179 lines
5.9 KiB
C++
179 lines
5.9 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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#define USE_D3D12_QUEUED_COMMAND_LISTS
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// D3D12TODO: Support this from Graphics Settings, not require a recompile to enable.
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//#define USE_D3D12_DEBUG_LAYER
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#pragma once
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#include <d3d12.h>
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#include <d3dcompiler.h>
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#include <dxgi1_4.h>
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#include <memory>
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#include <vector>
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#include "../../Externals/d3dx12/d3dx12.h"
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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namespace DX12
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{
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#define SAFE_RELEASE(x) \
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{ \
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if (x) \
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(x)->Release(); \
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(x) = nullptr; \
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}
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#define CHECK(cond, Message, ...) \
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if (!(cond)) \
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{ \
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__debugbreak(); \
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PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \
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__VA_ARGS__); \
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}
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// DEBUGCHECK is for high-frequency functions that we only want to check on debug builds.
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#define DEBUGCHECK(cond, Message, ...) \
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if (!(cond)) \
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{ \
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PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__, \
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__VA_ARGS__); \
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}
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#else
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#define DEBUGCHECK(cond, Message, ...)
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#endif
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inline void CheckHR(HRESULT hr)
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{
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CHECK(SUCCEEDED(hr), "Failed HRESULT.");
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}
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class D3DCommandListManager;
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class D3DDescriptorHeapManager;
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class D3DTexture2D;
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enum GRAPHICS_ROOT_PARAMETER : u32
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{
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DESCRIPTOR_TABLE_PS_SRV,
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DESCRIPTOR_TABLE_PS_SAMPLER,
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DESCRIPTOR_TABLE_GS_CBV,
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DESCRIPTOR_TABLE_VS_CBV,
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DESCRIPTOR_TABLE_PS_CBVONE,
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DESCRIPTOR_TABLE_PS_CBVTWO,
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DESCRIPTOR_TABLE_PS_UAV,
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NUM_GRAPHICS_ROOT_PARAMETERS
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};
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namespace D3D
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{
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HRESULT LoadDXGI();
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HRESULT LoadD3D();
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HRESULT LoadD3DCompiler();
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void UnloadDXGI();
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void UnloadD3D();
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void UnloadD3DCompiler();
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(ID3D12Device* device);
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HRESULT Create(HWND wnd);
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void CreateDescriptorHeaps();
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void CreateRootSignatures();
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void WaitForOutstandingRenderingToComplete();
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void Close();
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extern ID3D12Device* device12;
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extern unsigned int resource_descriptor_size;
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extern unsigned int sampler_descriptor_size;
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extern std::unique_ptr<D3DDescriptorHeapManager> gpu_descriptor_heap_mgr;
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extern std::unique_ptr<D3DDescriptorHeapManager> sampler_descriptor_heap_mgr;
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extern std::unique_ptr<D3DDescriptorHeapManager> dsv_descriptor_heap_mgr;
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extern std::unique_ptr<D3DDescriptorHeapManager> rtv_descriptor_heap_mgr;
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extern std::array<ID3D12DescriptorHeap*, 2> gpu_descriptor_heaps;
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extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu;
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extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow;
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extern std::unique_ptr<D3DCommandListManager> command_list_mgr;
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extern ID3D12GraphicsCommandList* current_command_list;
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extern ID3D12RootSignature* default_root_signature;
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extern HWND hWnd;
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void Reset();
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bool BeginFrame();
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void EndFrame();
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void Present();
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unsigned int GetBackBufferWidth();
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unsigned int GetBackBufferHeight();
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D3DTexture2D*& GetBackBuffer();
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const std::string PixelShaderVersionString();
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const std::string GeometryShaderVersionString();
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const std::string VertexShaderVersionString();
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unsigned int GetMaxTextureSize();
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HRESULT SetFullscreenState(bool enable_fullscreen);
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HRESULT GetFullscreenState(bool* fullscreen_state);
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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static void SetDebugObjectName12(ID3D12Resource* resource, LPCSTR name)
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{
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HRESULT hr =
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resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
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if (FAILED(hr))
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{
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throw std::exception("Failure setting name for D3D12 object");
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}
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}
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static std::string GetDebugObjectName12(ID3D12Resource* resource)
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{
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std::string name;
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if (resource)
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{
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UINT size = 0;
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resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); // get required size
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name.resize(size);
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resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
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}
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return name;
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}
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} // namespace D3D
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using CREATEDXGIFACTORY = HRESULT(WINAPI*)(REFIID, void**);
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extern CREATEDXGIFACTORY create_dxgi_factory;
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using D3D12CREATEDEVICE = HRESULT(WINAPI*)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
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extern D3D12CREATEDEVICE d3d12_create_device;
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using D3D12SERIALIZEROOTSIGNATURE =
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HRESULT(WINAPI*)(const D3D12_ROOT_SIGNATURE_DESC* pRootSignature,
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D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob);
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using D3D12GETDEBUGINTERFACE = HRESULT(WINAPI*)(REFIID riid, void** ppvDebug);
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using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**);
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extern D3DREFLECT d3d_reflect;
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using D3DCREATEBLOB = HRESULT(WINAPI*)(SIZE_T, ID3DBlob**);
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extern D3DCREATEBLOB d3d_create_blob;
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extern pD3DCompile d3d_compile;
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} // namespace DX12
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