651 lines
19 KiB
C++
651 lines
19 KiB
C++
// Copyright 2010 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 <algorithm>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**);
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static HINSTANCE s_d3d_compiler_dll;
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static int s_d3dcompiler_dll_ref;
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static D3DREFLECT s_d3d_reflect;
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pD3DCompile PD3DCompile = nullptr;
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CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
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static HINSTANCE s_dxgi_dll;
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static int s_dxgi_dll_ref;
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static D3D11CREATEDEVICE s_d3d11_create_device;
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static HINSTANCE s_d3d_dll;
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static int s_d3d_dll_ref;
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namespace D3D
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{
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ID3D11Device* device = nullptr;
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ID3D11Device1* device1 = nullptr;
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ID3D11DeviceContext* context = nullptr;
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IDXGISwapChain1* swapchain = nullptr;
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static IDXGIFactory2* s_dxgi_factory;
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static ID3D11Debug* s_debug;
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static D3D_FEATURE_LEVEL s_featlevel;
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static D3DTexture2D* s_backbuf;
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static std::vector<DXGI_SAMPLE_DESC> s_aa_modes; // supported AA modes of the current adapter
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static bool s_bgra_textures_supported;
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static bool s_allow_tearing_supported;
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constexpr UINT NUM_SUPPORTED_FEATURE_LEVELS = 3;
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constexpr D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
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D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
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HRESULT LoadDXGI()
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{
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if (s_dxgi_dll_ref++ > 0)
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return S_OK;
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if (s_dxgi_dll)
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return S_OK;
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s_dxgi_dll = LoadLibraryA("dxgi.dll");
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if (!s_dxgi_dll)
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{
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MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
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--s_dxgi_dll_ref;
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return E_FAIL;
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}
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// Even though we use IDXGIFactory2 we use CreateDXGIFactory1 to create it to maintain
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// compatibility with Windows 7
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PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory1");
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if (PCreateDXGIFactory == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory1!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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HRESULT LoadD3D()
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{
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if (s_d3d_dll_ref++ > 0)
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return S_OK;
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if (s_d3d_dll)
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return S_OK;
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s_d3d_dll = LoadLibraryA("d3d11.dll");
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if (!s_d3d_dll)
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{
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MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
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--s_d3d_dll_ref;
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return E_FAIL;
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}
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s_d3d11_create_device = (D3D11CREATEDEVICE)GetProcAddress(s_d3d_dll, "D3D11CreateDevice");
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if (s_d3d11_create_device == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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HRESULT LoadD3DCompiler()
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{
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if (s_d3dcompiler_dll_ref++ > 0)
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return S_OK;
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if (s_d3d_compiler_dll)
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return S_OK;
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// The older version of the D3D compiler cannot compile our ubershaders without various
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// graphical issues. D3DCOMPILER_DLL_A should point to d3dcompiler_47.dll, so if this fails
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// to load, inform the user that they need to update their system.
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s_d3d_compiler_dll = LoadLibraryA(D3DCOMPILER_DLL_A);
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if (!s_d3d_compiler_dll)
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{
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PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the "
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"KB4019990 update package.",
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D3DCOMPILER_DLL_A);
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return E_FAIL;
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}
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s_d3d_reflect = (D3DREFLECT)GetProcAddress(s_d3d_compiler_dll, "D3DReflect");
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if (s_d3d_reflect == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error",
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MB_OK | MB_ICONERROR);
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PD3DCompile = (pD3DCompile)GetProcAddress(s_d3d_compiler_dll, "D3DCompile");
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if (PD3DCompile == nullptr)
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MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error",
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MB_OK | MB_ICONERROR);
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return S_OK;
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}
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void UnloadDXGI()
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{
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if (!s_dxgi_dll_ref)
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return;
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if (--s_dxgi_dll_ref != 0)
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return;
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if (s_dxgi_dll)
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FreeLibrary(s_dxgi_dll);
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s_dxgi_dll = nullptr;
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PCreateDXGIFactory = nullptr;
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}
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void UnloadD3D()
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{
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if (!s_d3d_dll_ref)
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return;
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if (--s_d3d_dll_ref != 0)
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return;
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if (s_d3d_dll)
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FreeLibrary(s_d3d_dll);
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s_d3d_dll = nullptr;
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s_d3d11_create_device = nullptr;
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}
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void UnloadD3DCompiler()
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{
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if (!s_d3dcompiler_dll_ref)
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return;
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if (--s_d3dcompiler_dll_ref != 0)
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return;
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if (s_d3d_compiler_dll)
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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s_d3d_reflect = nullptr;
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}
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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{
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std::vector<DXGI_SAMPLE_DESC> _aa_modes;
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// NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND
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// shader resources.
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// Thus, we can't have MSAA with 10.0 level hardware.
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ID3D11Device* _device;
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ID3D11DeviceContext* _context;
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D3D_FEATURE_LEVEL feat_level;
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HRESULT hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &_device, &feat_level, &_context);
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if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
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{
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DXGI_SAMPLE_DESC desc;
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desc.Count = 1;
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desc.Quality = 0;
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_aa_modes.push_back(desc);
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SAFE_RELEASE(_context);
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SAFE_RELEASE(_device);
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}
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else
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{
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for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
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{
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UINT quality_levels = 0;
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_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
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DXGI_SAMPLE_DESC desc;
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desc.Count = samples;
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desc.Quality = 0;
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if (quality_levels > 0)
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_aa_modes.push_back(desc);
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}
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_context->Release();
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_device->Release();
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}
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return _aa_modes;
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}
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D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
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{
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D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
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s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
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NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level,
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nullptr);
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return feat_level;
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}
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static bool SupportsS3TCTextures(ID3D11Device* dev)
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{
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UINT bc1_support, bc2_support, bc3_support;
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if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
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FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
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FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &bc3_support)))
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{
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return false;
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}
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return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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static bool SupportsBPTCTextures(ID3D11Device* dev)
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{
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// Currently, we only care about BC7. This could be extended to BC6H in the future.
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UINT bc7_support;
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if (FAILED(dev->CheckFormatSupport(DXGI_FORMAT_BC7_UNORM, &bc7_support)))
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return false;
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return (bc7_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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}
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static bool CreateSwapChainTextures()
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{
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ID3D11Texture2D* buf;
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HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
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CHECK(SUCCEEDED(hr), "GetBuffer for swap chain failed with HRESULT %08X", hr);
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if (FAILED(hr))
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return false;
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s_backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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SetDebugObjectName(s_backbuf->GetTex(), "backbuffer texture");
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SetDebugObjectName(s_backbuf->GetRTV(), "backbuffer render target view");
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return true;
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}
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static bool CreateSwapChain(HWND hWnd)
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{
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
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swap_chain_desc.BufferCount = 2;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
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// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
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swap_chain_desc.Flags = s_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
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HRESULT hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr,
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nullptr, &swapchain);
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if (FAILED(hr))
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{
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// Flip-model discard swapchains aren't supported on Windows 8, so here we fall back to
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// a sequential swapchain
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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&swapchain);
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}
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if (FAILED(hr))
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{
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// Flip-model swapchains aren't supported on Windows 7, so here we fall back to a legacy
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// BitBlt-model swapchain
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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hr = s_dxgi_factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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&swapchain);
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}
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if (FAILED(hr))
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{
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ERROR_LOG(VIDEO, "Failed to create swap chain with HRESULT %08X", hr);
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return false;
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}
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if (!CreateSwapChainTextures())
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{
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SAFE_RELEASE(swapchain);
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return false;
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}
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return true;
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}
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HRESULT Create(HWND wnd)
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{
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HRESULT hr = LoadDXGI();
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if (SUCCEEDED(hr))
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hr = LoadD3D();
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if (SUCCEEDED(hr))
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hr = LoadD3DCompiler();
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if (FAILED(hr))
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{
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UnloadDXGI();
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UnloadD3D();
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UnloadD3DCompiler();
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return hr;
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}
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hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
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MB_OK | MB_ICONERROR);
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IDXGIAdapter* adapter;
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hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
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if (FAILED(hr))
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{
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// try using the first one
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hr = s_dxgi_factory->EnumAdapters(0, &adapter);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"),
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MB_OK | MB_ICONERROR);
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}
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// get supported AA modes
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s_aa_modes = EnumAAModes(adapter);
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if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
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return desc.Count == g_Config.iMultisamples;
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}) == s_aa_modes.end())
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{
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Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
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UpdateActiveConfig();
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}
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// Check support for allow tearing, we query the interface for backwards compatibility
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UINT allow_tearing = FALSE;
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IDXGIFactory5* factory5;
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hr = s_dxgi_factory->QueryInterface(&factory5);
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if (SUCCEEDED(hr))
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{
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hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
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sizeof(allow_tearing));
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factory5->Release();
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}
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s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing;
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// Creating debug devices can sometimes fail if the user doesn't have the correct
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// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
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if (g_Config.bEnableValidationLayer)
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{
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hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &device, &s_featlevel, &context);
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// Debugbreak on D3D error
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if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug)))
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{
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ID3D11InfoQueue* infoQueue = nullptr;
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if (SUCCEEDED(s_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
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{
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
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D3D11_MESSAGE_ID hide[] = {D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS};
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D3D11_INFO_QUEUE_FILTER filter = {};
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filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
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filter.DenyList.pIDList = hide;
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infoQueue->AddStorageFilterEntries(&filter);
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infoQueue->Release();
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}
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}
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}
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if (!g_Config.bEnableValidationLayer || FAILED(hr))
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{
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hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &device, &s_featlevel, &context);
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}
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SAFE_RELEASE(adapter);
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if (FAILED(hr) || (wnd && !CreateSwapChain(wnd)))
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{
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MessageBox(
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wnd,
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_T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"),
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_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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SAFE_RELEASE(device);
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SAFE_RELEASE(context);
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SAFE_RELEASE(s_dxgi_factory);
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return E_FAIL;
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}
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hr = device->QueryInterface<ID3D11Device1>(&device1);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");
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g_Config.backend_info.bSupportsLogicOp = false;
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}
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// BGRA textures are easier to deal with in TextureCache, but might not be supported
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UINT format_support;
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device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
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s_bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
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g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device);
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// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
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// does not work so we disable all monitoring of window messages. However this
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// may make it more difficult for DXGI to handle display mode changes.
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hr = s_dxgi_factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
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if (FAILED(hr))
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MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"),
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MB_OK | MB_ICONERROR);
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SetDebugObjectName(context, "device context");
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stateman = new StateManager;
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return S_OK;
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}
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void Close()
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{
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// we can't release the swapchain while in fullscreen.
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if (swapchain)
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swapchain->SetFullscreenState(false, nullptr);
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// release all bound resources
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context->ClearState();
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SAFE_RELEASE(s_backbuf);
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SAFE_RELEASE(swapchain);
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SAFE_DELETE(stateman);
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context->Flush(); // immediately destroy device objects
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SAFE_RELEASE(context);
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SAFE_RELEASE(device1);
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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<UINT>(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<char*>(name.data()));
|
|
}
|
|
#endif
|
|
return name;
|
|
}
|
|
|
|
} // namespace D3D
|
|
|
|
} // namespace DX11
|