forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			501 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			501 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 "Common/StringUtil.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoBackends/D3D/GfxState.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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IDXGISwapChain* swapchain = 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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			if (quality_levels > 0) {
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				DXGI_SAMPLE_DESC desc;
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				desc.Count = samples;
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				for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality)
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					aa_modes.push_back(desc);
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			}
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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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DXGI_SAMPLE_DESC GetAAMode(int index)
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{
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	return aa_modes[index];
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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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		hr = adapter->EnumOutputs(0, &output);
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		if (FAILED(hr)) MessageBox(wnd, _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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	}
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	// get supported AA modes
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	aa_modes = EnumAAModes(adapter);
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	if (g_Config.iMultisampleMode >= (int)aa_modes.size())
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	{
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		g_Config.iMultisampleMode = 0;
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		UpdateActiveConfig();
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	}
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	DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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	memset(&swap_chain_desc, 0, sizeof(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_ActiveConfig.bFullscreen;
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	DXGI_OUTPUT_DESC out_desc;
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	memset(&out_desc, 0, sizeof(out_desc));
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	output->GetDesc(&out_desc);
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	DXGI_MODE_DESC mode_desc;
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	memset(&mode_desc, 0, sizeof(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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	}
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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 (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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	{
 | 
						|
		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
 | 
						|
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);
 | 
						|
 | 
						|
	// apply fullscreen state
 | 
						|
	D3D::swapchain->SetFullscreenState(g_ActiveConfig.bFullscreen, nullptr);
 | 
						|
 | 
						|
	// 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);
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace D3D
 | 
						|
 | 
						|
}  // namespace DX11
 |