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			624 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			624 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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| 
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| #include <algorithm>
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| std::vector<DXGI_SAMPLE_DESC> aa_modes;  // supported AA modes of the current adapter
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| 
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| bool bgra_textures_supported;
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| 
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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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| 
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| unsigned int xres, yres;
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| 
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| bool bFrameInProgress = false;
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| 
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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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| 
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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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| 
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|   return S_OK;
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| }
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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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| 
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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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| 
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|   return S_OK;
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| }
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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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| 
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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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| 
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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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| 
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|   return S_OK;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   return ((bc1_support & bc2_support & bc3_support) & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   // get supported AA modes
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|   aa_modes = EnumAAModes(adapter);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         D3D11_MESSAGE_ID hide[] = {D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS};
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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"),
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|                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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| 
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|   context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
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| 
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|   // BGRA textures are easier to deal with in TextureCache, but might not be supported by the
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|   // 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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|   g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
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| 
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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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| 
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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 defined(_DEBUG) || defined(DEBUGFAST)
 | |
|   if (debug)
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|   {
 | |
|     --references;  // the debug interface increases the refcount of the device, subtract that.
 | |
|     if (references)
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|     {
 | |
|       // 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
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|       debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
 | |
|     }
 | |
|     SAFE_RELEASE(debug)
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|   }
 | |
| #endif
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| 
 | |
|   if (references)
 | |
|   {
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|     ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
 | |
|   }
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|   else
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|   {
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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
 | |
| 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
 |