// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/CommonTypes.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/D3D12PerfQuery.h" #include "VideoBackends/D3D12/D3D12Renderer.h" #include "VideoBackends/D3D12/D3D12SwapChain.h" #include "VideoBackends/D3D12/D3D12VertexManager.h" #include "VideoBackends/D3D12/DX12Context.h" #include "VideoBackends/D3D12/VideoBackend.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/ShaderCache.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { std::string VideoBackend::GetName() const { return NAME; } std::string VideoBackend::GetDisplayName() const { return "Direct3D 12"; } void VideoBackend::InitBackendInfo() { if (!D3DCommon::LoadLibraries()) return; FillBackendInfo(); D3DCommon::UnloadLibraries(); } void VideoBackend::FillBackendInfo() { g_Config.backend_info.api_type = APIType::D3D; g_Config.backend_info.bUsesLowerLeftOrigin = false; 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 = false; g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsBindingLayout = false; g_Config.backend_info.bSupportsBBox = true; g_Config.backend_info.bSupportsGSInstancing = true; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsPostProcessing = true; g_Config.backend_info.bSupportsClipControl = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true; g_Config.backend_info.bSupportsDepthClamp = true; g_Config.backend_info.bSupportsReversedDepthRange = false; g_Config.backend_info.bSupportsComputeShaders = true; g_Config.backend_info.bSupportsLogicOp = true; g_Config.backend_info.bSupportsMultithreading = true; g_Config.backend_info.bSupportsGPUTextureDecoding = true; g_Config.backend_info.bSupportsST3CTextures = false; g_Config.backend_info.bSupportsCopyToVram = true; g_Config.backend_info.bSupportsBitfield = false; g_Config.backend_info.bSupportsDynamicSamplerIndexing = false; g_Config.backend_info.bSupportsBPTCTextures = false; g_Config.backend_info.bSupportsFramebufferFetch = false; g_Config.backend_info.bSupportsBackgroundCompiling = true; g_Config.backend_info.bSupportsLargePoints = false; g_Config.backend_info.bSupportsDepthReadback = true; g_Config.backend_info.bSupportsPartialDepthCopies = false; g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames(); g_Config.backend_info.AAModes = DXContext::GetAAModes(g_Config.iAdapter); g_Config.backend_info.bSupportsShaderBinaries = true; g_Config.backend_info.bSupportsPipelineCacheData = true; // We can only check texture support once we have a device. if (g_dx_context) { g_Config.backend_info.bSupportsST3CTextures = g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) && g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) && g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM); g_Config.backend_info.bSupportsBPTCTextures = g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM); } } bool VideoBackend::Initialize(const WindowSystemInfo& wsi) { if (!DXContext::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer)) { PanicAlertFmtT("Failed to create D3D12 context"); return false; } FillBackendInfo(); InitializeShared(); if (!g_dx_context->CreateGlobalResources()) { PanicAlertFmtT("Failed to create D3D12 global resources"); DXContext::Destroy(); ShutdownShared(); return false; } std::unique_ptr swap_chain; if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi))) { PanicAlertFmtT("Failed to create D3D swap chain"); DXContext::Destroy(); ShutdownShared(); return false; } // Create main wrapper instances. g_renderer = std::make_unique(std::move(swap_chain), wsi.render_surface_scale); g_vertex_manager = std::make_unique(); g_shader_cache = std::make_unique(); g_framebuffer_manager = std::make_unique(); g_texture_cache = std::make_unique(); g_perf_query = std::make_unique(); if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() || !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() || !g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize()) { PanicAlertFmtT("Failed to initialize renderer classes"); Shutdown(); return false; } g_shader_cache->InitializeShaderCache(); return true; } void VideoBackend::Shutdown() { // Keep the debug runtime happy... if (g_renderer) Renderer::GetInstance()->ExecuteCommandList(true); if (g_shader_cache) g_shader_cache->Shutdown(); if (g_renderer) g_renderer->Shutdown(); g_perf_query.reset(); g_texture_cache.reset(); g_framebuffer_manager.reset(); g_shader_cache.reset(); g_vertex_manager.reset(); g_renderer.reset(); DXContext::Destroy(); ShutdownShared(); } } // namespace DX12