forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			181 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 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 <memory>
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PerfQuery.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoBackends/D3D/VideoBackend.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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unsigned int VideoBackend::PeekMessages()
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{
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  MSG msg;
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  while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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  {
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    if (msg.message == WM_QUIT)
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      return FALSE;
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    TranslateMessage(&msg);
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    DispatchMessage(&msg);
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  }
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  return TRUE;
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}
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std::string VideoBackend::GetName() const
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{
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  return "D3D";
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}
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std::string VideoBackend::GetDisplayName() const
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{
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  return "Direct3D 11";
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}
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void VideoBackend::InitBackendInfo()
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{
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  HRESULT hr = DX11::D3D::LoadDXGI();
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  if (SUCCEEDED(hr))
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    hr = DX11::D3D::LoadD3D();
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  if (FAILED(hr))
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  {
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    DX11::D3D::UnloadDXGI();
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    return;
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  }
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  g_Config.backend_info.api_type = APIType::D3D;
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  g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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  g_Config.backend_info.bSupportsDualSourceBlend = true;
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  g_Config.backend_info.bSupportsPrimitiveRestart = true;
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  g_Config.backend_info.bSupportsOversizedViewports = false;
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  g_Config.backend_info.bSupportsGeometryShaders = true;
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  g_Config.backend_info.bSupports3DVision = true;
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  g_Config.backend_info.bSupportsPostProcessing = false;
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  g_Config.backend_info.bSupportsPaletteConversion = true;
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  g_Config.backend_info.bSupportsClipControl = true;
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  g_Config.backend_info.bSupportsDepthClamp = true;
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  g_Config.backend_info.bSupportsReversedDepthRange = false;
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  g_Config.backend_info.bSupportsMultithreading = false;
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  g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;
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  IDXGIFactory* factory;
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  IDXGIAdapter* ad;
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  hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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  if (FAILED(hr))
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    PanicAlert("Failed to create IDXGIFactory object");
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  // adapters
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  g_Config.backend_info.Adapters.clear();
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  g_Config.backend_info.AAModes.clear();
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  while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) !=
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         DXGI_ERROR_NOT_FOUND)
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  {
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    const size_t adapter_index = g_Config.backend_info.Adapters.size();
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    DXGI_ADAPTER_DESC desc;
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    ad->GetDesc(&desc);
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    // TODO: These don't get updated on adapter change, yet
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    if (adapter_index == g_Config.iAdapter)
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    {
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      std::string samples;
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      std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
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      // First iteration will be 1. This equals no AA.
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      for (unsigned int i = 0; i < modes.size(); ++i)
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      {
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        g_Config.backend_info.AAModes.push_back(modes[i].Count);
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      }
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      bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);
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      // Requires the earlydepthstencil attribute (only available in shader model 5)
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      g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
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      // Requires full UAV functionality (only available in shader model 5)
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      g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
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      // Requires the instance attribute (only available in shader model 5)
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      g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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      // Sample shading requires shader model 5
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      g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
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    }
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    g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
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    ad->Release();
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  }
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  factory->Release();
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  // Clear ppshaders string vector
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  g_Config.backend_info.PPShaders.clear();
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  g_Config.backend_info.AnaglyphShaders.clear();
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  DX11::D3D::UnloadDXGI();
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  DX11::D3D::UnloadD3D();
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}
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bool VideoBackend::Initialize(void* window_handle)
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{
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  if (window_handle == nullptr)
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    return false;
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  InitBackendInfo();
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  InitializeShared();
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  m_window_handle = window_handle;
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  return true;
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}
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void VideoBackend::Video_Prepare()
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{
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  // internal interfaces
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  g_renderer = std::make_unique<Renderer>(m_window_handle);
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  g_texture_cache = std::make_unique<TextureCache>();
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  g_vertex_manager = std::make_unique<VertexManager>();
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  g_perf_query = std::make_unique<PerfQuery>();
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  VertexShaderCache::Init();
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  PixelShaderCache::Init();
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  GeometryShaderCache::Init();
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  D3D::InitUtils();
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  BBox::Init();
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}
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void VideoBackend::Shutdown()
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{
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  // TODO: should be in Video_Cleanup
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  D3D::ShutdownUtils();
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  PixelShaderCache::Shutdown();
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  VertexShaderCache::Shutdown();
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  GeometryShaderCache::Shutdown();
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  BBox::Shutdown();
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  g_perf_query.reset();
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  g_vertex_manager.reset();
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  g_texture_cache.reset();
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  g_renderer.reset();
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  ShutdownShared();
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}
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void VideoBackend::Video_Cleanup()
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{
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  CleanupShared();
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}
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}
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