// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #define USE_D3D12_QUEUED_COMMAND_LISTS // D3D12TODO: Support this from Graphics Settings, not require a recompile to enable. //#define USE_D3D12_DEBUG_LAYER #pragma once #include #include #include #include #include #include "../../Externals/d3dx12/d3dx12.h" #include "Common/Common.h" #include "Common/CommonTypes.h" #include "Common/MsgHandler.h" namespace DX12 { #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)) { __debugbreak(); PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } // DEBUGCHECK is for high-frequency functions that we only want to check on debug builds. #if defined(_DEBUG) || defined(DEBUGFAST) #define DEBUGCHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } #else #define DEBUGCHECK(cond, Message, ...) #endif inline void CheckHR(HRESULT hr) { CHECK(SUCCEEDED(hr), "Failed HRESULT."); } class D3DCommandListManager; class D3DDescriptorHeapManager; class D3DTexture2D; namespace D3D { #define DESCRIPTOR_TABLE_PS_SRV 0 #define DESCRIPTOR_TABLE_PS_SAMPLER 1 #define DESCRIPTOR_TABLE_GS_CBV 2 #define DESCRIPTOR_TABLE_VS_CBV 3 // #define DESCRIPTOR_TABLE_PS_UAV 4 #define DESCRIPTOR_TABLE_PS_CBVONE 4 #define DESCRIPTOR_TABLE_PS_CBVTWO 5 HRESULT LoadDXGI(); HRESULT LoadD3D(); HRESULT LoadD3DCompiler(); void UnloadDXGI(); void UnloadD3D(); void UnloadD3DCompiler(); D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter); std::vector EnumAAModes(IDXGIAdapter* adapter); bool AlertUserIfSelectedAdapterDoesNotSupportD3D12(); HRESULT Create(HWND wnd); void CreateDescriptorHeaps(); void CreateRootSignatures(); void WaitForOutstandingRenderingToComplete(); void Close(); extern ID3D12Device* device12; extern unsigned int resource_descriptor_size; extern unsigned int sampler_descriptor_size; extern D3DDescriptorHeapManager* gpu_descriptor_heap_mgr; extern D3DDescriptorHeapManager* sampler_descriptor_heap_mgr; extern D3DDescriptorHeapManager* dsv_descriptor_heap_mgr; extern D3DDescriptorHeapManager* rtv_descriptor_heap_mgr; extern std::array gpu_descriptor_heaps; extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu; extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow; extern D3DCommandListManager* command_list_mgr; extern ID3D12GraphicsCommandList* current_command_list; extern ID3D12RootSignature* default_root_signature; extern HWND hWnd; void Reset(); bool BeginFrame(); void EndFrame(); void Present(); unsigned int GetBackBufferWidth(); unsigned int GetBackBufferHeight(); D3DTexture2D*& GetBackBuffer(); const std::string PixelShaderVersionString(); const std::string GeometryShaderVersionString(); const std::string VertexShaderVersionString(); unsigned int GetMaxTextureSize(); HRESULT SetFullscreenState(bool enable_fullscreen); HRESULT GetFullscreenState(bool* fullscreen_state); // 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. static void SetDebugObjectName12(ID3D12Resource* resource, LPCSTR name) { HRESULT hr = resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name); if (FAILED(hr)) { throw std::exception("Failure setting name for D3D12 object"); } } static std::string GetDebugObjectName12(ID3D12Resource* resource) { std::string name; if (resource) { UINT size = 0; resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); //get required size name.resize(size); resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast(name.data())); } return name; } } // namespace D3D using CREATEDXGIFACTORY = HRESULT(WINAPI*)(REFIID, void**); extern CREATEDXGIFACTORY create_dxgi_factory; using D3D12CREATEDEVICE = HRESULT(WINAPI*)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**); using D3D12SERIALIZEROOTSIGNATURE = HRESULT(WINAPI*)(const D3D12_ROOT_SIGNATURE_DESC* pRootSignature, D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob); using D3D12GETDEBUGINTERFACE = HRESULT(WINAPI*)(REFIID riid, void** ppvDebug); using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**); extern D3DREFLECT d3d_reflect; using D3DCREATEBLOB = HRESULT(WINAPI*)(SIZE_T, ID3DBlob**); extern D3DCREATEBLOB d3d_create_blob; extern pD3DCompile d3d_compile; } // namespace DX12