561 lines
17 KiB
C++
561 lines
17 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/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/Log.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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HINSTANCE hD3DCompilerDll = nullptr;
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D3DREFLECT PD3DReflect = nullptr;
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pD3DCompile PD3DCompile = nullptr;
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int d3dcompiler_dll_ref = 0;
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CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
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HINSTANCE hDXGIDll = nullptr;
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int dxgi_dll_ref = 0;
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typedef HRESULT (WINAPI* D3D11CREATEDEVICEANDSWAPCHAIN)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, CONST DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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static D3D11CREATEDEVICE PD3D11CreateDevice = nullptr;
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D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = nullptr;
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HINSTANCE hD3DDll = nullptr;
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int d3d_dll_ref = 0;
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namespace D3D
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{
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ID3D11Device* device = nullptr;
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ID3D11DeviceContext* context = nullptr;
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static IDXGISwapChain* swapchain = nullptr;
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static ID3D11Debug* debug = nullptr;
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D3D_FEATURE_LEVEL featlevel;
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D3DTexture2D* backbuf = nullptr;
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HWND hWnd;
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std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter
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bool bgra_textures_supported;
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#define NUM_SUPPORTED_FEATURE_LEVELS 3
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const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0
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};
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unsigned int xres, yres;
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bool bFrameInProgress = false;
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HRESULT LoadDXGI()
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{
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if (dxgi_dll_ref++ > 0) return S_OK;
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if (hDXGIDll) return S_OK;
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hDXGIDll = LoadLibraryA("dxgi.dll");
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if (!hDXGIDll)
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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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--dxgi_dll_ref;
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return E_FAIL;
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}
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PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory");
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if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", 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 (d3d_dll_ref++ > 0) return S_OK;
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if (hD3DDll) return S_OK;
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hD3DDll = LoadLibraryA("d3d11.dll");
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if (!hD3DDll)
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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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--d3d_dll_ref;
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return E_FAIL;
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}
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PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice");
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if (PD3D11CreateDevice == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
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PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain");
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if (PD3D11CreateDeviceAndSwapChain == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", 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 (d3dcompiler_dll_ref++ > 0) return S_OK;
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if (hD3DCompilerDll) return S_OK;
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// try to load D3DCompiler first to check whether we have proper runtime support
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// try to use the dll the backend was compiled against first - don't bother about debug runtimes
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hD3DCompilerDll = LoadLibraryA(D3DCOMPILER_DLL_A);
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if (!hD3DCompilerDll)
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{
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// if that fails, use the dll which should be available in every SDK which officially supports DX11.
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hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll");
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if (!hD3DCompilerDll)
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{
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MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try updating your DX runtime first.");
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}
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}
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PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect");
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if (PD3DReflect == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile");
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if (PD3DCompile == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", 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 (!dxgi_dll_ref) return;
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if (--dxgi_dll_ref != 0) return;
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if (hDXGIDll) FreeLibrary(hDXGIDll);
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hDXGIDll = 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 (!d3d_dll_ref) return;
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if (--d3d_dll_ref != 0) return;
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if (hD3DDll) FreeLibrary(hD3DDll);
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hD3DDll = nullptr;
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PD3D11CreateDevice = nullptr;
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PD3D11CreateDeviceAndSwapChain = nullptr;
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}
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void UnloadD3DCompiler()
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{
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if (!d3dcompiler_dll_ref) return;
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if (--d3dcompiler_dll_ref != 0) return;
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if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll);
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hD3DCompilerDll = nullptr;
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PD3DReflect = 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 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 = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, 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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PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level, nullptr);
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return feat_level;
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}
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HRESULT Create(HWND wnd)
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{
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hWnd = wnd;
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HRESULT hr;
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RECT client;
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GetClientRect(hWnd, &client);
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xres = client.right - client.left;
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yres = client.bottom - client.top;
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hr = LoadDXGI();
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if (SUCCEEDED(hr)) hr = LoadD3D();
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if (SUCCEEDED(hr)) 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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IDXGIFactory* factory;
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IDXGIAdapter* adapter;
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IDXGIOutput* output;
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hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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hr = 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 = factory->EnumAdapters(0, &adapter);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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}
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// TODO: Make this configurable
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hr = adapter->EnumOutputs(0, &output);
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if (FAILED(hr))
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{
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// try using the first one
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IDXGIAdapter* firstadapter;
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hr = factory->EnumAdapters(0, &firstadapter);
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if (!FAILED(hr))
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hr = firstadapter->EnumOutputs(0, &output);
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if (FAILED(hr)) MessageBox(wnd,
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_T("Failed to enumerate outputs!\n")
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_T("This usually happens when you've set your video adapter to the Nvidia GPU in an Optimus-equipped system.\n")
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_T("Set Dolphin to use the high-performance graphics in Nvidia's drivers instead and leave Dolphin's video adapter set to the Intel GPU."),
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_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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SAFE_RELEASE(firstadapter);
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}
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// get supported AA modes
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aa_modes = EnumAAModes(adapter);
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if (std::find_if(
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aa_modes.begin(),
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aa_modes.end(),
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[](const DXGI_SAMPLE_DESC& desc) {return desc.Count == g_Config.iMultisamples;}
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) == aa_modes.end())
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{
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g_Config.iMultisamples = 1;
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UpdateActiveConfig();
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}
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DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
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swap_chain_desc.BufferCount = 1;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.OutputWindow = wnd;
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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.Windowed = !g_Config.bFullscreen;
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DXGI_OUTPUT_DESC out_desc = {};
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output->GetDesc(&out_desc);
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DXGI_MODE_DESC mode_desc = {};
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mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left;
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mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top;
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mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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if (swap_chain_desc.Windowed)
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{
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// forcing buffer resolution to xres and yres..
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// this is not a problem as long as we're in windowed mode
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swap_chain_desc.BufferDesc.Width = xres;
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swap_chain_desc.BufferDesc.Height = yres;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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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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{
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
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&featlevel, &context);
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// Debugbreak on D3D error
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if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug)))
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{
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ID3D11InfoQueue* infoQueue = nullptr;
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if (SUCCEEDED(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[] =
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{
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D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
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};
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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 (FAILED(hr))
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#endif
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{
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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D3D11_CREATE_DEVICE_SINGLETHREADED,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
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&featlevel, &context);
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}
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if (FAILED(hr))
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{
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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);
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SAFE_RELEASE(device);
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SAFE_RELEASE(context);
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SAFE_RELEASE(swapchain);
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return E_FAIL;
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}
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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 = factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
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SAFE_RELEASE(factory);
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SAFE_RELEASE(output);
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SAFE_RELEASE(adapter);
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ID3D11Texture2D* buf;
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hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
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if (FAILED(hr))
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{
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MessageBox(wnd, _T("Failed to get swapchain buffer"), _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(swapchain);
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return E_FAIL;
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}
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backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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CHECK(backbuf!=nullptr, "Create back buffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
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context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
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// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
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UINT format_support;
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device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
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bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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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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swapchain->SetFullscreenState(false, nullptr);
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// release all bound resources
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context->ClearState();
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SAFE_RELEASE(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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ULONG references = device->Release();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (debug)
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{
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--references; // the debug interface increases the refcount of the device, subtract that.
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if (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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debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
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}
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SAFE_RELEASE(debug)
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}
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#endif
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if (references)
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{
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ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully released all device references!");
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}
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device = nullptr;
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// unload DLLs
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UnloadD3D();
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UnloadDXGI();
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}
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const char* VertexShaderVersionString()
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{
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if (featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
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else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "vs_4_0";
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}
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const char* GeometryShaderVersionString()
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{
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if (featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0";
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else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "gs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "gs_4_0";
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}
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|
const char* PixelShaderVersionString()
|
|
{
|
|
if (featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
|
|
else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
|
|
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
|
|
}
|
|
|
|
D3DTexture2D* &GetBackBuffer() { return backbuf; }
|
|
unsigned int GetBackBufferWidth() { return xres; }
|
|
unsigned int GetBackBufferHeight() { return yres; }
|
|
|
|
bool BGRATexturesSupported() { return bgra_textures_supported; }
|
|
|
|
// Returns the maximum width/height of a texture. This value only depends upon the feature level in DX11
|
|
unsigned int GetMaxTextureSize()
|
|
{
|
|
switch (featlevel)
|
|
{
|
|
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()
|
|
{
|
|
// release all back buffer references
|
|
SAFE_RELEASE(backbuf);
|
|
|
|
// resize swapchain buffers
|
|
RECT client;
|
|
GetClientRect(hWnd, &client);
|
|
xres = client.right - client.left;
|
|
yres = client.bottom - client.top;
|
|
D3D::swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
|
|
|
|
// recreate back buffer texture
|
|
ID3D11Texture2D* buf;
|
|
HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
|
|
if (FAILED(hr))
|
|
{
|
|
MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
|
|
SAFE_RELEASE(device);
|
|
SAFE_RELEASE(context);
|
|
SAFE_RELEASE(swapchain);
|
|
return;
|
|
}
|
|
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
|
|
SAFE_RELEASE(buf);
|
|
CHECK(backbuf!=nullptr, "Create back buffer texture");
|
|
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
|
|
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
|
|
}
|
|
|
|
bool BeginFrame()
|
|
{
|
|
if (bFrameInProgress)
|
|
{
|
|
PanicAlert("BeginFrame called although a frame is already in progress");
|
|
return false;
|
|
}
|
|
bFrameInProgress = true;
|
|
return (device != nullptr);
|
|
}
|
|
|
|
void EndFrame()
|
|
{
|
|
if (!bFrameInProgress)
|
|
{
|
|
PanicAlert("EndFrame called although no frame is in progress");
|
|
return;
|
|
}
|
|
bFrameInProgress = false;
|
|
}
|
|
|
|
void Present()
|
|
{
|
|
// TODO: Is 1 the correct value for vsyncing?
|
|
swapchain->Present((UINT)g_ActiveConfig.IsVSync(), 0);
|
|
}
|
|
|
|
HRESULT SetFullscreenState(bool enable_fullscreen)
|
|
{
|
|
return swapchain->SetFullscreenState(enable_fullscreen, nullptr);
|
|
}
|
|
|
|
HRESULT GetFullscreenState(bool* fullscreen_state)
|
|
{
|
|
if (fullscreen_state == nullptr)
|
|
{
|
|
return E_POINTER;
|
|
}
|
|
|
|
BOOL state;
|
|
HRESULT hr = swapchain->GetFullscreenState(&state, nullptr);
|
|
*fullscreen_state = !!state;
|
|
return hr;
|
|
}
|
|
|
|
} // namespace D3D
|
|
|
|
} // namespace DX11
|