247 lines
7.9 KiB
C++
247 lines
7.9 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/DynamicLibrary.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/DXTexture.h"
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#include "VideoBackends/D3DCommon/Common.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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static Common::DynamicLibrary s_d3d11_library;
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namespace D3D
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{
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ComPtr<IDXGIFactory2> dxgi_factory;
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11Device1> device1;
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ComPtr<ID3D11DeviceContext> context;
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D3D_FEATURE_LEVEL feature_level;
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static ComPtr<ID3D11Debug> s_debug;
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static constexpr D3D_FEATURE_LEVEL s_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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static bool SupportsS3TCTextures()
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{
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UINT bc1_support, bc2_support, bc3_support;
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if (FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &bc1_support)) ||
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FAILED(device->CheckFormatSupport(DXGI_FORMAT_BC2_UNORM, &bc2_support)) ||
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FAILED(device->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()
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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(device->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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bool Create(u32 adapter_index, bool enable_debug_layer)
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{
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PFN_D3D11_CREATE_DEVICE d3d11_create_device;
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if (!s_d3d11_library.Open("d3d11.dll") ||
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!s_d3d11_library.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
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{
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PanicAlertT("Failed to load d3d11.dll");
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s_d3d11_library.Close();
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return false;
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}
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if (!D3DCommon::LoadLibraries())
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{
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s_d3d11_library.Close();
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return false;
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}
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dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
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if (!dxgi_factory)
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{
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PanicAlertT("Failed to create DXGI factory");
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D3DCommon::UnloadLibraries();
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s_d3d11_library.Close();
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return false;
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}
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ComPtr<IDXGIAdapter> adapter;
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HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
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if (FAILED(hr))
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{
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WARN_LOG(VIDEO, "Adapter %u not found, using default", adapter_index);
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adapter = nullptr;
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}
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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 (enable_debug_layer)
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{
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hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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D3D11_CREATE_DEVICE_DEBUG, s_supported_feature_levels,
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static_cast<UINT>(ArraySize(s_supported_feature_levels)),
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D3D11_SDK_VERSION, &device, &feature_level, &context);
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// Debugbreak on D3D error
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if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&s_debug))))
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{
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ComPtr<ID3D11InfoQueue> info_queue;
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if (SUCCEEDED(s_debug->QueryInterface(IID_PPV_ARGS(&info_queue))))
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{
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info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
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info_queue->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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info_queue->AddStorageFilterEntries(&filter);
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}
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}
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else
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{
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WARN_LOG(VIDEO, "Debug layer requested but not available.");
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}
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}
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if (!enable_debug_layer || FAILED(hr))
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{
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hr = d3d11_create_device(adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
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s_supported_feature_levels,
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static_cast<UINT>(ArraySize(s_supported_feature_levels)),
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D3D11_SDK_VERSION, &device, &feature_level, &context);
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}
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if (FAILED(hr))
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{
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PanicAlertT(
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"Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0");
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D3DCommon::UnloadLibraries();
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return false;
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}
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hr = device->QueryInterface(IID_PPV_ARGS(&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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g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures();
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g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures();
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// Features only supported with a FL11.0+ device.
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const bool shader_model_5_supported = 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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stateman = std::make_unique<StateManager>();
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return true;
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}
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void Destroy()
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{
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stateman.reset();
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context->ClearState();
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context->Flush();
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context.Reset();
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device1.Reset();
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auto remaining_references = device.Reset();
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if (s_debug)
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{
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--remaining_references; // the debug interface increases the refcount of the device, subtract
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// that.
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if (remaining_references)
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{
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// print out alive objects, but only if we actually have pending references
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// note this will also print out internal live objects to the debug console
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s_debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
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}
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s_debug.Reset();
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}
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if (remaining_references)
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ERROR_LOG(VIDEO, "Unreleased references: %i.", remaining_references);
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else
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NOTICE_LOG(VIDEO, "Successfully released all device references!");
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D3DCommon::UnloadLibraries();
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s_d3d11_library.Close();
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}
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std::vector<u32> GetAAModes(u32 adapter_index)
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{
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// Use temporary device if we don't have one already.
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Common::DynamicLibrary temp_lib;
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ComPtr<ID3D11Device> temp_device = device;
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if (!temp_device)
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{
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ComPtr<IDXGIFactory2> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
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if (!temp_dxgi_factory)
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return {};
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ComPtr<IDXGIAdapter> adapter;
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temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
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PFN_D3D11_CREATE_DEVICE d3d11_create_device;
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if (!temp_lib.Open("d3d11.dll") ||
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!temp_lib.GetSymbol("D3D11CreateDevice", &d3d11_create_device))
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{
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return {};
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}
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HRESULT hr = d3d11_create_device(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0,
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s_supported_feature_levels,
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static_cast<UINT>(ArraySize(s_supported_feature_levels)),
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D3D11_SDK_VERSION, &temp_device, nullptr, nullptr);
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if (FAILED(hr))
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return {};
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}
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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. Thus, we can't have MSAA with 10.0 level hardware.
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if (temp_device->GetFeatureLevel() == D3D_FEATURE_LEVEL_10_0)
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return {};
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std::vector<u32> aa_modes;
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for (u32 samples = 1; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
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{
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UINT quality_levels = 0;
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if (SUCCEEDED(temp_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples,
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&quality_levels)) &&
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quality_levels > 0)
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{
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aa_modes.push_back(samples);
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}
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}
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return aa_modes;
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}
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} // namespace D3D
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} // namespace DX11
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