// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Core/Config/GraphicsSettings.h" #include "Core/ConfigManager.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DTexture.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { HINSTANCE hD3DCompilerDll = nullptr; D3DREFLECT PD3DReflect = nullptr; pD3DCompile PD3DCompile = nullptr; int d3dcompiler_dll_ref = 0; CREATEDXGIFACTORY PCreateDXGIFactory = nullptr; HINSTANCE hDXGIDll = nullptr; int dxgi_dll_ref = 0; static D3D11CREATEDEVICE PD3D11CreateDevice = nullptr; HINSTANCE hD3DDll = nullptr; int d3d_dll_ref = 0; namespace D3D { ID3D11Device* device = nullptr; ID3D11DeviceContext* context = nullptr; static IDXGISwapChain1* swapchain = nullptr; static ID3D11Debug* debug = nullptr; D3D_FEATURE_LEVEL featlevel; D3DTexture2D* backbuf = nullptr; HWND hWnd; std::vector aa_modes; // supported AA modes of the current adapter bool bgra_textures_supported; #define NUM_SUPPORTED_FEATURE_LEVELS 3 const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}; unsigned int xres, yres; bool bFrameInProgress = false; HRESULT LoadDXGI() { if (dxgi_dll_ref++ > 0) return S_OK; if (hDXGIDll) return S_OK; hDXGIDll = LoadLibraryA("dxgi.dll"); if (!hDXGIDll) { MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR); --dxgi_dll_ref; return E_FAIL; } PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory"); if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } HRESULT LoadD3D() { if (d3d_dll_ref++ > 0) return S_OK; if (hD3DDll) return S_OK; hD3DDll = LoadLibraryA("d3d11.dll"); if (!hD3DDll) { MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR); --d3d_dll_ref; return E_FAIL; } PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice"); if (PD3D11CreateDevice == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } HRESULT LoadD3DCompiler() { if (d3dcompiler_dll_ref++ > 0) return S_OK; if (hD3DCompilerDll) return S_OK; // try to load D3DCompiler first to check whether we have proper runtime support // try to use the dll the backend was compiled against first - don't bother about debug runtimes hD3DCompilerDll = LoadLibraryA(D3DCOMPILER_DLL_A); if (!hD3DCompilerDll) { // if that fails, use the dll which should be available in every SDK which officially supports // DX11. hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll"); if (!hD3DCompilerDll) { MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR); return E_FAIL; } else { NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try " "updating your DX runtime first."); } } PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect"); if (PD3DReflect == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR); PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile"); if (PD3DCompile == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } void UnloadDXGI() { if (!dxgi_dll_ref) return; if (--dxgi_dll_ref != 0) return; if (hDXGIDll) FreeLibrary(hDXGIDll); hDXGIDll = nullptr; PCreateDXGIFactory = nullptr; } void UnloadD3D() { if (!d3d_dll_ref) return; if (--d3d_dll_ref != 0) return; if (hD3DDll) FreeLibrary(hD3DDll); hD3DDll = nullptr; PD3D11CreateDevice = nullptr; } void UnloadD3DCompiler() { if (!d3dcompiler_dll_ref) return; if (--d3dcompiler_dll_ref != 0) return; if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll); hD3DCompilerDll = nullptr; PD3DReflect = nullptr; } std::vector EnumAAModes(IDXGIAdapter* adapter) { std::vector _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 = PD3D11CreateDevice(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; PD3D11CreateDevice(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) { 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))) { return false; } return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0; } static bool SupportsBPTCTextures(ID3D11Device* dev) { // 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))) return false; return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0; } HRESULT Create(HWND wnd) { hWnd = wnd; HRESULT hr; RECT client; GetClientRect(hWnd, &client); xres = client.right - client.left; yres = client.bottom - client.top; hr = LoadDXGI(); if (SUCCEEDED(hr)) hr = LoadD3D(); if (SUCCEEDED(hr)) hr = LoadD3DCompiler(); if (FAILED(hr)) { UnloadDXGI(); UnloadD3D(); UnloadD3DCompiler(); return hr; } IDXGIFactory2* factory; hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR); IDXGIAdapter* adapter; hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter); if (FAILED(hr)) { // try using the first one hr = 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 aa_modes = EnumAAModes(adapter); if (std::find_if(aa_modes.begin(), aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) { return desc.Count == g_Config.iMultisamples; }) == aa_modes.end()) { Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1)); UpdateActiveConfig(); } 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.Width = xres; swap_chain_desc.Height = yres; // By creating a stereo swapchain early we can toggle Quad-Buffered stereoscopy // while the game is running. swap_chain_desc.Stereo = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER || factory->IsWindowedStereoEnabled(); #if defined(_DEBUG) || defined(DEBUGFAST) // 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. { hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel, &context); // Debugbreak on D3D error if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug))) { ID3D11InfoQueue* infoQueue = nullptr; if (SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue))) { infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true); infoQueue->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(); } } } if (FAILED(hr)) #endif { hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel, &context); } if (SUCCEEDED(hr)) { hr = factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr, &swapchain); 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 = 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 = factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr, &swapchain); } } 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(swapchain); return E_FAIL; } // 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. hr = 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); SetDebugObjectName((ID3D11DeviceChild*)context, "device context"); SAFE_RELEASE(factory); SAFE_RELEASE(adapter); if (SConfig::GetInstance().bFullscreen && !g_ActiveConfig.bBorderlessFullscreen) { swapchain->SetFullscreenState(true, nullptr); swapchain->ResizeBuffers(0, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0); } ID3D11Texture2D* buf; hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf); if (FAILED(hr)) { MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR); SAFE_RELEASE(device); SAFE_RELEASE(context); SAFE_RELEASE(swapchain); return E_FAIL; } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); CHECK(backbuf != nullptr, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr); // BGRA textures are easier to deal with in TextureCache, but might not be supported by the // hardware UINT format_support; device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support); bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0; g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device); g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device); stateman = new StateManager; return S_OK; } void Close() { // we can't release the swapchain while in fullscreen. swapchain->SetFullscreenState(false, nullptr); // release all bound resources context->ClearState(); SAFE_RELEASE(backbuf); SAFE_RELEASE(swapchain); SAFE_DELETE(stateman); context->Flush(); // immediately destroy device objects SAFE_RELEASE(context); ULONG references = device->Release(); #if defined(_DEBUG) || defined(DEBUGFAST) if (debug) { --references; // the debug interface increases the refcount of the device, subtract that. if (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 debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL); } SAFE_RELEASE(debug) } #endif if (references) { ERROR_LOG(VIDEO, "Unreleased references: %i.", references); } else { NOTICE_LOG(VIDEO, "Successfully released all device references!"); } device = nullptr; // unload DLLs UnloadD3D(); UnloadDXGI(); } const char* VertexShaderVersionString() { if (featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0"; else if (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 (featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0"; else if (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 (featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0"; else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1"; else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0"; } D3DTexture2D*& GetBackBuffer() { return backbuf; } unsigned int GetBackBufferWidth() { return xres; } unsigned int GetBackBufferHeight() { return yres; } bool BGRATexturesSupported() { return bgra_textures_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) { case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_9_3: return 4096; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 2048; default: return 0; } } void Reset() { // release all back buffer references SAFE_RELEASE(backbuf); // resize swapchain buffers RECT client; GetClientRect(hWnd, &client); xres = client.right - client.left; yres = client.bottom - client.top; D3D::swapchain->ResizeBuffers(0, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0); // recreate back buffer texture ID3D11Texture2D* buf; HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf); if (FAILED(hr)) { MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR); SAFE_RELEASE(device); SAFE_RELEASE(context); SAFE_RELEASE(swapchain); return; } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); CHECK(backbuf != nullptr, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); } bool BeginFrame() { if (bFrameInProgress) { PanicAlert("BeginFrame called although a frame is already in progress"); return false; } bFrameInProgress = true; return (device != nullptr); } void EndFrame() { if (!bFrameInProgress) { PanicAlert("EndFrame called although no frame is in progress"); return; } bFrameInProgress = false; } void Present() { UINT present_flags = 0; if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER) present_flags = DXGI_PRESENT_STEREO_TEMPORARY_MONO; // TODO: Is 1 the correct value for vsyncing? swapchain->Present((UINT)g_ActiveConfig.IsVSync(), present_flags); } HRESULT SetFullscreenState(bool enable_fullscreen) { return swapchain->SetFullscreenState(enable_fullscreen, nullptr); } bool GetFullscreenState() { BOOL state = FALSE; swapchain->GetFullscreenState(&state, nullptr); return !!state; } } // namespace D3D } // namespace DX11