189 lines
6.5 KiB
C++
189 lines
6.5 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include <string>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/PerfQuery.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/SwapChain.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VideoBackend.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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std::string VideoBackend::GetName() const
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{
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return "D3D";
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}
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std::string VideoBackend::GetDisplayName() const
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{
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return _trans("Direct3D 11");
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}
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std::optional<std::string> VideoBackend::GetWarningMessage() const
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{
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std::optional<std::string> result;
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// If user is on Win7, show a warning about partial DX11.1 support
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// This is being called BEFORE FillBackendInfo is called for this backend,
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// so query for logic op support manually
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bool supportsLogicOp = false;
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if (D3DCommon::LoadLibraries())
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{
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supportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
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D3DCommon::UnloadLibraries();
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}
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if (!supportsLogicOp)
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{
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result = _trans("Direct3D 11 renderer requires support for features not supported by your "
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"system configuration. This is most likely because you are using Windows 7. "
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"You may still use this backend, but you might encounter graphical artifacts."
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"\n\nDo you really want to switch to Direct3D 11? If unsure, select 'No'.");
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}
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return result;
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}
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void VideoBackend::InitBackendInfo()
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{
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if (!D3DCommon::LoadLibraries())
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return;
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FillBackendInfo();
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D3DCommon::UnloadLibraries();
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}
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void VideoBackend::FillBackendInfo()
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{
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g_Config.backend_info.api_type = APIType::D3D;
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g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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g_Config.backend_info.bUsesLowerLeftOrigin = false;
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g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = false;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupportsComputeShaders = false;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPostProcessing = true;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = true;
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g_Config.backend_info.bSupportsDepthClamp = true;
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g_Config.backend_info.bSupportsReversedDepthRange = false;
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g_Config.backend_info.bSupportsMultithreading = false;
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g_Config.backend_info.bSupportsGPUTextureDecoding = true;
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g_Config.backend_info.bSupportsCopyToVram = true;
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g_Config.backend_info.bSupportsLargePoints = false;
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g_Config.backend_info.bSupportsDepthReadback = true;
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g_Config.backend_info.bSupportsPartialDepthCopies = false;
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g_Config.backend_info.bSupportsBitfield = false;
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g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
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g_Config.backend_info.bSupportsFramebufferFetch = false;
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g_Config.backend_info.bSupportsBackgroundCompiling = true;
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g_Config.backend_info.bSupportsST3CTextures = true;
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g_Config.backend_info.bSupportsBPTCTextures = true;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_Config.backend_info.bSupportsBBox = true;
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g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
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g_Config.backend_info.bSupportsGSInstancing = true;
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g_Config.backend_info.bSupportsSSAA = true;
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g_Config.backend_info.bSupportsShaderBinaries = true;
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g_Config.backend_info.bSupportsPipelineCacheData = false;
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g_Config.backend_info.bSupportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
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g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
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// Override optional features if we are actually booting.
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if (D3D::device)
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{
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g_Config.backend_info.bSupportsST3CTextures =
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
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D3D::SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
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g_Config.backend_info.bSupportsBPTCTextures = D3D::SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
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// Features only supported with a FL11.0+ device.
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const bool shader_model_5_supported = D3D::feature_level >= D3D_FEATURE_LEVEL_11_0;
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g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
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g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
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g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
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g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
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g_Config.backend_info.bSupportsGPUTextureDecoding = shader_model_5_supported;
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}
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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if (!D3D::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
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return false;
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FillBackendInfo();
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InitializeShared();
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std::unique_ptr<SwapChain> swap_chain;
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if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
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{
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PanicAlertT("Failed to create D3D swap chain");
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ShutdownShared();
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D3D::Destroy();
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return false;
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}
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g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
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g_vertex_manager = std::make_unique<VertexManager>();
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g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_texture_cache = std::make_unique<TextureCacheBase>();
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g_perf_query = std::make_unique<PerfQuery>();
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if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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!g_texture_cache->Initialize())
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{
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Shutdown();
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return false;
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}
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BBox::Init();
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g_shader_cache->InitializeShaderCache();
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return true;
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}
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void VideoBackend::Shutdown()
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{
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g_shader_cache->Shutdown();
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g_renderer->Shutdown();
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BBox::Shutdown();
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g_perf_query.reset();
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g_texture_cache.reset();
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g_framebuffer_manager.reset();
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g_shader_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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ShutdownShared();
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D3D::Destroy();
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}
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} // namespace DX11
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