|
||||
{
|
||||
// Don't overwrite the earlier-used space.
|
||||
HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
|
||||
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
|
||||
CHECK(SUCCEEDED(hr), "Map texel buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
@ -173,8 +169,8 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
|
|||
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
|
||||
m_texel_buffer_offset += data_size;
|
||||
|
||||
D3D::context->Unmap(m_texel_buffer, 0);
|
||||
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
|
||||
D3D::context->Unmap(m_texel_buffer.Get(), 0);
|
||||
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -203,9 +199,9 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
|
|||
*out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size;
|
||||
m_texel_buffer_offset += palette_byte_offset + palette_size;
|
||||
|
||||
D3D::context->Unmap(m_texel_buffer, 0);
|
||||
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
|
||||
D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)]);
|
||||
D3D::context->Unmap(m_texel_buffer.Get(), 0);
|
||||
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
|
||||
D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)].Get());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -245,48 +241,48 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
|
|||
*out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
|
||||
*out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
|
||||
|
||||
D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
|
||||
D3D::context->Map(m_buffers[m_current_buffer].Get(), 0, MapType, 0, &map);
|
||||
u8* mappedData = reinterpret_cast<u8*>(map.pData);
|
||||
if (vertexBufferSize > 0)
|
||||
std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
|
||||
if (indexBufferSize > 0)
|
||||
std::memcpy(mappedData + cursor + vertexBufferSize, m_cpu_index_buffer.data(), indexBufferSize);
|
||||
D3D::context->Unmap(m_buffers[m_current_buffer], 0);
|
||||
D3D::context->Unmap(m_buffers[m_current_buffer].Get(), 0);
|
||||
|
||||
m_buffer_cursor = cursor + totalBufferSize;
|
||||
|
||||
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
|
||||
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
|
||||
|
||||
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
|
||||
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
|
||||
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0);
|
||||
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get());
|
||||
}
|
||||
|
||||
void VertexManager::UploadUniforms()
|
||||
{
|
||||
if (VertexShaderManager::dirty)
|
||||
{
|
||||
UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
|
||||
UpdateConstantBuffer(m_vertex_constant_buffer.Get(), &VertexShaderManager::constants,
|
||||
sizeof(VertexShaderConstants));
|
||||
VertexShaderManager::dirty = false;
|
||||
}
|
||||
if (GeometryShaderManager::dirty)
|
||||
{
|
||||
UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
|
||||
UpdateConstantBuffer(m_geometry_constant_buffer.Get(), &GeometryShaderManager::constants,
|
||||
sizeof(GeometryShaderConstants));
|
||||
GeometryShaderManager::dirty = false;
|
||||
}
|
||||
if (PixelShaderManager::dirty)
|
||||
{
|
||||
UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
|
||||
UpdateConstantBuffer(m_pixel_constant_buffer.Get(), &PixelShaderManager::constants,
|
||||
sizeof(PixelShaderConstants));
|
||||
PixelShaderManager::dirty = false;
|
||||
}
|
||||
|
||||
D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
|
||||
m_vertex_constant_buffer :
|
||||
nullptr);
|
||||
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
|
||||
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
|
||||
D3D::stateman->SetPixelConstants(
|
||||
m_pixel_constant_buffer.Get(),
|
||||
g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr);
|
||||
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
|
||||
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get());
|
||||
}
|
||||
} // namespace DX11
|
||||
|
|
|
@ -4,18 +4,15 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <d3d11.h>
|
||||
|
||||
#include <array>
|
||||
#include <atomic>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoCommon/NativeVertexFormat.h"
|
||||
#include "VideoCommon/VertexManagerBase.h"
|
||||
|
||||
struct ID3D11Buffer;
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
class D3DVertexFormat : public NativeVertexFormat
|
||||
|
@ -60,16 +57,16 @@ private:
|
|||
|
||||
bool MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr);
|
||||
|
||||
ID3D11Buffer* m_buffers[BUFFER_COUNT] = {};
|
||||
ComPtr<ID3D11Buffer> m_buffers[BUFFER_COUNT] = {};
|
||||
u32 m_current_buffer = 0;
|
||||
u32 m_buffer_cursor = 0;
|
||||
|
||||
ID3D11Buffer* m_vertex_constant_buffer = nullptr;
|
||||
ID3D11Buffer* m_geometry_constant_buffer = nullptr;
|
||||
ID3D11Buffer* m_pixel_constant_buffer = nullptr;
|
||||
ComPtr<ID3D11Buffer> m_vertex_constant_buffer = nullptr;
|
||||
ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
|
||||
ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
|
||||
|
||||
ID3D11Buffer* m_texel_buffer = nullptr;
|
||||
std::array<ID3D11ShaderResourceView*, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
|
||||
ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
|
||||
std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
|
||||
u32 m_texel_buffer_offset = 0;
|
||||
};
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@ namespace DX11
|
|||
{
|
||||
class VideoBackend : public VideoBackendBase
|
||||
{
|
||||
public:
|
||||
bool Initialize(const WindowSystemInfo& wsi) override;
|
||||
void Shutdown() override;
|
||||
|
||||
|
@ -18,5 +19,8 @@ class VideoBackend : public VideoBackendBase
|
|||
std::string GetDisplayName() const override;
|
||||
|
||||
void InitBackendInfo() override;
|
||||
|
||||
private:
|
||||
void FillBackendInfo();
|
||||
};
|
||||
} // namespace DX11
|
||||
|
|
|
@ -14,8 +14,10 @@
|
|||
#include "VideoBackends/D3D/D3DBase.h"
|
||||
#include "VideoBackends/D3D/PerfQuery.h"
|
||||
#include "VideoBackends/D3D/Render.h"
|
||||
#include "VideoBackends/D3D/SwapChain.h"
|
||||
#include "VideoBackends/D3D/VertexManager.h"
|
||||
#include "VideoBackends/D3D/VideoBackend.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/ShaderCache.h"
|
||||
|
@ -37,15 +39,15 @@ std::string VideoBackend::GetDisplayName() const
|
|||
|
||||
void VideoBackend::InitBackendInfo()
|
||||
{
|
||||
HRESULT hr = DX11::D3D::LoadDXGI();
|
||||
if (SUCCEEDED(hr))
|
||||
hr = DX11::D3D::LoadD3D();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DX11::D3D::UnloadDXGI();
|
||||
if (!D3DCommon::LoadLibraries())
|
||||
return;
|
||||
}
|
||||
|
||||
FillBackendInfo();
|
||||
D3DCommon::UnloadLibraries();
|
||||
}
|
||||
|
||||
void VideoBackend::FillBackendInfo()
|
||||
{
|
||||
g_Config.backend_info.api_type = APIType::D3D;
|
||||
g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
g_Config.backend_info.bUsesLowerLeftOrigin = false;
|
||||
|
@ -73,82 +75,36 @@ void VideoBackend::InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsBPTCTextures = false;
|
||||
g_Config.backend_info.bSupportsFramebufferFetch = false;
|
||||
g_Config.backend_info.bSupportsBackgroundCompiling = true;
|
||||
g_Config.backend_info.bSupportsST3CTextures = true;
|
||||
g_Config.backend_info.bSupportsBPTCTextures = true;
|
||||
g_Config.backend_info.bSupportsEarlyZ = true;
|
||||
g_Config.backend_info.bSupportsBBox = true;
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
|
||||
g_Config.backend_info.bSupportsGSInstancing = true;
|
||||
g_Config.backend_info.bSupportsSSAA = true;
|
||||
|
||||
IDXGIFactory2* factory;
|
||||
IDXGIAdapter* ad;
|
||||
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&factory);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create IDXGIFactory object");
|
||||
|
||||
// adapters
|
||||
g_Config.backend_info.Adapters.clear();
|
||||
g_Config.backend_info.AAModes.clear();
|
||||
while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) !=
|
||||
DXGI_ERROR_NOT_FOUND)
|
||||
{
|
||||
const size_t adapter_index = g_Config.backend_info.Adapters.size();
|
||||
|
||||
DXGI_ADAPTER_DESC desc;
|
||||
ad->GetDesc(&desc);
|
||||
|
||||
// TODO: These don't get updated on adapter change, yet
|
||||
if (adapter_index == g_Config.iAdapter)
|
||||
{
|
||||
std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
|
||||
// First iteration will be 1. This equals no AA.
|
||||
for (unsigned int i = 0; i < modes.size(); ++i)
|
||||
{
|
||||
g_Config.backend_info.AAModes.push_back(modes[i].Count);
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL feature_level = D3D::GetFeatureLevel(ad);
|
||||
bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
|
||||
g_Config.backend_info.MaxTextureSize = D3D::GetMaxTextureSize(feature_level);
|
||||
|
||||
// Requires the earlydepthstencil attribute (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
|
||||
|
||||
// Requires full UAV functionality (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsBBox =
|
||||
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
|
||||
|
||||
// Requires the instance attribute (only available in shader model 5)
|
||||
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
|
||||
|
||||
// Sample shading requires shader model 5
|
||||
g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
|
||||
}
|
||||
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
|
||||
ad->Release();
|
||||
}
|
||||
factory->Release();
|
||||
|
||||
DX11::D3D::UnloadDXGI();
|
||||
DX11::D3D::UnloadD3D();
|
||||
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
|
||||
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
|
||||
}
|
||||
|
||||
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
||||
{
|
||||
if (!D3D::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
|
||||
return false;
|
||||
|
||||
FillBackendInfo();
|
||||
InitializeShared();
|
||||
|
||||
if (FAILED(D3D::Create(reinterpret_cast<HWND>(wsi.render_surface))))
|
||||
std::unique_ptr<SwapChain> swap_chain;
|
||||
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
|
||||
{
|
||||
PanicAlert("Failed to create D3D device.");
|
||||
PanicAlertT("Failed to create D3D swap chain");
|
||||
ShutdownShared();
|
||||
D3D::Destroy();
|
||||
return false;
|
||||
}
|
||||
|
||||
int backbuffer_width = 1, backbuffer_height = 1;
|
||||
if (D3D::swapchain)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
D3D::swapchain->GetDesc1(&desc);
|
||||
backbuffer_width = std::max(desc.Width, 1u);
|
||||
backbuffer_height = std::max(desc.Height, 1u);
|
||||
}
|
||||
|
||||
// internal interfaces
|
||||
g_renderer =
|
||||
std::make_unique<Renderer>(backbuffer_width, backbuffer_height, wsi.render_surface_scale);
|
||||
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
|
||||
g_vertex_manager = std::make_unique<VertexManager>();
|
||||
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
|
||||
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
||||
|
@ -158,6 +114,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
|||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
|
||||
!g_texture_cache->Initialize())
|
||||
{
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -181,7 +138,6 @@ void VideoBackend::Shutdown()
|
|||
g_renderer.reset();
|
||||
|
||||
ShutdownShared();
|
||||
|
||||
D3D::Close();
|
||||
D3D::Destroy();
|
||||
}
|
||||
} // namespace DX11
|
||||
|
|
|
@ -0,0 +1,15 @@
|
|||
add_library(videod3dcommon
|
||||
Common.cpp
|
||||
Common.h
|
||||
Shader.cpp
|
||||
Shader.h
|
||||
SwapChain.cpp
|
||||
SwapChain.h
|
||||
)
|
||||
|
||||
target_link_libraries(videod3dcommon
|
||||
PUBLIC
|
||||
common
|
||||
videocommon
|
||||
videod3dcommon
|
||||
)
|
|
@ -0,0 +1,320 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <d3d11.h>
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_3.h>
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/DynamicLibrary.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
pD3DCompile d3d_compile;
|
||||
|
||||
static Common::DynamicLibrary s_dxgi_library;
|
||||
static Common::DynamicLibrary s_d3dcompiler_library;
|
||||
static bool s_libraries_loaded = false;
|
||||
|
||||
static HRESULT (*create_dxgi_factory)(REFIID riid, _COM_Outptr_ void** ppFactory);
|
||||
static HRESULT (*create_dxgi_factory2)(UINT Flags, REFIID riid, void** ppFactory);
|
||||
|
||||
bool LoadLibraries()
|
||||
{
|
||||
if (s_libraries_loaded)
|
||||
return true;
|
||||
|
||||
if (!s_dxgi_library.Open("dxgi.dll"))
|
||||
{
|
||||
PanicAlertT("Failed to load dxgi.dll");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!s_d3dcompiler_library.Open(D3DCOMPILER_DLL_A))
|
||||
{
|
||||
PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the "
|
||||
"KB4019990 update package.",
|
||||
D3DCOMPILER_DLL_A);
|
||||
s_dxgi_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Required symbols.
|
||||
if (!s_d3dcompiler_library.GetSymbol("D3DCompile", &d3d_compile) ||
|
||||
!s_dxgi_library.GetSymbol("CreateDXGIFactory", &create_dxgi_factory))
|
||||
{
|
||||
PanicAlertT("Failed to find one or more D3D symbols");
|
||||
s_d3dcompiler_library.Close();
|
||||
s_dxgi_library.Close();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Optional symbols.
|
||||
s_dxgi_library.GetSymbol("CreateDXGIFactory2", &create_dxgi_factory2);
|
||||
s_libraries_loaded = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void UnloadLibraries()
|
||||
{
|
||||
create_dxgi_factory = nullptr;
|
||||
create_dxgi_factory2 = nullptr;
|
||||
d3d_compile = nullptr;
|
||||
s_d3dcompiler_library.Close();
|
||||
s_dxgi_library.Close();
|
||||
s_libraries_loaded = false;
|
||||
}
|
||||
|
||||
IDXGIFactory2* CreateDXGIFactory(bool debug_device)
|
||||
{
|
||||
IDXGIFactory2* factory;
|
||||
|
||||
// Use Win8.1 version if available.
|
||||
if (create_dxgi_factory2 &&
|
||||
SUCCEEDED(create_dxgi_factory2(debug_device ? DXGI_CREATE_FACTORY_DEBUG : 0,
|
||||
IID_PPV_ARGS(&factory))))
|
||||
{
|
||||
return factory;
|
||||
}
|
||||
|
||||
// Fallback to original version, without debug support.
|
||||
HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("CreateDXGIFactory() failed with HRESULT %08X", hr);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return factory;
|
||||
}
|
||||
|
||||
std::vector<std::string> GetAdapterNames()
|
||||
{
|
||||
Microsoft::WRL::ComPtr<IDXGIFactory> factory;
|
||||
HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
|
||||
if (!SUCCEEDED(hr))
|
||||
return {};
|
||||
|
||||
std::vector<std::string> adapters;
|
||||
IDXGIAdapter* adapter;
|
||||
while (factory->EnumAdapters(static_cast<UINT>(adapters.size()), &adapter) !=
|
||||
DXGI_ERROR_NOT_FOUND)
|
||||
{
|
||||
std::string name;
|
||||
DXGI_ADAPTER_DESC desc;
|
||||
if (SUCCEEDED(adapter->GetDesc(&desc)))
|
||||
name = UTF16ToUTF8(desc.Description);
|
||||
|
||||
adapters.push_back(std::move(name));
|
||||
}
|
||||
|
||||
return adapters;
|
||||
}
|
||||
|
||||
DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_TYPELESS;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24G8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_TYPELESS;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled texture format.");
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::DXT1:
|
||||
return DXGI_FORMAT_BC1_UNORM;
|
||||
case AbstractTextureFormat::DXT3:
|
||||
return DXGI_FORMAT_BC2_UNORM;
|
||||
case AbstractTextureFormat::DXT5:
|
||||
return DXGI_FORMAT_BC3_UNORM;
|
||||
case AbstractTextureFormat::BPTC:
|
||||
return DXGI_FORMAT_BC7_UNORM;
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
PanicAlert("Unhandled SRV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
|
||||
DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::RGBA8:
|
||||
return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
case AbstractTextureFormat::BGRA8:
|
||||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case AbstractTextureFormat::R16:
|
||||
return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
|
||||
case AbstractTextureFormat::R32F:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
default:
|
||||
PanicAlert("Unhandled RTV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case AbstractTextureFormat::D16:
|
||||
return DXGI_FORMAT_D16_UNORM;
|
||||
case AbstractTextureFormat::D24_S8:
|
||||
return DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
case AbstractTextureFormat::D32F:
|
||||
return DXGI_FORMAT_D32_FLOAT;
|
||||
case AbstractTextureFormat::D32F_S8:
|
||||
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
|
||||
default:
|
||||
PanicAlert("Unhandled DSV format");
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
}
|
||||
|
||||
AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_R8G8B8A8_UINT:
|
||||
case DXGI_FORMAT_R8G8B8A8_UNORM:
|
||||
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
|
||||
return AbstractTextureFormat::RGBA8;
|
||||
|
||||
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
||||
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
|
||||
return AbstractTextureFormat::BGRA8;
|
||||
|
||||
case DXGI_FORMAT_R16_UINT:
|
||||
case DXGI_FORMAT_R16_UNORM:
|
||||
case DXGI_FORMAT_R16_TYPELESS:
|
||||
return AbstractTextureFormat::R16;
|
||||
|
||||
case DXGI_FORMAT_R32_FLOAT:
|
||||
case DXGI_FORMAT_R32_TYPELESS:
|
||||
return AbstractTextureFormat::R32F;
|
||||
|
||||
case DXGI_FORMAT_D16_UNORM:
|
||||
return AbstractTextureFormat::D16;
|
||||
|
||||
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
||||
return AbstractTextureFormat::D24_S8;
|
||||
|
||||
case DXGI_FORMAT_D32_FLOAT:
|
||||
return AbstractTextureFormat::D32F;
|
||||
|
||||
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
|
||||
return AbstractTextureFormat::D32F_S8;
|
||||
|
||||
case DXGI_FORMAT_BC1_UNORM:
|
||||
return AbstractTextureFormat::DXT1;
|
||||
case DXGI_FORMAT_BC2_UNORM:
|
||||
return AbstractTextureFormat::DXT3;
|
||||
case DXGI_FORMAT_BC3_UNORM:
|
||||
return AbstractTextureFormat::DXT5;
|
||||
case DXGI_FORMAT_BC7_UNORM:
|
||||
return AbstractTextureFormat::BPTC;
|
||||
|
||||
default:
|
||||
return AbstractTextureFormat::Undefined;
|
||||
}
|
||||
}
|
||||
|
||||
void SetDebugObjectName(IUnknown* resource, const char* format, ...)
|
||||
{
|
||||
if (!g_ActiveConfig.bEnableValidationLayer)
|
||||
return;
|
||||
|
||||
std::va_list ap;
|
||||
va_start(ap, format);
|
||||
std::string name = StringFromFormatV(format, ap);
|
||||
va_end(ap);
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
|
||||
Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
|
||||
if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
|
||||
{
|
||||
child11->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
|
||||
name.c_str());
|
||||
}
|
||||
else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
|
||||
{
|
||||
child12->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
|
||||
name.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
std::string GetDebugObjectName(IUnknown* resource)
|
||||
{
|
||||
if (!g_ActiveConfig.bEnableValidationLayer)
|
||||
return {};
|
||||
|
||||
std::string name;
|
||||
UINT size = 0;
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
|
||||
Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
|
||||
if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
|
||||
{
|
||||
child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
|
||||
name.resize(size);
|
||||
child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
|
||||
}
|
||||
else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
|
||||
{
|
||||
child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
|
||||
name.resize(size);
|
||||
child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
|
||||
}
|
||||
|
||||
return name;
|
||||
}
|
||||
} // namespace D3DCommon
|
|
@ -0,0 +1,46 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <d3dcompiler.h>
|
||||
#include <dxgiformat.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
|
||||
struct IDXGIFactory2;
|
||||
|
||||
enum class AbstractTextureFormat : u32;
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
// Loading dxgi.dll and d3dcompiler.dll
|
||||
bool LoadLibraries();
|
||||
void UnloadLibraries();
|
||||
|
||||
// Returns a list of D3D device names.
|
||||
std::vector<std::string> GetAdapterNames();
|
||||
|
||||
// Helper function which creates a DXGI factory.
|
||||
IDXGIFactory2* CreateDXGIFactory(bool debug_device);
|
||||
|
||||
// Globally-accessible D3DCompiler function.
|
||||
extern pD3DCompile d3d_compile;
|
||||
|
||||
// Helpers for texture format conversion.
|
||||
DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless);
|
||||
DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format);
|
||||
DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer);
|
||||
DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format);
|
||||
AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);
|
||||
|
||||
// This function will assign a name to the given resource.
|
||||
// The DirectX debug layer will make it easier to identify resources that way,
|
||||
// e.g. when listing up all resources who have unreleased references.
|
||||
void SetDebugObjectName(IUnknown* resource, const char* format, ...);
|
||||
std::string GetDebugObjectName(IUnknown* resource);
|
||||
} // namespace D3DCommon
|
|
@ -0,0 +1,68 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{DEA96CF2-F237-4A1A-B32F-C916769EFB50}</ProjectGuid>
|
||||
<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="..\..\..\VSProps\Base.props" />
|
||||
<Import Project="..\..\..\VSProps\PCHUse.props" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<ForcedIncludeFiles />
|
||||
</ClCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<ForcedIncludeFiles />
|
||||
</ClCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Common.cpp" />
|
||||
<ClCompile Include="Shader.cpp" />
|
||||
<ClCompile Include="SwapChain.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Common.h" />
|
||||
<ClInclude Include="Shader.h" />
|
||||
<ClInclude Include="SwapChain.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
|
||||
<Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,13 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="SwapChain.cpp" />
|
||||
<ClCompile Include="Common.cpp" />
|
||||
<ClCompile Include="Shader.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="SwapChain.h" />
|
||||
<ClInclude Include="Common.h" />
|
||||
<ClInclude Include="Shader.h" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,145 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <fstream>
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
#include "VideoBackends/D3DCommon/Shader.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
Shader::Shader(ShaderStage stage, BinaryData bytecode)
|
||||
: AbstractShader(stage), m_bytecode(std::move(bytecode))
|
||||
{
|
||||
}
|
||||
|
||||
Shader::~Shader() = default;
|
||||
|
||||
bool Shader::HasBinary() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
AbstractShader::BinaryData Shader::GetBinary() const
|
||||
{
|
||||
return m_bytecode;
|
||||
}
|
||||
|
||||
static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage stage)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
switch (feature_level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
return "vs_4_0";
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
return "vs_4_1";
|
||||
default:
|
||||
return "vs_5_0";
|
||||
}
|
||||
}
|
||||
|
||||
case ShaderStage::Geometry:
|
||||
{
|
||||
switch (feature_level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
return "gs_4_0";
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
return "gs_4_1";
|
||||
default:
|
||||
return "gs_5_0";
|
||||
}
|
||||
}
|
||||
|
||||
case ShaderStage::Pixel:
|
||||
{
|
||||
switch (feature_level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
return "ps_4_0";
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
return "ps_4_1";
|
||||
default:
|
||||
return "ps_5_0";
|
||||
}
|
||||
}
|
||||
|
||||
case ShaderStage::Compute:
|
||||
{
|
||||
switch (feature_level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
return "";
|
||||
|
||||
default:
|
||||
return "cs_5_0";
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
|
||||
ShaderStage stage, const char* source, size_t length)
|
||||
{
|
||||
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
|
||||
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
|
||||
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
|
||||
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
|
||||
const char* target = GetCompileTarget(feature_level, stage);
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> code;
|
||||
Microsoft::WRL::ComPtr<ID3DBlob> errors;
|
||||
HRESULT hr = d3d_compile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
|
||||
&code, &errors);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
static int num_failures = 0;
|
||||
std::string filename = StringFromFormat(
|
||||
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
|
||||
std::ofstream file;
|
||||
File::OpenFStream(file, filename, std::ios_base::out);
|
||||
file.write(source, length);
|
||||
file << "\n";
|
||||
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile %s:\nDebug info (%s):\n%s", filename.c_str(), target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (errors && errors->GetBufferSize() > 0)
|
||||
{
|
||||
WARN_LOG(VIDEO, "%s compilation succeeded with warnings:\n%s", target,
|
||||
static_cast<const char*>(errors->GetBufferPointer()));
|
||||
}
|
||||
|
||||
out_bytecode->resize(code->GetBufferSize());
|
||||
std::memcpy(out_bytecode->data(), code->GetBufferPointer(), code->GetBufferSize());
|
||||
return true;
|
||||
}
|
||||
|
||||
AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length)
|
||||
{
|
||||
BinaryData bytecode(length);
|
||||
std::memcpy(bytecode.data(), data, length);
|
||||
return bytecode;
|
||||
}
|
||||
|
||||
} // namespace D3DCommon
|
|
@ -0,0 +1,33 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
#include <memory>
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
#include "VideoCommon/AbstractShader.h"
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
class Shader : public AbstractShader
|
||||
{
|
||||
public:
|
||||
virtual ~Shader() override;
|
||||
|
||||
const BinaryData& GetByteCode() const { return m_bytecode; }
|
||||
|
||||
bool HasBinary() const override;
|
||||
BinaryData GetBinary() const override;
|
||||
|
||||
static bool CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
|
||||
ShaderStage stage, const char* source, size_t length);
|
||||
|
||||
static BinaryData CreateByteCode(const void* data, size_t length);
|
||||
|
||||
protected:
|
||||
Shader(ShaderStage stage, BinaryData bytecode);
|
||||
|
||||
BinaryData m_bytecode;
|
||||
};
|
||||
|
||||
} // namespace D3DCommon
|
|
@ -0,0 +1,232 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoBackends/D3DCommon/SwapChain.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/CommonFuncs.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
static bool IsTearingSupported(IDXGIFactory2* dxgi_factory)
|
||||
{
|
||||
Microsoft::WRL::ComPtr<IDXGIFactory5> factory5;
|
||||
if (FAILED(dxgi_factory->QueryInterface(IID_PPV_ARGS(&factory5))))
|
||||
return false;
|
||||
|
||||
UINT allow_tearing = 0;
|
||||
return SUCCEEDED(factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
|
||||
sizeof(allow_tearing))) &&
|
||||
allow_tearing != 0;
|
||||
}
|
||||
|
||||
static bool GetFullscreenState(IDXGISwapChain1* swap_chain)
|
||||
{
|
||||
BOOL fs = FALSE;
|
||||
return SUCCEEDED(swap_chain->GetFullscreenState(&fs, nullptr)) && fs;
|
||||
}
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory, IUnknown* d3d_device)
|
||||
: m_wsi(wsi), m_dxgi_factory(dxgi_factory), m_d3d_device(d3d_device),
|
||||
m_allow_tearing_supported(IsTearingSupported(dxgi_factory))
|
||||
{
|
||||
}
|
||||
|
||||
SwapChain::~SwapChain()
|
||||
{
|
||||
// Can't destroy swap chain while it's fullscreen.
|
||||
if (m_swap_chain && GetFullscreenState(m_swap_chain.Get()))
|
||||
m_swap_chain->SetFullscreenState(FALSE, nullptr);
|
||||
}
|
||||
|
||||
bool SwapChain::WantsStereo()
|
||||
{
|
||||
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
|
||||
}
|
||||
|
||||
u32 SwapChain::GetSwapChainFlags() const
|
||||
{
|
||||
// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
|
||||
return m_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
|
||||
}
|
||||
|
||||
bool SwapChain::CreateSwapChain(bool stereo)
|
||||
{
|
||||
RECT client_rc;
|
||||
if (GetClientRect(static_cast<HWND>(m_wsi.render_surface), &client_rc))
|
||||
{
|
||||
m_width = client_rc.right - client_rc.left;
|
||||
m_height = client_rc.bottom - client_rc.top;
|
||||
}
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
|
||||
swap_chain_desc.Width = m_width;
|
||||
swap_chain_desc.Height = m_height;
|
||||
swap_chain_desc.BufferCount = SWAP_CHAIN_BUFFER_COUNT;
|
||||
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 = GetDXGIFormatForAbstractFormat(m_texture_format, false);
|
||||
swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
swap_chain_desc.Stereo = stereo;
|
||||
swap_chain_desc.Flags = GetSwapChainFlags();
|
||||
|
||||
HRESULT hr = m_dxgi_factory->CreateSwapChainForHwnd(
|
||||
m_d3d_device.Get(), static_cast<HWND>(m_wsi.render_surface), &swap_chain_desc, nullptr,
|
||||
nullptr, &m_swap_chain);
|
||||
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 = m_dxgi_factory->CreateSwapChainForHwnd(m_d3d_device.Get(),
|
||||
static_cast<HWND>(m_wsi.render_surface),
|
||||
&swap_chain_desc, nullptr, nullptr, &m_swap_chain);
|
||||
}
|
||||
|
||||
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 = m_dxgi_factory->CreateSwapChainForHwnd(m_d3d_device.Get(),
|
||||
static_cast<HWND>(m_wsi.render_surface),
|
||||
&swap_chain_desc, nullptr, nullptr, &m_swap_chain);
|
||||
}
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create swap chain with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
// We handle fullscreen ourselves.
|
||||
hr = m_dxgi_factory->MakeWindowAssociation(static_cast<HWND>(m_wsi.render_surface),
|
||||
DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER);
|
||||
if (FAILED(hr))
|
||||
WARN_LOG(VIDEO, "MakeWindowAssociation() failed with HRESULT %08X", hr);
|
||||
|
||||
m_stereo = stereo;
|
||||
if (!CreateSwapChainBuffers())
|
||||
{
|
||||
PanicAlert("Failed to create swap chain buffers");
|
||||
DestroySwapChainBuffers();
|
||||
m_swap_chain.Reset();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SwapChain::DestroySwapChain()
|
||||
{
|
||||
DestroySwapChainBuffers();
|
||||
|
||||
// Can't destroy swap chain while it's fullscreen.
|
||||
if (m_swap_chain && GetFullscreenState(m_swap_chain.Get()))
|
||||
m_swap_chain->SetFullscreenState(FALSE, nullptr);
|
||||
|
||||
m_swap_chain.Reset();
|
||||
}
|
||||
|
||||
bool SwapChain::ResizeSwapChain()
|
||||
{
|
||||
DestroySwapChainBuffers();
|
||||
|
||||
HRESULT hr = m_swap_chain->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, 0, 0,
|
||||
GetDXGIFormatForAbstractFormat(m_texture_format, false),
|
||||
GetSwapChainFlags());
|
||||
if (FAILED(hr))
|
||||
WARN_LOG(VIDEO, "ResizeBuffers() failed with HRESULT %08X", hr);
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC1 desc;
|
||||
if (SUCCEEDED(m_swap_chain->GetDesc1(&desc)))
|
||||
{
|
||||
m_width = desc.Width;
|
||||
m_height = desc.Height;
|
||||
}
|
||||
|
||||
return CreateSwapChainBuffers();
|
||||
}
|
||||
|
||||
void SwapChain::SetStereo(bool stereo)
|
||||
{
|
||||
if (m_stereo == stereo)
|
||||
return;
|
||||
|
||||
DestroySwapChain();
|
||||
if (!CreateSwapChain(stereo))
|
||||
{
|
||||
PanicAlert("Failed to switch swap chain stereo mode");
|
||||
CreateSwapChain(false);
|
||||
}
|
||||
}
|
||||
|
||||
bool SwapChain::GetFullscreen() const
|
||||
{
|
||||
return GetFullscreenState(m_swap_chain.Get());
|
||||
}
|
||||
|
||||
void SwapChain::SetFullscreen(bool request)
|
||||
{
|
||||
m_swap_chain->SetFullscreenState(request, nullptr);
|
||||
}
|
||||
|
||||
bool SwapChain::CheckForFullscreenChange()
|
||||
{
|
||||
if (m_fullscreen_request != m_has_fullscreen)
|
||||
{
|
||||
HRESULT hr = m_swap_chain->SetFullscreenState(m_fullscreen_request, nullptr);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
m_has_fullscreen = m_fullscreen_request;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
const bool new_fullscreen_state = GetFullscreenState(m_swap_chain.Get());
|
||||
if (new_fullscreen_state != m_has_fullscreen)
|
||||
{
|
||||
m_has_fullscreen = new_fullscreen_state;
|
||||
m_fullscreen_request = new_fullscreen_state;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SwapChain::Present()
|
||||
{
|
||||
// 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.
|
||||
UINT present_flags = 0;
|
||||
if (m_allow_tearing_supported && !g_ActiveConfig.bVSyncActive && !m_has_fullscreen)
|
||||
present_flags |= DXGI_PRESENT_ALLOW_TEARING;
|
||||
|
||||
HRESULT hr = m_swap_chain->Present(static_cast<UINT>(g_ActiveConfig.bVSyncActive), present_flags);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN_LOG(VIDEO, "Swap chain present failed with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SwapChain::ChangeSurface(void* native_handle)
|
||||
{
|
||||
DestroySwapChain();
|
||||
m_wsi.render_surface = native_handle;
|
||||
return CreateSwapChain(m_stereo);
|
||||
}
|
||||
|
||||
} // namespace D3DCommon
|
|
@ -0,0 +1,74 @@
|
|||
// Copyright 2019 Dolphin Emulator Project
|
||||
// Licensed under GPLv2+
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <dxgi1_5.h>
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/WindowSystemInfo.h"
|
||||
#include "VideoBackends/D3DCommon/Common.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
namespace D3DCommon
|
||||
{
|
||||
class SwapChain
|
||||
{
|
||||
public:
|
||||
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory2* dxgi_factory, IUnknown* d3d_device);
|
||||
virtual ~SwapChain();
|
||||
|
||||
// Sufficient buffers for triple buffering.
|
||||
static const u32 SWAP_CHAIN_BUFFER_COUNT = 3;
|
||||
|
||||
// Returns true if the stereo mode is quad-buffering.
|
||||
static bool WantsStereo();
|
||||
|
||||
IDXGISwapChain1* GetDXGISwapChain() const { return m_swap_chain.Get(); }
|
||||
AbstractTextureFormat GetFormat() const { return m_texture_format; }
|
||||
u32 GetWidth() const { return m_width; }
|
||||
u32 GetHeight() const { return m_height; }
|
||||
u32 GetLayers() const { return m_stereo ? 2u : 1u; }
|
||||
bool IsStereoEnabled() const { return m_stereo; }
|
||||
bool HasExclusiveFullscreen() const { return m_has_fullscreen; }
|
||||
|
||||
// Mode switches.
|
||||
bool GetFullscreen() const;
|
||||
void SetFullscreen(bool request);
|
||||
|
||||
// Checks for loss of exclusive fullscreen.
|
||||
bool CheckForFullscreenChange();
|
||||
|
||||
// Presents the swap chain to the screen.
|
||||
virtual bool Present();
|
||||
|
||||
bool ChangeSurface(void* native_handle);
|
||||
bool ResizeSwapChain();
|
||||
void SetStereo(bool stereo);
|
||||
|
||||
protected:
|
||||
u32 GetSwapChainFlags() const;
|
||||
bool CreateSwapChain(bool stereo);
|
||||
void DestroySwapChain();
|
||||
|
||||
virtual bool CreateSwapChainBuffers() = 0;
|
||||
virtual void DestroySwapChainBuffers() = 0;
|
||||
|
||||
WindowSystemInfo m_wsi;
|
||||
Microsoft::WRL::ComPtr<IDXGIFactory2> m_dxgi_factory;
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swap_chain;
|
||||
Microsoft::WRL::ComPtr<IUnknown> m_d3d_device;
|
||||
AbstractTextureFormat m_texture_format = AbstractTextureFormat::RGBA8;
|
||||
|
||||
u32 m_width = 1;
|
||||
u32 m_height = 1;
|
||||
|
||||
bool m_stereo = false;
|
||||
bool m_allow_tearing_supported = false;
|
||||
bool m_has_fullscreen = false;
|
||||
bool m_fullscreen_request = false;
|
||||
};
|
||||
|
||||
} // namespace D3DCommon
|
|
@ -39,8 +39,6 @@
|
|||
|
||||
namespace OGL
|
||||
{
|
||||
static constexpr u32 UBO_LENGTH = 32 * 1024 * 1024;
|
||||
|
||||
u32 ProgramShaderCache::s_ubo_buffer_size;
|
||||
s32 ProgramShaderCache::s_ubo_align;
|
||||
GLuint ProgramShaderCache::s_attributeless_VBO = 0;
|
||||
|
@ -497,7 +495,7 @@ void ProgramShaderCache::Init()
|
|||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
|
||||
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, VertexManagerBase::UNIFORM_STREAM_BUFFER_SIZE);
|
||||
|
||||
CreateHeader();
|
||||
CreateAttributelessVAO();
|
||||
|
|
|
@ -135,6 +135,8 @@ bool VideoBackend::InitializeGLExtensions(GLContext* context)
|
|||
|
||||
bool VideoBackend::FillBackendInfo()
|
||||
{
|
||||
InitBackendInfo();
|
||||
|
||||
// check for the max vertex attributes
|
||||
GLint numvertexattribs = 0;
|
||||
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
|
||||
|
@ -162,10 +164,8 @@ bool VideoBackend::FillBackendInfo()
|
|||
|
||||
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
||||
{
|
||||
InitializeShared();
|
||||
|
||||
std::unique_ptr<GLContext> main_gl_context =
|
||||
GLContext::Create(wsi, g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer, true, false,
|
||||
GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
|
||||
Config::Get(Config::GFX_PREFER_GLES));
|
||||
if (!main_gl_context)
|
||||
return false;
|
||||
|
@ -173,6 +173,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
|||
if (!InitializeGLExtensions(main_gl_context.get()) || !FillBackendInfo())
|
||||
return false;
|
||||
|
||||
InitializeShared();
|
||||
g_renderer = std::make_unique<Renderer>(std::move(main_gl_context), wsi.render_surface_scale);
|
||||
ProgramShaderCache::Init();
|
||||
g_vertex_manager = std::make_unique<VertexManager>();
|
||||
|
|
|
@ -7,18 +7,13 @@
|
|||
#include <cstdlib>
|
||||
|
||||
#include "Common/CommonFuncs.h"
|
||||
#include "Common/DynamicLibrary.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
#include "VideoBackends/Vulkan/VulkanLoader.h"
|
||||
|
||||
#if defined(_WIN32)
|
||||
#include <Windows.h>
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
#endif
|
||||
|
||||
#define VULKAN_MODULE_ENTRY_POINT(name, required) PFN_##name name;
|
||||
#define VULKAN_INSTANCE_ENTRY_POINT(name, required) PFN_##name name;
|
||||
#define VULKAN_DEVICE_ENTRY_POINT(name, required) PFN_##name name;
|
||||
|
@ -40,145 +35,56 @@ static void ResetVulkanLibraryFunctionPointers()
|
|||
#undef VULKAN_MODULE_ENTRY_POINT
|
||||
}
|
||||
|
||||
#if defined(_WIN32)
|
||||
static Common::DynamicLibrary s_vulkan_module;
|
||||
|
||||
static HMODULE vulkan_module;
|
||||
static std::atomic_int vulkan_module_ref_count = {0};
|
||||
|
||||
bool LoadVulkanLibrary()
|
||||
static std::string GetVulkanLibraryFilename()
|
||||
{
|
||||
// Not thread safe if a second thread calls the loader whilst the first is still in-progress.
|
||||
if (vulkan_module)
|
||||
{
|
||||
vulkan_module_ref_count++;
|
||||
return true;
|
||||
}
|
||||
|
||||
vulkan_module = LoadLibraryA("vulkan-1.dll");
|
||||
if (!vulkan_module)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to load vulkan-1.dll");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool required_functions_missing = false;
|
||||
auto LoadFunction = [&](FARPROC* func_ptr, const char* name, bool is_required) {
|
||||
*func_ptr = GetProcAddress(vulkan_module, name);
|
||||
if (!(*func_ptr) && is_required)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Vulkan: Failed to load required module function %s", name);
|
||||
required_functions_missing = true;
|
||||
}
|
||||
};
|
||||
|
||||
#define VULKAN_MODULE_ENTRY_POINT(name, required) \
|
||||
LoadFunction(reinterpret_cast<FARPROC*>(&name), #name, required);
|
||||
#include "VideoBackends/Vulkan/VulkanEntryPoints.inl"
|
||||
#undef VULKAN_MODULE_ENTRY_POINT
|
||||
|
||||
if (required_functions_missing)
|
||||
{
|
||||
ResetVulkanLibraryFunctionPointers();
|
||||
FreeLibrary(vulkan_module);
|
||||
vulkan_module = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
vulkan_module_ref_count++;
|
||||
return true;
|
||||
}
|
||||
|
||||
void UnloadVulkanLibrary()
|
||||
{
|
||||
if ((--vulkan_module_ref_count) > 0)
|
||||
return;
|
||||
|
||||
ResetVulkanLibraryFunctionPointers();
|
||||
FreeLibrary(vulkan_module);
|
||||
vulkan_module = nullptr;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
static void* vulkan_module;
|
||||
static std::atomic_int vulkan_module_ref_count = {0};
|
||||
|
||||
bool LoadVulkanLibrary()
|
||||
{
|
||||
// Not thread safe if a second thread calls the loader whilst the first is still in-progress.
|
||||
if (vulkan_module)
|
||||
{
|
||||
vulkan_module_ref_count++;
|
||||
return true;
|
||||
}
|
||||
|
||||
#if defined(__APPLE__)
|
||||
#ifdef __APPLE__
|
||||
// Check if a path to a specific Vulkan library has been specified.
|
||||
char* libvulkan_env = getenv("LIBVULKAN_PATH");
|
||||
if (libvulkan_env)
|
||||
vulkan_module = dlopen(libvulkan_env, RTLD_NOW);
|
||||
if (!vulkan_module)
|
||||
{
|
||||
// Use the libvulkan.dylib from the application bundle.
|
||||
std::string path = File::GetBundleDirectory() + "/Contents/Frameworks/libvulkan.dylib";
|
||||
vulkan_module = dlopen(path.c_str(), RTLD_NOW);
|
||||
}
|
||||
return std::string(libvulkan_env);
|
||||
|
||||
// Use the libvulkan.dylib from the application bundle.
|
||||
return File::GetBundleDirectory() + "/Contents/Frameworks/libvulkan.dylib";
|
||||
#else
|
||||
// Names of libraries to search. Desktop should use libvulkan.so.1 or libvulkan.so.
|
||||
static const char* search_lib_names[] = {"libvulkan.so.1", "libvulkan.so"};
|
||||
for (size_t i = 0; i < ArraySize(search_lib_names); i++)
|
||||
{
|
||||
vulkan_module = dlopen(search_lib_names[i], RTLD_NOW);
|
||||
if (vulkan_module)
|
||||
break;
|
||||
}
|
||||
return Common::DynamicLibrary::GetVersionedFilename("vulkan", 1);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (!vulkan_module)
|
||||
bool LoadVulkanLibrary()
|
||||
{
|
||||
if (!s_vulkan_module.IsOpen())
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to load or locate libvulkan.so");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool required_functions_missing = false;
|
||||
auto LoadFunction = [&](void** func_ptr, const char* name, bool is_required) {
|
||||
*func_ptr = dlsym(vulkan_module, name);
|
||||
if (!(*func_ptr) && is_required)
|
||||
const std::string filename = GetVulkanLibraryFilename();
|
||||
if (!s_vulkan_module.Open(filename.c_str()))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Vulkan: Failed to load required module function %s", name);
|
||||
required_functions_missing = true;
|
||||
ERROR_LOG(VIDEO, "Failed to load %s", filename.c_str());
|
||||
return false;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#define VULKAN_MODULE_ENTRY_POINT(name, required) \
|
||||
LoadFunction(reinterpret_cast<void**>(&name), #name, required);
|
||||
if (!s_vulkan_module.GetSymbol(#name, &name) && required) \
|
||||
{ \
|
||||
ERROR_LOG(VIDEO, "Vulkan: Failed to load required module function %s", #name); \
|
||||
ResetVulkanLibraryFunctionPointers(); \
|
||||
s_vulkan_module.Close(); \
|
||||
return false; \
|
||||
}
|
||||
#include "VideoBackends/Vulkan/VulkanEntryPoints.inl"
|
||||
#undef VULKAN_MODULE_ENTRY_POINT
|
||||
|
||||
if (required_functions_missing)
|
||||
{
|
||||
ResetVulkanLibraryFunctionPointers();
|
||||
dlclose(vulkan_module);
|
||||
vulkan_module = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
vulkan_module_ref_count++;
|
||||
return true;
|
||||
}
|
||||
|
||||
void UnloadVulkanLibrary()
|
||||
{
|
||||
if ((--vulkan_module_ref_count) > 0)
|
||||
return;
|
||||
|
||||
ResetVulkanLibraryFunctionPointers();
|
||||
dlclose(vulkan_module);
|
||||
vulkan_module = nullptr;
|
||||
s_vulkan_module.Close();
|
||||
if (!s_vulkan_module.IsOpen())
|
||||
ResetVulkanLibraryFunctionPointers();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
bool LoadVulkanInstanceFunctions(VkInstance instance)
|
||||
{
|
||||
bool required_functions_missing = false;
|
||||
|
|
|
@ -151,6 +151,11 @@ std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage sta
|
|||
return CreateShaderFromSource(stage, source.c_str(), source.size());
|
||||
}
|
||||
|
||||
bool Renderer::EFBHasAlphaChannel() const
|
||||
{
|
||||
return m_prev_efb_format == PEControl::RGBA6_Z24;
|
||||
}
|
||||
|
||||
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
|
||||
u32 color, u32 z)
|
||||
{
|
||||
|
|
|
@ -224,6 +224,7 @@ public:
|
|||
|
||||
PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
|
||||
void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
|
||||
bool EFBHasAlphaChannel() const;
|
||||
VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
|
||||
// Final surface changing
|
||||
// This is called when the surface is resized (WX) or the window changes (Android).
|
||||
|
|
|
@ -966,10 +966,16 @@ void ShaderCache::QueueUberShaderPipelines()
|
|||
config.vs_uid = vs_uid;
|
||||
config.gs_uid = gs_uid;
|
||||
config.ps_uid = ps_uid;
|
||||
config.rasterization_state =
|
||||
RenderState::GetCullBackFaceRasterizationState(PrimitiveType::TriangleStrip);
|
||||
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
|
||||
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
|
||||
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
||||
config.blending_state = RenderState::GetNoBlendingBlendState();
|
||||
if (ps_uid.GetUidData()->uint_output)
|
||||
{
|
||||
// uint_output is only ever enabled when logic ops are enabled.
|
||||
config.blending_state.logicopenable = true;
|
||||
config.blending_state.logicmode = BlendMode::AND;
|
||||
}
|
||||
|
||||
auto iter = m_gx_uber_pipeline_cache.find(config);
|
||||
if (iter != m_gx_uber_pipeline_cache.end())
|
||||
|
@ -986,13 +992,15 @@ void ShaderCache::QueueUberShaderPipelines()
|
|||
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
|
||||
return;
|
||||
|
||||
UberShader::PixelShaderUid cleared_puid = puid;
|
||||
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
|
||||
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
|
||||
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
|
||||
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
|
||||
{
|
||||
return;
|
||||
}
|
||||
QueueDummyPipeline(vuid, guid, puid);
|
||||
QueueDummyPipeline(vuid, guid, cleared_puid);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
@ -54,9 +54,9 @@ public:
|
|||
|
||||
// Streaming buffer sizes.
|
||||
// Texel buffer will fit the maximum size of an encoded GX texture. 1024x1024, RGBA8 = 4MB.
|
||||
static constexpr u32 VERTEX_STREAM_BUFFER_SIZE = 40 * 1024 * 1024;
|
||||
static constexpr u32 INDEX_STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
|
||||
static constexpr u32 UNIFORM_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
|
||||
static constexpr u32 VERTEX_STREAM_BUFFER_SIZE = 48 * 1024 * 1024;
|
||||
static constexpr u32 INDEX_STREAM_BUFFER_SIZE = 8 * 1024 * 1024;
|
||||
static constexpr u32 UNIFORM_STREAM_BUFFER_SIZE = 32 * 1024 * 1024;
|
||||
static constexpr u32 TEXEL_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
|
||||
|
||||
VertexManagerBase();
|
||||
|
|
|
@ -294,6 +294,7 @@ void VideoBackendBase::InitializeShared()
|
|||
GeometryShaderManager::Init();
|
||||
PixelShaderManager::Init();
|
||||
|
||||
g_Config.VerifyValidity();
|
||||
UpdateActiveConfig();
|
||||
}
|
||||
|
||||
|
|
|
@ -93,6 +93,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "imgui", "..\Externals\imgui
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UpdaterCommon", "Core\UpdaterCommon\UpdaterCommon.vcxproj", "{B001D13E-7EAB-4689-842D-801E5ACFFAC5}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3DCommon", "Core\VideoBackends\D3DCommon\D3DCommon.vcxproj", "{DEA96CF2-F237-4A1A-B32F-C916769EFB50}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
|
@ -353,6 +355,12 @@ Global
|
|||
{B001D13E-7EAB-4689-842D-801E5ACFFAC5}.Release|x64.ActiveCfg = Release|x64
|
||||
{B001D13E-7EAB-4689-842D-801E5ACFFAC5}.Release|x64.Build.0 = Release|x64
|
||||
{B001D13E-7EAB-4689-842D-801E5ACFFAC5}.Release|x86.ActiveCfg = Release|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Debug|x64.Build.0 = Debug|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Debug|x86.ActiveCfg = Debug|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Release|x64.ActiveCfg = Release|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Release|x64.Build.0 = Release|x64
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50}.Release|x86.ActiveCfg = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -394,6 +402,7 @@ Global
|
|||
{4482FD2A-EC43-3FFB-AC20-2E5C54B05EAD} = {87ADDFF9-5768-4DA2-A33B-2477593D6677}
|
||||
{23114507-079A-4418-9707-CFA81A03CA99} = {87ADDFF9-5768-4DA2-A33B-2477593D6677}
|
||||
{4C3B2264-EA73-4A7B-9CFE-65B0FD635EBB} = {87ADDFF9-5768-4DA2-A33B-2477593D6677}
|
||||
{DEA96CF2-F237-4A1A-B32F-C916769EFB50} = {AAD1BCD6-9804-44A5-A5FC-4782EA00E9D4}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {710976F2-1BC7-4F2A-B32D-5DD2BBCB44E1}
|
||||
|
|
Loading…
Reference in New Issue