// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Common/StringUtil.h" #include "Common/Logging/LogManager.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/Host.h" #include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/Globals.h" #include "VideoBackends/D3D/PerfQuery.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/VertexManager.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoBackends/D3D/VideoBackend.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OpcodeDecoding.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { unsigned int VideoBackend::PeekMessages() { MSG msg; while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) return FALSE; TranslateMessage(&msg); DispatchMessage(&msg); } return TRUE; } std::string VideoBackend::GetName() const { return "D3D"; } std::string VideoBackend::GetDisplayName() const { return "Direct3D"; } void InitBackendInfo() { HRESULT hr = DX11::D3D::LoadDXGI(); if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D(); if (FAILED(hr)) { DX11::D3D::UnloadDXGI(); return; } g_Config.backend_info.APIType = API_D3D; g_Config.backend_info.bSupportsExclusiveFullscreen = true; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsClipControl = true; IDXGIFactory* factory; IDXGIAdapter* ad; hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (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::string samples; std::vector modes = DX11::D3D::EnumAAModes(ad); for (unsigned int i = 0; i < modes.size(); ++i) { if (i == 0) samples = _trans("None"); else if (modes[i].Quality) samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality); else samples = StringFromFormat(_trans("%d samples"), modes[i].Count); g_Config.backend_info.AAModes.push_back(samples); } bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0); // 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 = shader_model_5_supported; // Requires the instance attribute (only available in shader model 5) g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported; } g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description)); ad->Release(); } factory->Release(); // Clear ppshaders string vector g_Config.backend_info.PPShaders.clear(); g_Config.backend_info.AnaglyphShaders.clear(); DX11::D3D::UnloadDXGI(); DX11::D3D::UnloadD3D(); } void VideoBackend::ShowConfig(void *hParent) { InitBackendInfo(); Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_dx11"); } bool VideoBackend::Initialize(void *window_handle) { if (window_handle == nullptr) return false; InitializeShared(); InitBackendInfo(); frameCount = 0; g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini"); g_Config.GameIniLoad(); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); m_window_handle = window_handle; s_BackendInitialized = true; return true; } void VideoBackend::Video_Prepare() { // internal interfaces g_renderer = new Renderer(m_window_handle); g_texture_cache = new TextureCache; g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; VertexShaderCache::Init(); PixelShaderCache::Init(); GeometryShaderCache::Init(); D3D::InitUtils(); // VideoCommon BPInit(); Fifo_Init(); IndexGenerator::Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); GeometryShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); BBox::Init(); // Tell the host that the window is ready Host_Message(WM_USER_CREATE); } void VideoBackend::Shutdown() { s_BackendInitialized = false; // TODO: should be in Video_Cleanup if (g_renderer) { // VideoCommon Fifo_Shutdown(); CommandProcessor::Shutdown(); GeometryShaderManager::Shutdown(); PixelShaderManager::Shutdown(); VertexShaderManager::Shutdown(); OpcodeDecoder_Shutdown(); VertexLoaderManager::Shutdown(); // internal interfaces D3D::ShutdownUtils(); PixelShaderCache::Shutdown(); VertexShaderCache::Shutdown(); GeometryShaderCache::Shutdown(); BBox::Shutdown(); delete g_perf_query; delete g_vertex_manager; delete g_texture_cache; delete g_renderer; g_renderer = nullptr; g_texture_cache = nullptr; } } void VideoBackend::Video_Cleanup() { } }