// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "D3DBase.h" #include "D3DTexture.h" #include "D3DShader.h" #include "D3Dcompiler.h" #include "VideoConfig.h" #include "Render.h" #include "XFStructs.h" #include #include #include using namespace std; namespace D3D { ID3D11Device* device = NULL; ID3D11DeviceContext* context = NULL; IDXGISwapChain* swapchain = NULL; D3D_FEATURE_LEVEL featlevel; D3DTexture2D* backbuf = NULL; HWND hWnd; 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 Create(HWND wnd) { hWnd = wnd; HRESULT hr; RECT client; GetClientRect(hWnd, &client); xres = client.right - client.left; yres = client.bottom - client.top; IDXGIFactory* factory; IDXGIAdapter* adapter; IDXGIOutput* output; hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR); 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 plugin"), MB_OK | MB_ICONERROR); } // TODO: Make this configurable hr = adapter->EnumOutputs(0, &output); if (FAILED(hr)) { // try using the first one hr = adapter->EnumOutputs(0, &output); if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR); } // this will need to be changed once multisampling gets implemented DXGI_SWAP_CHAIN_DESC swap_chain_desc; memset(&swap_chain_desc, 0, sizeof(swap_chain_desc)); swap_chain_desc.BufferCount = 1; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.OutputWindow = wnd; swap_chain_desc.SampleDesc.Count = 1; swap_chain_desc.SampleDesc.Quality = 0; swap_chain_desc.Windowed = TRUE; DXGI_MODE_DESC mode_desc; memset(&mode_desc, 0, sizeof(mode_desc)); mode_desc.Width = xres; mode_desc.Height = yres; mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL); if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR); // forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported! swap_chain_desc.BufferDesc.Width = xres; swap_chain_desc.BufferDesc.Height = yres; #if defined(_DEBUG) || defined(DEBUGFAST) D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG|D3D11_CREATE_DEVICE_SINGLETHREADED); #else D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED; #endif hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, device_flags, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device, &featlevel, &context); if (FAILED(hr) || !device || !context || !swapchain) { MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR); SAFE_RELEASE(device); SAFE_RELEASE(context); SAFE_RELEASE(swapchain); return E_FAIL; } SetDebugObjectName((ID3D11DeviceChild*)context, "device context"); factory->Release(); output->Release(); adapter->Release(); 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 plugin"), MB_OK | MB_ICONERROR); device->Release(); context->Release(); swapchain->Release(); return E_FAIL; } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); buf->Release(); CHECK(backbuf!=NULL, "Create back buffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view"); context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL); // 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; gfxstate = new EmuGfxState; stateman = new StateManager; return S_OK; } void Close() { // release all bound resources context->ClearState(); SAFE_RELEASE(backbuf); SAFE_RELEASE(swapchain); SAFE_DELETE(gfxstate); SAFE_DELETE(stateman); context->Flush(); // immediately destroy device objects SAFE_RELEASE(context); ULONG references = device->Release(); if (references) { ERROR_LOG(VIDEO, "Unreleased references: %i.", references); } else { NOTICE_LOG(VIDEO, "Successfully released all device references!"); } device = NULL; } /* just returning the 4_0 ones here */ const char* VertexShaderVersionString() { return "vs_4_0"; } const char* PixelShaderVersionString() { return "ps_4_0"; } D3DTexture2D* &GetBackBuffer() { return backbuf; } unsigned int GetBackBufferWidth() { return xres; } unsigned int GetBackBufferHeight() { return yres; } bool BGRATexturesSupported() { return bgra_textures_supported; } 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(1, 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 plugin"), MB_OK | MB_ICONERROR); device->Release(); context->Release(); swapchain->Release(); return; } backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); buf->Release(); CHECK(backbuf!=NULL, "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 != NULL); } void EndFrame() { if (!bFrameInProgress) { PanicAlert("EndFrame called although no frame is in progress"); return; } bFrameInProgress = false; } void Present() { // TODO: Is 1 the correct value for vsyncing? swapchain->Present((UINT)g_ActiveConfig.bVSync, 0); } } // namespace