forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			625 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			625 lines
		
	
	
		
			18 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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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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static D3D11CREATEDEVICE PD3D11CreateDevice = 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 IDXGISwapChain1* 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, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
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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)
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    return S_OK;
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  if (hDXGIDll)
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    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)
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    MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "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 (d3d_dll_ref++ > 0)
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    return S_OK;
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  if (hD3DDll)
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    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)
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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 (d3dcompiler_dll_ref++ > 0)
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    return S_OK;
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  if (hD3DCompilerDll)
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    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
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    // 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",
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                  "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 "
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                        "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)
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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(hD3DCompilerDll, "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 (!dxgi_dll_ref)
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    return;
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  if (--dxgi_dll_ref != 0)
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    return;
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  if (hDXGIDll)
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    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)
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    return;
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  if (--d3d_dll_ref != 0)
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    return;
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  if (hD3DDll)
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    FreeLibrary(hD3DDll);
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  hD3DDll = nullptr;
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  PD3D11CreateDevice = nullptr;
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}
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void UnloadD3DCompiler()
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{
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  if (!d3dcompiler_dll_ref)
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    return;
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  if (--d3dcompiler_dll_ref != 0)
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    return;
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  if (hD3DCompilerDll)
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    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
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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 = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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                                  D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels,
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                                  NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &_device,
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                                  &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,
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                     supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION,
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                     nullptr, &feat_level, 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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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))
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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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  IDXGIFactory2* factory;
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  hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&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 = 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))
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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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  aa_modes = EnumAAModes(adapter);
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  if (std::find_if(aa_modes.begin(), aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
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        return desc.Count == g_Config.iMultisamples;
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      }) == 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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  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.Width = xres;
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  swap_chain_desc.Height = yres;
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  // By creating a stereo swapchain early we can toggle Quad-Buffered stereoscopy
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  // while the game is running.
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  swap_chain_desc.Stereo =
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      g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER || factory->IsWindowedStereoEnabled();
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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 = PD3D11CreateDevice(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, &device, &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[] = {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 (FAILED(hr))
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#endif
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  {
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    hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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                            D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels,
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                            NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel,
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                            &context);
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  }
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  if (SUCCEEDED(hr))
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  {
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    hr = factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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                                         &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 = 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 = factory->CreateSwapChainForHwnd(device, hWnd, &swap_chain_desc, nullptr, nullptr,
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                                           &swapchain);
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    }
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  }
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  if (FAILED(hr))
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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(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))
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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((ID3D11DeviceChild*)context, "device context");
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  SAFE_RELEASE(factory);
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  SAFE_RELEASE(adapter);
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  if (SConfig::GetInstance().bFullscreen && !g_ActiveConfig.bBorderlessFullscreen)
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  {
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    swapchain->SetFullscreenState(true, nullptr);
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    swapchain->ResizeBuffers(0, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
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  }
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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))
 | 
						|
  {
 | 
						|
    MessageBox(wnd, _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 E_FAIL;
 | 
						|
  }
 | 
						|
  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");
 | 
						|
 | 
						|
  context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
 | 
						|
 | 
						|
  // BGRA textures are easier to deal with in TextureCache, but might not be supported by the
 | 
						|
  // hardware
 | 
						|
  UINT format_support;
 | 
						|
  device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
 | 
						|
  bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
 | 
						|
  g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
 | 
						|
 | 
						|
  stateman = new StateManager;
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
void Close()
 | 
						|
{
 | 
						|
  // we can't release the swapchain while in fullscreen.
 | 
						|
  swapchain->SetFullscreenState(false, nullptr);
 | 
						|
 | 
						|
  // release all bound resources
 | 
						|
  context->ClearState();
 | 
						|
  SAFE_RELEASE(backbuf);
 | 
						|
  SAFE_RELEASE(swapchain);
 | 
						|
  SAFE_DELETE(stateman);
 | 
						|
  context->Flush();  // immediately destroy device objects
 | 
						|
 | 
						|
  SAFE_RELEASE(context);
 | 
						|
  ULONG references = device->Release();
 | 
						|
 | 
						|
#if defined(_DEBUG) || defined(DEBUGFAST)
 | 
						|
  if (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
 | 
						|
      debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
 | 
						|
    }
 | 
						|
    SAFE_RELEASE(debug)
 | 
						|
  }
 | 
						|
#endif
 | 
						|
 | 
						|
  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 (featlevel == D3D_FEATURE_LEVEL_11_0)
 | 
						|
    return "vs_5_0";
 | 
						|
  else if (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 (featlevel == D3D_FEATURE_LEVEL_11_0)
 | 
						|
    return "gs_5_0";
 | 
						|
  else if (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 (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
 | 
						|
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()
 | 
						|
{
 | 
						|
  // 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(0, 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()
 | 
						|
{
 | 
						|
  UINT present_flags = 0;
 | 
						|
  if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER)
 | 
						|
    present_flags = DXGI_PRESENT_STEREO_TEMPORARY_MONO;
 | 
						|
 | 
						|
  // TODO: Is 1 the correct value for vsyncing?
 | 
						|
  swapchain->Present((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;
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace D3D
 | 
						|
 | 
						|
}  // namespace DX11
 |