// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #define USE_D3D12_QUEUED_COMMAND_LISTS // D3D12TODO: Support this from Graphics Settings, not require a recompile to enable. //#define USE_D3D12_DEBUG_LAYER #pragma once #include #include #include #include #include #include "../../Externals/d3dx12/d3dx12.h" #include "Common/Common.h" #include "Common/CommonTypes.h" #include "Common/MsgHandler.h" namespace DX12 { #define SAFE_RELEASE(x) \ { \ if (x) \ (x)->Release(); \ (x) = nullptr; \ } #define CHECK(cond, Message, ...) \ if (!(cond)) \ { \ __debugbreak(); \ PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \ __VA_ARGS__); \ } // DEBUGCHECK is for high-frequency functions that we only want to check on debug builds. #if defined(_DEBUG) || defined(DEBUGFAST) #define DEBUGCHECK(cond, Message, ...) \ if (!(cond)) \ { \ PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \ __VA_ARGS__); \ } #else #define DEBUGCHECK(cond, Message, ...) #endif inline void CheckHR(HRESULT hr) { CHECK(SUCCEEDED(hr), "Failed HRESULT."); } class D3DCommandListManager; class D3DDescriptorHeapManager; class D3DTexture2D; enum GRAPHICS_ROOT_PARAMETER : u32 { DESCRIPTOR_TABLE_PS_SRV, DESCRIPTOR_TABLE_PS_SAMPLER, DESCRIPTOR_TABLE_GS_CBV, DESCRIPTOR_TABLE_VS_CBV, DESCRIPTOR_TABLE_PS_CBVONE, DESCRIPTOR_TABLE_PS_CBVTWO, DESCRIPTOR_TABLE_PS_UAV, NUM_GRAPHICS_ROOT_PARAMETERS }; namespace D3D { HRESULT LoadDXGI(); HRESULT LoadD3D(); HRESULT LoadD3DCompiler(); void UnloadDXGI(); void UnloadD3D(); void UnloadD3DCompiler(); std::vector EnumAAModes(ID3D12Device* device); HRESULT Create(HWND wnd); void CreateDescriptorHeaps(); void CreateRootSignatures(); void WaitForOutstandingRenderingToComplete(); void Close(); extern ID3D12Device* device12; extern unsigned int resource_descriptor_size; extern unsigned int sampler_descriptor_size; extern std::unique_ptr gpu_descriptor_heap_mgr; extern std::unique_ptr sampler_descriptor_heap_mgr; extern std::unique_ptr dsv_descriptor_heap_mgr; extern std::unique_ptr rtv_descriptor_heap_mgr; extern std::array gpu_descriptor_heaps; extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu; extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow; extern std::unique_ptr command_list_mgr; extern ID3D12GraphicsCommandList* current_command_list; extern ID3D12RootSignature* default_root_signature; extern HWND hWnd; void Reset(); bool BeginFrame(); void EndFrame(); void Present(); unsigned int GetBackBufferWidth(); unsigned int GetBackBufferHeight(); D3DTexture2D*& GetBackBuffer(); const std::string PixelShaderVersionString(); const std::string GeometryShaderVersionString(); const std::string VertexShaderVersionString(); unsigned int GetMaxTextureSize(); HRESULT SetFullscreenState(bool enable_fullscreen); bool GetFullscreenState(); // This function will assign a name to the given resource. // The DirectX debug layer will make it easier to identify resources that way, // e.g. when listing up all resources who have unreleased references. static void SetDebugObjectName12(ID3D12Resource* resource, LPCSTR name) { HRESULT hr = resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name); if (FAILED(hr)) { throw std::exception("Failure setting name for D3D12 object"); } } static std::string GetDebugObjectName12(ID3D12Resource* resource) { std::string name; 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())); } return name; } } // namespace D3D using CREATEDXGIFACTORY = HRESULT(WINAPI*)(REFIID, void**); extern CREATEDXGIFACTORY create_dxgi_factory; using D3D12CREATEDEVICE = HRESULT(WINAPI*)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**); extern D3D12CREATEDEVICE d3d12_create_device; using D3D12SERIALIZEROOTSIGNATURE = HRESULT(WINAPI*)(const D3D12_ROOT_SIGNATURE_DESC* pRootSignature, D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob); using D3D12GETDEBUGINTERFACE = HRESULT(WINAPI*)(REFIID riid, void** ppvDebug); using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**); extern D3DREFLECT d3d_reflect; using D3DCREATEBLOB = HRESULT(WINAPI*)(SIZE_T, ID3DBlob**); extern D3DCREATEBLOB d3d_create_blob; extern pD3DCompile d3d_compile; } // namespace DX12