// 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 { using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**); static HINSTANCE s_d3d_compiler_dll; static int s_d3dcompiler_dll_ref; static D3DREFLECT s_d3d_reflect; pD3DCompile PD3DCompile = nullptr; CREATEDXGIFACTORY PCreateDXGIFactory = nullptr; static HINSTANCE s_dxgi_dll; static int s_dxgi_dll_ref; static D3D11CREATEDEVICE s_d3d11_create_device; static HINSTANCE s_d3d_dll; static int s_d3d_dll_ref; namespace D3D { ID3D11Device* device = nullptr; ID3D11Device1* device1 = nullptr; ID3D11DeviceContext* context = nullptr; IDXGISwapChain1* swapchain = nullptr; static IDXGIFactory2* s_dxgi_factory; static ID3D11Debug* s_debug; static D3D_FEATURE_LEVEL s_featlevel; static D3DTexture2D* s_backbuf; static std::vector s_aa_modes; // supported AA modes of the current adapter static bool s_bgra_textures_supported; static bool s_allow_tearing_supported; constexpr UINT NUM_SUPPORTED_FEATURE_LEVELS = 3; constexpr 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}; HRESULT LoadDXGI() { if (s_dxgi_dll_ref++ > 0) return S_OK; if (s_dxgi_dll) return S_OK; s_dxgi_dll = LoadLibraryA("dxgi.dll"); if (!s_dxgi_dll) { MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR); --s_dxgi_dll_ref; return E_FAIL; } // Even though we use IDXGIFactory2 we use CreateDXGIFactory1 to create it to maintain // compatibility with Windows 7 PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory1"); if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory1!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } HRESULT LoadD3D() { if (s_d3d_dll_ref++ > 0) return S_OK; if (s_d3d_dll) return S_OK; s_d3d_dll = LoadLibraryA("d3d11.dll"); if (!s_d3d_dll) { MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR); --s_d3d_dll_ref; return E_FAIL; } s_d3d11_create_device = (D3D11CREATEDEVICE)GetProcAddress(s_d3d_dll, "D3D11CreateDevice"); if (s_d3d11_create_device == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } HRESULT LoadD3DCompiler() { if (s_d3dcompiler_dll_ref++ > 0) return S_OK; if (s_d3d_compiler_dll) return S_OK; // The older version of the D3D compiler cannot compile our ubershaders without various // graphical issues. D3DCOMPILER_DLL_A should point to d3dcompiler_47.dll, so if this fails // to load, inform the user that they need to update their system. s_d3d_compiler_dll = LoadLibraryA(D3DCOMPILER_DLL_A); if (!s_d3d_compiler_dll) { PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the " "KB4019990 update package.", D3DCOMPILER_DLL_A); return E_FAIL; } s_d3d_reflect = (D3DREFLECT)GetProcAddress(s_d3d_compiler_dll, "D3DReflect"); if (s_d3d_reflect == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR); PD3DCompile = (pD3DCompile)GetProcAddress(s_d3d_compiler_dll, "D3DCompile"); if (PD3DCompile == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR); return S_OK; } void UnloadDXGI() { if (!s_dxgi_dll_ref) return; if (--s_dxgi_dll_ref != 0) return; if (s_dxgi_dll) FreeLibrary(s_dxgi_dll); s_dxgi_dll = nullptr; PCreateDXGIFactory = nullptr; } void UnloadD3D() { if (!s_d3d_dll_ref) return; if (--s_d3d_dll_ref != 0) return; if (s_d3d_dll) FreeLibrary(s_d3d_dll); s_d3d_dll = nullptr; s_d3d11_create_device = nullptr; } void UnloadD3DCompiler() { if (!s_d3dcompiler_dll_ref) return; if (--s_d3dcompiler_dll_ref != 0) return; if (s_d3d_compiler_dll) FreeLibrary(s_d3d_compiler_dll); s_d3d_compiler_dll = nullptr; s_d3d_reflect = 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 = s_d3d11_create_device(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; s_d3d11_create_device(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; } static bool CreateSwapChainTextures() { ID3D11Texture2D* buf; HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf); CHECK(SUCCEEDED(hr), "GetBuffer for swap chain failed with HRESULT %08X", hr); if (FAILED(hr)) return false; s_backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); SetDebugObjectName(s_backbuf->GetTex(), "backbuffer texture"); SetDebugObjectName(s_backbuf->GetRTV(), "backbuffer render target view"); return true; } static bool CreateSwapChain(HWND hWnd) { 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.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer; // This flag is necessary if we want to use a flip-model swapchain without locking the framerate swap_chain_desc.Flags = s_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; HRESULT hr = s_dxgi_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 = s_dxgi_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 = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr, &swapchain); } if (FAILED(hr)) { ERROR_LOG(VIDEO, "Failed to create swap chain with HRESULT %08X", hr); return false; } if (!CreateSwapChainTextures()) { SAFE_RELEASE(swapchain); return false; } return true; } HRESULT Create(HWND wnd) { HRESULT hr = LoadDXGI(); if (SUCCEEDED(hr)) hr = LoadD3D(); if (SUCCEEDED(hr)) hr = LoadD3DCompiler(); if (FAILED(hr)) { UnloadDXGI(); UnloadD3D(); UnloadD3DCompiler(); return hr; } hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory); if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR); IDXGIAdapter* adapter; hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter); if (FAILED(hr)) { // try using the first one hr = s_dxgi_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 s_aa_modes = EnumAAModes(adapter); if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) { return desc.Count == g_Config.iMultisamples; }) == s_aa_modes.end()) { Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1)); UpdateActiveConfig(); } // Check support for allow tearing, we query the interface for backwards compatibility UINT allow_tearing = FALSE; IDXGIFactory5* factory5; hr = s_dxgi_factory->QueryInterface(&factory5); if (SUCCEEDED(hr)) { hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing)); factory5->Release(); } s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing; // 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. if (g_Config.bEnableValidationLayer) { hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &s_featlevel, &context); // Debugbreak on D3D error if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug))) { ID3D11InfoQueue* infoQueue = nullptr; if (SUCCEEDED(s_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 (!g_Config.bEnableValidationLayer || FAILED(hr)) { hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &s_featlevel, &context); } SAFE_RELEASE(adapter); if (FAILED(hr) || (wnd && !CreateSwapChain(wnd))) { 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(s_dxgi_factory); return E_FAIL; } hr = device->QueryInterface(&device1); if (FAILED(hr)) WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported."); // BGRA textures are easier to deal with in TextureCache, but might not be supported UINT format_support; device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support); s_bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0; g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device); g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device); // 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 = s_dxgi_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(context, "device context"); stateman = new StateManager; return S_OK; } void Close() { // we can't release the swapchain while in fullscreen. if (swapchain) swapchain->SetFullscreenState(false, nullptr); // release all bound resources context->ClearState(); SAFE_RELEASE(s_backbuf); SAFE_RELEASE(swapchain); SAFE_DELETE(stateman); context->Flush(); // immediately destroy device objects SAFE_RELEASE(context); SAFE_RELEASE(device1); ULONG references = device->Release(); if (s_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 s_debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL); } SAFE_RELEASE(s_debug) } 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 (s_featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0"; else if (s_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 (s_featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0"; else if (s_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 (s_featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0"; else if (s_featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1"; else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0"; } const char* ComputeShaderVersionString() { if (s_featlevel == D3D_FEATURE_LEVEL_11_0) return "cs_5_0"; else if (s_featlevel == D3D_FEATURE_LEVEL_10_1) return "cs_4_1"; else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "cs_4_0"; } D3DTexture2D* GetBackBuffer() { return s_backbuf; } bool BGRATexturesSupported() { return s_bgra_textures_supported; } bool AllowTearingSupported() { return s_allow_tearing_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(HWND new_wnd) { SAFE_RELEASE(s_backbuf); if (swapchain) { if (GetFullscreenState()) swapchain->SetFullscreenState(FALSE, nullptr); SAFE_RELEASE(swapchain); } if (new_wnd) CreateSwapChain(new_wnd); } void ResizeSwapChain() { SAFE_RELEASE(s_backbuf); const UINT swap_chain_flags = AllowTearingSupported() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; swapchain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, swap_chain_flags); if (!CreateSwapChainTextures()) { PanicAlert("Failed to get swap chain textures"); SAFE_RELEASE(swapchain); } } void Present() { UINT present_flags = 0; // When using sync interval 0, it is recommended to always pass the tearing // flag when it is supported, even when presenting in windowed mode. // However, this flag cannot be used if the app is in fullscreen mode as a // result of calling SetFullscreenState. if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState()) present_flags |= DXGI_PRESENT_ALLOW_TEARING; if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer) { present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO; } // TODO: Is 1 the correct value for vsyncing? swapchain->Present(static_cast(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; } void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name) { #if defined(_DEBUG) || defined(DEBUGFAST) if (resource) resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name); #endif } std::string GetDebugObjectName(ID3D11DeviceChild* resource) { std::string name; #if defined(_DEBUG) || defined(DEBUGFAST) 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())); } #endif return name; } } // namespace D3D } // namespace DX11