forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			884 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			884 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
 | 
						|
// Licensed under GPLv2+
 | 
						|
// Refer to the license.txt file included.
 | 
						|
 | 
						|
#include <algorithm>
 | 
						|
#include <memory>
 | 
						|
 | 
						|
#include "Common/CommonTypes.h"
 | 
						|
#include "Common/Logging/Log.h"
 | 
						|
#include "Common/MsgHandler.h"
 | 
						|
#include "Common/StringUtil.h"
 | 
						|
#include "VideoBackends/D3D12/D3DBase.h"
 | 
						|
#include "VideoBackends/D3D12/D3DCommandListManager.h"
 | 
						|
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
 | 
						|
#include "VideoBackends/D3D12/D3DState.h"
 | 
						|
#include "VideoBackends/D3D12/D3DTexture.h"
 | 
						|
#include "VideoCommon/OnScreenDisplay.h"
 | 
						|
#include "VideoCommon/VideoConfig.h"
 | 
						|
 | 
						|
static const unsigned int SWAP_CHAIN_BUFFER_COUNT = 4;
 | 
						|
 | 
						|
namespace DX12
 | 
						|
{
 | 
						|
// d3dcompiler_*.dll exports
 | 
						|
static HINSTANCE s_d3d_compiler_dll = nullptr;
 | 
						|
static int s_d3d_compiler_dll_ref = 0;
 | 
						|
D3DREFLECT d3d_reflect = nullptr;
 | 
						|
D3DCREATEBLOB d3d_create_blob = nullptr;
 | 
						|
pD3DCompile d3d_compile = nullptr;
 | 
						|
 | 
						|
// dxgi.dll exports
 | 
						|
static HINSTANCE s_dxgi_dll = nullptr;
 | 
						|
static int s_dxgi_dll_ref = 0;
 | 
						|
CREATEDXGIFACTORY create_dxgi_factory = nullptr;
 | 
						|
 | 
						|
// d3d12.dll exports
 | 
						|
static HINSTANCE s_d3d12_dll = nullptr;
 | 
						|
static int s_d3d12_dll_ref = 0;
 | 
						|
D3D12CREATEDEVICE d3d12_create_device = nullptr;
 | 
						|
D3D12SERIALIZEROOTSIGNATURE d3d12_serialize_root_signature = nullptr;
 | 
						|
D3D12GETDEBUGINTERFACE d3d12_get_debug_interface = nullptr;
 | 
						|
 | 
						|
namespace D3D
 | 
						|
{
 | 
						|
// Begin extern'd variables.
 | 
						|
ID3D12Device* device12 = nullptr;
 | 
						|
 | 
						|
ID3D12CommandQueue* command_queue = nullptr;
 | 
						|
std::unique_ptr<D3DCommandListManager> command_list_mgr;
 | 
						|
ID3D12GraphicsCommandList* current_command_list = nullptr;
 | 
						|
ID3D12RootSignature* default_root_signature = nullptr;
 | 
						|
 | 
						|
D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu = {};
 | 
						|
D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow = {};
 | 
						|
 | 
						|
unsigned int resource_descriptor_size = 0;
 | 
						|
unsigned int sampler_descriptor_size = 0;
 | 
						|
std::unique_ptr<D3DDescriptorHeapManager> gpu_descriptor_heap_mgr;
 | 
						|
std::unique_ptr<D3DDescriptorHeapManager> sampler_descriptor_heap_mgr;
 | 
						|
std::unique_ptr<D3DDescriptorHeapManager> dsv_descriptor_heap_mgr;
 | 
						|
std::unique_ptr<D3DDescriptorHeapManager> rtv_descriptor_heap_mgr;
 | 
						|
std::array<ID3D12DescriptorHeap*, 2> gpu_descriptor_heaps;
 | 
						|
 | 
						|
HWND hWnd;
 | 
						|
// End extern'd variables.
 | 
						|
 | 
						|
static IDXGISwapChain* s_swap_chain = nullptr;
 | 
						|
static unsigned int s_monitor_refresh_rate = 0;
 | 
						|
 | 
						|
static LARGE_INTEGER s_qpc_frequency;
 | 
						|
 | 
						|
static ID3D12DebugDevice* s_debug_device12 = nullptr;
 | 
						|
 | 
						|
static D3DTexture2D* s_backbuf[SWAP_CHAIN_BUFFER_COUNT];
 | 
						|
static unsigned int s_current_back_buf = 0;
 | 
						|
static unsigned int s_xres = 0;
 | 
						|
static unsigned int s_yres = 0;
 | 
						|
static bool s_frame_in_progress = false;
 | 
						|
 | 
						|
HRESULT LoadDXGI()
 | 
						|
{
 | 
						|
  if (s_dxgi_dll_ref++ > 0)
 | 
						|
    return S_OK;
 | 
						|
 | 
						|
  if (s_dxgi_dll)
 | 
						|
    return S_OK;
 | 
						|
 | 
						|
  s_dxgi_dll = LoadLibraryA("dxgi.dll");
 | 
						|
  if (!s_dxgi_dll)
 | 
						|
  {
 | 
						|
    MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
 | 
						|
    --s_dxgi_dll_ref;
 | 
						|
    return E_FAIL;
 | 
						|
  }
 | 
						|
  create_dxgi_factory = (CREATEDXGIFACTORY)GetProcAddress(s_dxgi_dll, "CreateDXGIFactory");
 | 
						|
 | 
						|
  if (create_dxgi_factory == nullptr)
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
HRESULT LoadD3D()
 | 
						|
{
 | 
						|
  if (s_d3d12_dll_ref++ > 0)
 | 
						|
    return S_OK;
 | 
						|
 | 
						|
  s_d3d12_dll = LoadLibraryA("d3d12.dll");
 | 
						|
  if (!s_d3d12_dll)
 | 
						|
  {
 | 
						|
    MessageBoxA(nullptr, "Failed to load d3d12.dll", "Critical error", MB_OK | MB_ICONERROR);
 | 
						|
    --s_d3d12_dll_ref;
 | 
						|
    return E_FAIL;
 | 
						|
  }
 | 
						|
 | 
						|
  d3d12_create_device = (D3D12CREATEDEVICE)GetProcAddress(s_d3d12_dll, "D3D12CreateDevice");
 | 
						|
  if (d3d12_create_device == nullptr)
 | 
						|
  {
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3D12CreateDevice!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
    return E_FAIL;
 | 
						|
  }
 | 
						|
 | 
						|
  d3d12_serialize_root_signature =
 | 
						|
      (D3D12SERIALIZEROOTSIGNATURE)GetProcAddress(s_d3d12_dll, "D3D12SerializeRootSignature");
 | 
						|
  if (d3d12_serialize_root_signature == nullptr)
 | 
						|
  {
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3D12SerializeRootSignature!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
    return E_FAIL;
 | 
						|
  }
 | 
						|
 | 
						|
  d3d12_get_debug_interface =
 | 
						|
      (D3D12GETDEBUGINTERFACE)GetProcAddress(s_d3d12_dll, "D3D12GetDebugInterface");
 | 
						|
  if (d3d12_get_debug_interface == nullptr)
 | 
						|
  {
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3D12GetDebugInterface!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
    return E_FAIL;
 | 
						|
  }
 | 
						|
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
HRESULT LoadD3DCompiler()
 | 
						|
{
 | 
						|
  if (s_d3d_compiler_dll_ref++ > 0)
 | 
						|
    return S_OK;
 | 
						|
 | 
						|
  if (s_d3d_compiler_dll)
 | 
						|
    return S_OK;
 | 
						|
 | 
						|
  // try to load D3DCompiler first to check whether we have proper runtime support
 | 
						|
  // try to use the dll the backend was compiled against first - don't bother about debug runtimes
 | 
						|
  s_d3d_compiler_dll = LoadLibraryA(D3DCOMPILER_DLL_A);
 | 
						|
  if (!s_d3d_compiler_dll)
 | 
						|
  {
 | 
						|
    // if that fails, use the dll which should be available in every SDK which officially supports
 | 
						|
    // DX12.
 | 
						|
    s_d3d_compiler_dll = LoadLibraryA("D3DCompiler_42.dll");
 | 
						|
    if (!s_d3d_compiler_dll)
 | 
						|
    {
 | 
						|
      MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX12 runtime, please",
 | 
						|
                  "Critical error", MB_OK | MB_ICONERROR);
 | 
						|
      return E_FAIL;
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
      NOTICE_LOG(VIDEO, "Successfully loaded D3DCompiler_42.dll. If you're having trouble, try "
 | 
						|
                        "updating your DX runtime first.");
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  d3d_reflect = (D3DREFLECT)GetProcAddress(s_d3d_compiler_dll, "D3DReflect");
 | 
						|
  if (d3d_reflect == nullptr)
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
 | 
						|
  d3d_create_blob = (D3DCREATEBLOB)GetProcAddress(s_d3d_compiler_dll, "D3DCreateBlob");
 | 
						|
  if (d3d_create_blob == nullptr)
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3DCreateBlob!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
 | 
						|
  d3d_compile = (pD3DCompile)GetProcAddress(s_d3d_compiler_dll, "D3DCompile");
 | 
						|
  if (d3d_compile == nullptr)
 | 
						|
    MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error",
 | 
						|
                MB_OK | MB_ICONERROR);
 | 
						|
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
void UnloadDXGI()
 | 
						|
{
 | 
						|
  if (!s_dxgi_dll_ref)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (--s_dxgi_dll_ref != 0)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (s_dxgi_dll)
 | 
						|
    FreeLibrary(s_dxgi_dll);
 | 
						|
 | 
						|
  s_dxgi_dll = nullptr;
 | 
						|
  create_dxgi_factory = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
void UnloadD3D()
 | 
						|
{
 | 
						|
  if (!s_d3d12_dll_ref)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (--s_d3d12_dll_ref != 0)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (s_d3d12_dll)
 | 
						|
    FreeLibrary(s_d3d12_dll);
 | 
						|
 | 
						|
  s_d3d12_dll = nullptr;
 | 
						|
  d3d12_create_device = nullptr;
 | 
						|
  d3d12_serialize_root_signature = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
void UnloadD3DCompiler()
 | 
						|
{
 | 
						|
  if (!s_d3d_compiler_dll_ref)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (--s_d3d_compiler_dll_ref != 0)
 | 
						|
    return;
 | 
						|
 | 
						|
  if (s_d3d_compiler_dll)
 | 
						|
    FreeLibrary(s_d3d_compiler_dll);
 | 
						|
 | 
						|
  s_d3d_compiler_dll = nullptr;
 | 
						|
  d3d_compile = nullptr;
 | 
						|
  d3d_create_blob = nullptr;
 | 
						|
  d3d_reflect = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(ID3D12Device* device)
 | 
						|
{
 | 
						|
  std::vector<DXGI_SAMPLE_DESC> aa_modes;
 | 
						|
 | 
						|
  for (int samples = 0; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
 | 
						|
  {
 | 
						|
    D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
 | 
						|
    multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
    multisample_quality_levels.SampleCount = samples;
 | 
						|
 | 
						|
    device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
 | 
						|
                                &multisample_quality_levels, sizeof(multisample_quality_levels));
 | 
						|
 | 
						|
    DXGI_SAMPLE_DESC desc;
 | 
						|
    desc.Count = samples;
 | 
						|
    desc.Quality = 0;
 | 
						|
 | 
						|
    if (multisample_quality_levels.NumQualityLevels > 0)
 | 
						|
      aa_modes.push_back(desc);
 | 
						|
  }
 | 
						|
 | 
						|
  return aa_modes;
 | 
						|
}
 | 
						|
 | 
						|
HRESULT Create(HWND wnd)
 | 
						|
{
 | 
						|
  hWnd = wnd;
 | 
						|
  HRESULT hr;
 | 
						|
 | 
						|
  RECT client;
 | 
						|
  GetClientRect(hWnd, &client);
 | 
						|
  s_xres = client.right - client.left;
 | 
						|
  s_yres = client.bottom - client.top;
 | 
						|
 | 
						|
  hr = LoadDXGI();
 | 
						|
  if (FAILED(hr))
 | 
						|
    return hr;
 | 
						|
 | 
						|
  hr = LoadD3D();
 | 
						|
  if (FAILED(hr))
 | 
						|
  {
 | 
						|
    UnloadDXGI();
 | 
						|
    return hr;
 | 
						|
  }
 | 
						|
 | 
						|
  hr = LoadD3DCompiler();
 | 
						|
  if (FAILED(hr))
 | 
						|
  {
 | 
						|
    UnloadD3D();
 | 
						|
    UnloadDXGI();
 | 
						|
    return hr;
 | 
						|
  }
 | 
						|
 | 
						|
  IDXGIFactory* factory;
 | 
						|
  IDXGIAdapter* adapter;
 | 
						|
  hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory);
 | 
						|
  if (FAILED(hr))
 | 
						|
  {
 | 
						|
    MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 12 backend"),
 | 
						|
               MB_OK | MB_ICONERROR);
 | 
						|
    UnloadD3DCompiler();
 | 
						|
    UnloadD3D();
 | 
						|
    UnloadDXGI();
 | 
						|
    return hr;
 | 
						|
  }
 | 
						|
 | 
						|
  hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
 | 
						|
  if (FAILED(hr))
 | 
						|
  {
 | 
						|
    // try using the first one
 | 
						|
    hr = factory->EnumAdapters(0, &adapter);
 | 
						|
    if (FAILED(hr))
 | 
						|
    {
 | 
						|
      MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 12 backend"),
 | 
						|
                 MB_OK | MB_ICONERROR);
 | 
						|
      UnloadD3DCompiler();
 | 
						|
      UnloadD3D();
 | 
						|
      UnloadDXGI();
 | 
						|
      return hr;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
 | 
						|
  swap_chain_desc.BufferCount = SWAP_CHAIN_BUFFER_COUNT;
 | 
						|
  swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
 | 
						|
  swap_chain_desc.OutputWindow = wnd;
 | 
						|
  swap_chain_desc.SampleDesc.Count = 1;
 | 
						|
  swap_chain_desc.SampleDesc.Quality = 0;
 | 
						|
  swap_chain_desc.Windowed = true;
 | 
						|
  swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
 | 
						|
  swap_chain_desc.Flags = 0;
 | 
						|
 | 
						|
  swap_chain_desc.BufferDesc.Width = s_xres;
 | 
						|
  swap_chain_desc.BufferDesc.Height = s_yres;
 | 
						|
  swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
  swap_chain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
 | 
						|
 | 
						|
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(USE_D3D12_DEBUG_LAYER)
 | 
						|
  // Enabling the debug layer will fail if the Graphics Tools feature is not installed.
 | 
						|
  ID3D12Debug* debug_controller;
 | 
						|
  hr = d3d12_get_debug_interface(IID_PPV_ARGS(&debug_controller));
 | 
						|
  if (SUCCEEDED(hr))
 | 
						|
  {
 | 
						|
    debug_controller->EnableDebugLayer();
 | 
						|
    debug_controller->Release();
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    MessageBox(wnd, _T("WARNING: Failed to enable D3D12 debug layer, please ensure the Graphics ")
 | 
						|
                    _T("Tools feature is installed."),
 | 
						|
               _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
 | 
						|
  }
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
  hr = d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device12));
 | 
						|
  if (FAILED(hr))
 | 
						|
  {
 | 
						|
    MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports ")
 | 
						|
                    _T("Direct3D 12 and your drivers are up-to-date."),
 | 
						|
               _T("Dolphin Direct3D 12 backend"), MB_OK | MB_ICONERROR);
 | 
						|
    adapter->Release();
 | 
						|
    UnloadD3DCompiler();
 | 
						|
    UnloadD3D();
 | 
						|
    UnloadDXGI();
 | 
						|
    return hr;
 | 
						|
  }
 | 
						|
 | 
						|
  // Ensure that the chosen AA mode is supported by the device.
 | 
						|
  std::vector<DXGI_SAMPLE_DESC> aa_modes = EnumAAModes(device12);
 | 
						|
  if (std::find_if(aa_modes.begin(), aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
 | 
						|
        return desc.Count == g_Config.iMultisamples;
 | 
						|
      }) == aa_modes.end())
 | 
						|
  {
 | 
						|
    g_Config.iMultisamples = 1;
 | 
						|
    UpdateActiveConfig();
 | 
						|
  }
 | 
						|
 | 
						|
  D3D12_COMMAND_QUEUE_DESC command_queue_desc = {
 | 
						|
      D3D12_COMMAND_LIST_TYPE_DIRECT,  // D3D12_COMMAND_LIST_TYPE Type;
 | 
						|
      0,                               // INT Priority;
 | 
						|
      D3D12_COMMAND_QUEUE_FLAG_NONE,   // D3D12_COMMAND_QUEUE_FLAG Flags;
 | 
						|
      0                                // UINT NodeMask;
 | 
						|
  };
 | 
						|
 | 
						|
  CheckHR(device12->CreateCommandQueue(&command_queue_desc, IID_PPV_ARGS(&command_queue)));
 | 
						|
 | 
						|
  CheckHR(factory->CreateSwapChain(command_queue, &swap_chain_desc, &s_swap_chain));
 | 
						|
 | 
						|
  s_current_back_buf = 0;
 | 
						|
 | 
						|
  // Query the monitor refresh rate, to ensure proper Present throttling behavior.
 | 
						|
  DEVMODE dev_mode;
 | 
						|
  memset(&dev_mode, 0, sizeof(DEVMODE));
 | 
						|
  dev_mode.dmSize = sizeof(DEVMODE);
 | 
						|
  dev_mode.dmDriverExtra = 0;
 | 
						|
 | 
						|
  if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dev_mode) == 0)
 | 
						|
  {
 | 
						|
    // If EnumDisplaySettings fails, assume monitor refresh rate of 60 Hz.
 | 
						|
    s_monitor_refresh_rate = 60;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    s_monitor_refresh_rate = dev_mode.dmDisplayFrequency;
 | 
						|
  }
 | 
						|
 | 
						|
  ID3D12InfoQueue* info_queue = nullptr;
 | 
						|
  if (SUCCEEDED(device12->QueryInterface(&info_queue)))
 | 
						|
  {
 | 
						|
    CheckHR(info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE));
 | 
						|
    CheckHR(info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE));
 | 
						|
 | 
						|
    D3D12_INFO_QUEUE_FILTER filter = {};
 | 
						|
    D3D12_MESSAGE_ID id_list[] = {
 | 
						|
        D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET,  // Benign.
 | 
						|
        D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,  // Benign.
 | 
						|
        D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH                        // Benign.
 | 
						|
    };
 | 
						|
    filter.DenyList.NumIDs = ARRAYSIZE(id_list);
 | 
						|
    filter.DenyList.pIDList = id_list;
 | 
						|
    info_queue->PushStorageFilter(&filter);
 | 
						|
 | 
						|
    info_queue->Release();
 | 
						|
 | 
						|
    // Used at Close time to report live objects.
 | 
						|
    CheckHR(device12->QueryInterface(&s_debug_device12));
 | 
						|
  }
 | 
						|
 | 
						|
  // prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
 | 
						|
  // does not work so we disable all monitoring of window messages. However this
 | 
						|
  // may make it more difficult for DXGI to handle display mode changes.
 | 
						|
  hr = factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
 | 
						|
  if (FAILED(hr))
 | 
						|
    MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 12 backend"),
 | 
						|
               MB_OK | MB_ICONERROR);
 | 
						|
 | 
						|
  CreateDescriptorHeaps();
 | 
						|
  CreateRootSignatures();
 | 
						|
 | 
						|
  command_list_mgr = std::make_unique<D3DCommandListManager>(D3D12_COMMAND_LIST_TYPE_DIRECT,
 | 
						|
                                                             device12, command_queue);
 | 
						|
 | 
						|
  command_list_mgr->GetCommandList(¤t_command_list);
 | 
						|
  command_list_mgr->SetInitialCommandListState();
 | 
						|
 | 
						|
  for (UINT i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
 | 
						|
  {
 | 
						|
    ID3D12Resource* buf12 = nullptr;
 | 
						|
    hr = s_swap_chain->GetBuffer(i, IID_PPV_ARGS(&buf12));
 | 
						|
 | 
						|
    CHECK(SUCCEEDED(hr), "Retrieve back buffer texture");
 | 
						|
 | 
						|
    s_backbuf[i] =
 | 
						|
        new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_UNKNOWN,
 | 
						|
                         DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
 | 
						|
                         D3D12_RESOURCE_STATE_PRESENT  // Swap Chain back buffers start out in
 | 
						|
                                                       // D3D12_RESOURCE_STATE_PRESENT.
 | 
						|
                         );
 | 
						|
 | 
						|
    SAFE_RELEASE(buf12);
 | 
						|
    SetDebugObjectName12(s_backbuf[i]->GetTex12(), "backbuffer texture");
 | 
						|
  }
 | 
						|
 | 
						|
  s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list,
 | 
						|
                                                           D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
  current_command_list->OMSetRenderTargets(1, &s_backbuf[s_current_back_buf]->GetRTV12(), FALSE,
 | 
						|
                                           nullptr);
 | 
						|
 | 
						|
  QueryPerformanceFrequency(&s_qpc_frequency);
 | 
						|
 | 
						|
  // Render the device name.
 | 
						|
  DXGI_ADAPTER_DESC adapter_desc;
 | 
						|
  CheckHR(adapter->GetDesc(&adapter_desc));
 | 
						|
  OSD::AddMessage(
 | 
						|
      StringFromFormat("Using D3D Adapter: %s.", UTF16ToUTF8(adapter_desc.Description).c_str()));
 | 
						|
 | 
						|
  SAFE_RELEASE(factory);
 | 
						|
  SAFE_RELEASE(adapter);
 | 
						|
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
void CreateDescriptorHeaps()
 | 
						|
{
 | 
						|
  // Create D3D12 GPU and CPU descriptor heaps.
 | 
						|
 | 
						|
  {
 | 
						|
    D3D12_DESCRIPTOR_HEAP_DESC gpu_descriptor_heap_desc = {};
 | 
						|
    gpu_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
 | 
						|
    gpu_descriptor_heap_desc.NumDescriptors = 500000;
 | 
						|
    gpu_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
 | 
						|
 | 
						|
    gpu_descriptor_heap_mgr =
 | 
						|
        std::make_unique<D3DDescriptorHeapManager>(&gpu_descriptor_heap_desc, device12, 50000);
 | 
						|
 | 
						|
    gpu_descriptor_heaps[0] = gpu_descriptor_heap_mgr->GetDescriptorHeap();
 | 
						|
 | 
						|
    D3D12_CPU_DESCRIPTOR_HANDLE descriptor_heap_cpu_base =
 | 
						|
        gpu_descriptor_heap_mgr->GetDescriptorHeap()->GetCPUDescriptorHandleForHeapStart();
 | 
						|
 | 
						|
    resource_descriptor_size =
 | 
						|
        device12->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
 | 
						|
    sampler_descriptor_size =
 | 
						|
        device12->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
 | 
						|
 | 
						|
    D3D12_GPU_DESCRIPTOR_HANDLE null_srv_gpu = {};
 | 
						|
    gpu_descriptor_heap_mgr->Allocate(&null_srv_cpu, &null_srv_gpu, &null_srv_cpu_shadow);
 | 
						|
 | 
						|
    D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {};
 | 
						|
    null_srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
    null_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
 | 
						|
    null_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
 | 
						|
 | 
						|
    device12->CreateShaderResourceView(NULL, &null_srv_desc, null_srv_cpu);
 | 
						|
 | 
						|
    for (UINT i = 0; i < 500000; i++)
 | 
						|
    {
 | 
						|
      // D3D12TODO: Make paving of descriptor heap optional.
 | 
						|
 | 
						|
      D3D12_CPU_DESCRIPTOR_HANDLE destination_descriptor = {};
 | 
						|
      destination_descriptor.ptr = descriptor_heap_cpu_base.ptr + i * resource_descriptor_size;
 | 
						|
 | 
						|
      device12->CreateShaderResourceView(NULL, &null_srv_desc, destination_descriptor);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  {
 | 
						|
    D3D12_DESCRIPTOR_HEAP_DESC sampler_descriptor_heap_desc = {};
 | 
						|
    sampler_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
 | 
						|
    sampler_descriptor_heap_desc.NumDescriptors = 2000;
 | 
						|
    sampler_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
 | 
						|
 | 
						|
    sampler_descriptor_heap_mgr =
 | 
						|
        std::make_unique<D3DDescriptorHeapManager>(&sampler_descriptor_heap_desc, device12);
 | 
						|
 | 
						|
    gpu_descriptor_heaps[1] = sampler_descriptor_heap_mgr->GetDescriptorHeap();
 | 
						|
  }
 | 
						|
 | 
						|
  {
 | 
						|
    D3D12_DESCRIPTOR_HEAP_DESC dsv_descriptor_heap_desc = {};
 | 
						|
    dsv_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
 | 
						|
    dsv_descriptor_heap_desc.NumDescriptors = 2000;
 | 
						|
    dsv_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
 | 
						|
 | 
						|
    dsv_descriptor_heap_mgr =
 | 
						|
        std::make_unique<D3DDescriptorHeapManager>(&dsv_descriptor_heap_desc, device12);
 | 
						|
  }
 | 
						|
 | 
						|
  {
 | 
						|
    // D3D12TODO: Temporary workaround.. really need to properly suballocate out of render target
 | 
						|
    // heap.
 | 
						|
    D3D12_DESCRIPTOR_HEAP_DESC rtv_descriptor_heap_desc = {};
 | 
						|
    rtv_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
 | 
						|
    rtv_descriptor_heap_desc.NumDescriptors = 1000000;
 | 
						|
    rtv_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
 | 
						|
 | 
						|
    rtv_descriptor_heap_mgr =
 | 
						|
        std::make_unique<D3DDescriptorHeapManager>(&rtv_descriptor_heap_desc, device12);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void CreateRootSignatures()
 | 
						|
{
 | 
						|
  D3D12_DESCRIPTOR_RANGE desc_range_srv = {
 | 
						|
      D3D12_DESCRIPTOR_RANGE_TYPE_SRV,      // D3D12_DESCRIPTOR_RANGE_TYPE RangeType;
 | 
						|
      8,                                    // UINT NumDescriptors;
 | 
						|
      0,                                    // UINT BaseShaderRegister;
 | 
						|
      0,                                    // UINT RegisterSpace;
 | 
						|
      D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND  // UINT OffsetInDescriptorsFromTableStart;
 | 
						|
  };
 | 
						|
 | 
						|
  D3D12_DESCRIPTOR_RANGE desc_range_sampler = {
 | 
						|
      D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,  // D3D12_DESCRIPTOR_RANGE_TYPE RangeType;
 | 
						|
      8,                                    // UINT NumDescriptors;
 | 
						|
      0,                                    // UINT BaseShaderRegister;
 | 
						|
      0,                                    // UINT RegisterSpace;
 | 
						|
      D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND  // UINT OffsetInDescriptorsFromTableStart;
 | 
						|
  };
 | 
						|
 | 
						|
  D3D12_DESCRIPTOR_RANGE desc_range_uav = {
 | 
						|
      D3D12_DESCRIPTOR_RANGE_TYPE_UAV,      // D3D12_DESCRIPTOR_RANGE_TYPE RangeType;
 | 
						|
      1,                                    // UINT NumDescriptors;
 | 
						|
      2,                                    // UINT BaseShaderRegister;
 | 
						|
      0,                                    // UINT RegisterSpace;
 | 
						|
      D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND  // UINT OffsetInDescriptorsFromTableStart;
 | 
						|
  };
 | 
						|
 | 
						|
  D3D12_ROOT_PARAMETER root_parameters[NUM_GRAPHICS_ROOT_PARAMETERS];
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SRV].ParameterType =
 | 
						|
      D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SRV].DescriptorTable.NumDescriptorRanges = 1;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SRV].DescriptorTable.pDescriptorRanges = &desc_range_srv;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SRV].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].ParameterType =
 | 
						|
      D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].DescriptorTable.NumDescriptorRanges = 1;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].DescriptorTable.pDescriptorRanges =
 | 
						|
      &desc_range_sampler;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_SAMPLER].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_GS_CBV].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_GS_CBV].Descriptor.RegisterSpace = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_GS_CBV].Descriptor.ShaderRegister = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_GS_CBV].ShaderVisibility = D3D12_SHADER_VISIBILITY_GEOMETRY;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_VS_CBV].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_VS_CBV].Descriptor.RegisterSpace = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_VS_CBV].Descriptor.ShaderRegister = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_VS_CBV].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].Descriptor.RegisterSpace = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].Descriptor.ShaderRegister = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVONE].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].Descriptor.RegisterSpace = 0;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].Descriptor.ShaderRegister = 1;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_CBVTWO].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_UAV].ParameterType =
 | 
						|
      D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_UAV].DescriptorTable.NumDescriptorRanges = 1;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_UAV].DescriptorTable.pDescriptorRanges = &desc_range_uav;
 | 
						|
  root_parameters[DESCRIPTOR_TABLE_PS_UAV].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
  D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {};
 | 
						|
  root_signature_desc.pParameters = root_parameters;
 | 
						|
  root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
 | 
						|
                              D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
 | 
						|
                              D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
 | 
						|
 | 
						|
  root_signature_desc.NumParameters = ARRAYSIZE(root_parameters);
 | 
						|
 | 
						|
  ID3DBlob* text_root_signature_blob;
 | 
						|
  ID3DBlob* text_root_signature_error_blob;
 | 
						|
 | 
						|
  CheckHR(d3d12_serialize_root_signature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1,
 | 
						|
                                         &text_root_signature_blob,
 | 
						|
                                         &text_root_signature_error_blob));
 | 
						|
 | 
						|
  CheckHR(D3D::device12->CreateRootSignature(0, text_root_signature_blob->GetBufferPointer(),
 | 
						|
                                             text_root_signature_blob->GetBufferSize(),
 | 
						|
                                             IID_PPV_ARGS(&default_root_signature)));
 | 
						|
}
 | 
						|
 | 
						|
void WaitForOutstandingRenderingToComplete()
 | 
						|
{
 | 
						|
  command_list_mgr->ExecuteQueuedWork(true);
 | 
						|
}
 | 
						|
 | 
						|
void Close()
 | 
						|
{
 | 
						|
  // we can't release the swapchain while in fullscreen.
 | 
						|
  s_swap_chain->SetFullscreenState(false, nullptr);
 | 
						|
 | 
						|
  // Release all back buffer references
 | 
						|
  for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
 | 
						|
  {
 | 
						|
    SAFE_RELEASE(s_backbuf[i]);
 | 
						|
  }
 | 
						|
 | 
						|
  D3D::CleanupPersistentD3DTextureResources();
 | 
						|
 | 
						|
  SAFE_RELEASE(s_swap_chain);
 | 
						|
 | 
						|
  command_list_mgr.reset();
 | 
						|
  command_queue->Release();
 | 
						|
 | 
						|
  default_root_signature->Release();
 | 
						|
 | 
						|
  gpu_descriptor_heap_mgr.reset();
 | 
						|
  sampler_descriptor_heap_mgr.reset();
 | 
						|
  rtv_descriptor_heap_mgr.reset();
 | 
						|
  dsv_descriptor_heap_mgr.reset();
 | 
						|
 | 
						|
  ULONG remaining_references = device12->Release();
 | 
						|
  if ((!s_debug_device12 && remaining_references) || (s_debug_device12 && remaining_references > 1))
 | 
						|
  {
 | 
						|
    ERROR_LOG(VIDEO, "Unreleased D3D12 references: %i.", remaining_references);
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    NOTICE_LOG(VIDEO, "Successfully released all D3D12 device references!");
 | 
						|
  }
 | 
						|
 | 
						|
#if defined(_DEBUG) || defined(DEBUGFAST)
 | 
						|
  if (s_debug_device12)
 | 
						|
  {
 | 
						|
    --remaining_references;  // the debug interface increases the refcount of the device, subtract
 | 
						|
                             // that.
 | 
						|
    if (remaining_references)
 | 
						|
    {
 | 
						|
      // print out alive objects, but only if we actually have pending references
 | 
						|
      // note this will also print out internal live objects to the debug console
 | 
						|
      s_debug_device12->ReportLiveDeviceObjects(D3D12_RLDO_DETAIL);
 | 
						|
    }
 | 
						|
    SAFE_RELEASE(s_debug_device12);
 | 
						|
  }
 | 
						|
#endif
 | 
						|
 | 
						|
  device12 = nullptr;
 | 
						|
  current_command_list = nullptr;
 | 
						|
 | 
						|
  // unload DLLs
 | 
						|
  UnloadD3DCompiler();
 | 
						|
  UnloadD3D();
 | 
						|
  UnloadDXGI();
 | 
						|
}
 | 
						|
 | 
						|
const std::string VertexShaderVersionString()
 | 
						|
{
 | 
						|
  return "vs_5_0";
 | 
						|
}
 | 
						|
 | 
						|
const std::string GeometryShaderVersionString()
 | 
						|
{
 | 
						|
  return "gs_5_0";
 | 
						|
}
 | 
						|
 | 
						|
const std::string PixelShaderVersionString()
 | 
						|
{
 | 
						|
  return "ps_5_0";
 | 
						|
}
 | 
						|
 | 
						|
D3DTexture2D*& GetBackBuffer()
 | 
						|
{
 | 
						|
  return s_backbuf[s_current_back_buf];
 | 
						|
}
 | 
						|
 | 
						|
unsigned int GetBackBufferWidth()
 | 
						|
{
 | 
						|
  return s_xres;
 | 
						|
}
 | 
						|
 | 
						|
unsigned int GetBackBufferHeight()
 | 
						|
{
 | 
						|
  return s_yres;
 | 
						|
}
 | 
						|
 | 
						|
// Returns the maximum width/height of a texture.
 | 
						|
unsigned int GetMaxTextureSize()
 | 
						|
{
 | 
						|
  return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
 | 
						|
}
 | 
						|
 | 
						|
void Reset()
 | 
						|
{
 | 
						|
  // release all back buffer references
 | 
						|
  for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
 | 
						|
  {
 | 
						|
    SAFE_RELEASE(s_backbuf[i]);
 | 
						|
  }
 | 
						|
 | 
						|
  // Block until all commands have finished.
 | 
						|
  // This will also final-release all pending resources (including the backbuffer above)
 | 
						|
  command_list_mgr->ExecuteQueuedWork(true);
 | 
						|
 | 
						|
  // resize swapchain buffers
 | 
						|
  RECT client;
 | 
						|
  GetClientRect(hWnd, &client);
 | 
						|
  s_xres = client.right - client.left;
 | 
						|
  s_yres = client.bottom - client.top;
 | 
						|
 | 
						|
  CheckHR(s_swap_chain->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, s_xres, s_yres,
 | 
						|
                                      DXGI_FORMAT_R8G8B8A8_UNORM, 0));
 | 
						|
 | 
						|
  // recreate back buffer textures
 | 
						|
 | 
						|
  HRESULT hr = S_OK;
 | 
						|
 | 
						|
  for (UINT i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
 | 
						|
  {
 | 
						|
    ID3D12Resource* buf12 = nullptr;
 | 
						|
    hr = s_swap_chain->GetBuffer(i, IID_PPV_ARGS(&buf12));
 | 
						|
 | 
						|
    CHECK(SUCCEEDED(hr), "Retrieve back buffer texture");
 | 
						|
 | 
						|
    s_backbuf[i] = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_UNKNOWN,
 | 
						|
                                    DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
 | 
						|
                                    D3D12_RESOURCE_STATE_PRESENT);
 | 
						|
 | 
						|
    SAFE_RELEASE(buf12);
 | 
						|
    SetDebugObjectName12(s_backbuf[i]->GetTex12(), "backbuffer texture");
 | 
						|
  }
 | 
						|
 | 
						|
  // The 'about-to-be-presented' back buffer index is always set back to '0' upon ResizeBuffers,
 | 
						|
  // just like
 | 
						|
  // creating a new swap chain.
 | 
						|
  s_current_back_buf = 0;
 | 
						|
 | 
						|
  s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list,
 | 
						|
                                                           D3D12_RESOURCE_STATE_RENDER_TARGET);
 | 
						|
}
 | 
						|
 | 
						|
bool BeginFrame()
 | 
						|
{
 | 
						|
  if (s_frame_in_progress)
 | 
						|
  {
 | 
						|
    PanicAlert("BeginFrame called although a frame is already in progress");
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
  s_frame_in_progress = true;
 | 
						|
  return (device12 != nullptr);
 | 
						|
}
 | 
						|
 | 
						|
void EndFrame()
 | 
						|
{
 | 
						|
  if (!s_frame_in_progress)
 | 
						|
  {
 | 
						|
    PanicAlert("EndFrame called although no frame is in progress");
 | 
						|
    return;
 | 
						|
  }
 | 
						|
  s_frame_in_progress = false;
 | 
						|
}
 | 
						|
 | 
						|
void Present()
 | 
						|
{
 | 
						|
  // The Present function contains logic to ensure we never Present faster than Windows can
 | 
						|
  // send to the monitor. If we Present too fast, the Present call will start to block, and we'll be
 | 
						|
  // throttled - obviously not desired if vsync is disabled and the emulated CPU speed is > 100%.
 | 
						|
 | 
						|
  // The throttling logic ensures that we don't Present more than twice in a given monitor vsync.
 | 
						|
  // This is accomplished through timing data - there is a programmatic way to determine if a
 | 
						|
  // Present call will block, however after investigation that is not feasible here (without
 | 
						|
  // invasive
 | 
						|
  // workarounds), due to the fact this method does not actually call Present - we just queue a
 | 
						|
  // Present
 | 
						|
  // command for the background thread to dispatch.
 | 
						|
 | 
						|
  // The monitor refresh rate is determined in Create().
 | 
						|
 | 
						|
  static LARGE_INTEGER s_last_present_qpc;
 | 
						|
 | 
						|
  LARGE_INTEGER current_qpc;
 | 
						|
  QueryPerformanceCounter(¤t_qpc);
 | 
						|
 | 
						|
  const double time_elapsed_since_last_present =
 | 
						|
      static_cast<double>(current_qpc.QuadPart - s_last_present_qpc.QuadPart) /
 | 
						|
      s_qpc_frequency.QuadPart;
 | 
						|
 | 
						|
  unsigned int present_flags = 0;
 | 
						|
 | 
						|
  if (g_ActiveConfig.IsVSync() == false &&
 | 
						|
      time_elapsed_since_last_present < (1.0 / static_cast<double>(s_monitor_refresh_rate)) / 2.0)
 | 
						|
  {
 | 
						|
    present_flags = DXGI_PRESENT_TEST;  // Causes Present to be a no-op.
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    s_last_present_qpc = current_qpc;
 | 
						|
 | 
						|
    s_backbuf[s_current_back_buf]->TransitionToResourceState(current_command_list,
 | 
						|
                                                             D3D12_RESOURCE_STATE_PRESENT);
 | 
						|
    s_current_back_buf = (s_current_back_buf + 1) % SWAP_CHAIN_BUFFER_COUNT;
 | 
						|
  }
 | 
						|
 | 
						|
  command_list_mgr->ExecuteQueuedWorkAndPresent(s_swap_chain, g_ActiveConfig.IsVSync() ? 1 : 0,
 | 
						|
                                                present_flags);
 | 
						|
 | 
						|
  command_list_mgr->m_cpu_access_last_frame = command_list_mgr->m_cpu_access_this_frame;
 | 
						|
  command_list_mgr->m_cpu_access_this_frame = false;
 | 
						|
  command_list_mgr->m_draws_since_last_execution = 0;
 | 
						|
}
 | 
						|
 | 
						|
HRESULT SetFullscreenState(bool enable_fullscreen)
 | 
						|
{
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
bool GetFullscreenState()
 | 
						|
{
 | 
						|
  // Fullscreen exclusive intentionally not supported in DX12 backend. No performance
 | 
						|
  // difference between it and windowed full-screen due to usage of a FLIP swap chain.
 | 
						|
  return false;
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace D3D
 | 
						|
 | 
						|
}  // namespace DX12
 |