Merge pull request #8047 from stenzek/d3d-feature-level-10
D3D11: Fix Dolphin crashing on feature level 10.0 devices
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f7199397a0
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@ -33,29 +33,6 @@ static ComPtr<ID3D11Debug> s_debug;
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static constexpr D3D_FEATURE_LEVEL s_supported_feature_levels[] = {
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D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
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static bool SupportsS3TCTextures()
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{
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UINT bc1_support, bc2_support, bc3_support;
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if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
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FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
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FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
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{
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return false;
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}
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return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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static bool SupportsBPTCTextures()
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{
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// Currently, we only care about BC7. This could be extended to BC6H in the future.
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UINT bc7_support;
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if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
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return false;
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return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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bool Create(u32 adapter_index, bool enable_debug_layer)
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{
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PFN_D3D11_CREATE_DEVICE d3d11_create_device;
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@ -145,17 +122,6 @@ bool Create(u32 adapter_index, bool enable_debug_layer)
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g_Config.backend_info.bSupportsLogicOp = false;
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}
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g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures();
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g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures();
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// Features only supported with a FL11.0+ device.
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const bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
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g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
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g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
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g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
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g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
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stateman = std::make_unique<StateManager>();
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return true;
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}
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@ -241,6 +207,16 @@ std::vector<u32> GetAAModes(u32 adapter_index)
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return aa_modes;
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}
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bool SupportsTextureFormat(DXGI_FORMAT format)
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{
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UINT support;
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if (FAILED(device->CheckFormatSupport(format, &support)))
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return false;
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return (support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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} // namespace D3D
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} // namespace DX11
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@ -40,6 +40,9 @@ void Destroy();
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// Returns a list of supported AA modes for the current device.
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std::vector<u32> GetAAModes(u32 adapter_index);
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// Checks for support of the given texture format.
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bool SupportsTextureFormat(DXGI_FORMAT format);
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} // namespace D3D
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} // namespace DX11
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@ -87,6 +87,25 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
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// Override optional features if we are actually booting.
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if (D3D::device)
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{
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g_Config.backend_info.bSupportsST3CTextures =
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
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g_Config.backend_info.bSupportsBPTCTextures = D3D::SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
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// Features only supported with a FL11.0+ device.
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const bool shader_model_5_supported = D3D::feature_level >= D3D_FEATURE_LEVEL_11_0;
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g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
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g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
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g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
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g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
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g_Config.backend_info.bSupportsGPUTextureDecoding = shader_model_5_supported;
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}
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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@ -410,10 +410,13 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, samples > 1);
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EmitPixelMainDeclaration(ss, 1, 0, "float4",
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GetAPIType() == APIType::D3D ?
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"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
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"");
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EmitPixelMainDeclaration(
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ss, 1, 0, "float4",
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GetAPIType() == APIType::D3D ?
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(g_ActiveConfig.bSSAA ?
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"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
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"in float4 ipos : SV_Position, ") :
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"");
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ss << "{\n";
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ss << " int layer = int(v_tex0.z);\n";
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if (GetAPIType() == APIType::D3D)
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