#include "ppsspp_config.h" #include "Common/CommonWindows.h" #include #include "Common/GPU/D3D9/D3D9StateCache.h" #include "Common/System/Display.h" #include "Common/Data/Encoding/Utf8.h" #include "Common/Data/Text/I18n.h" #include "Common/Log.h" #include "Common/OSVersion.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Common/OSVersion.h" #include "Windows/GPU/D3D9Context.h" #include "Windows/W32Util/Misc.h" #include "Common/GPU/thin3d.h" #include "Common/GPU/thin3d_create.h" #include "Common/GPU/D3D9/D3DCompilerLoader.h" typedef HRESULT (__stdcall *DIRECT3DCREATE9EX)(UINT, IDirect3D9Ex**); bool D3D9Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) { bool windowed = true; hWnd_ = wnd; // D3D9 has no need for display rotation. g_display.rotation = DisplayRotation::ROTATE_0; g_display.rot_matrix.setIdentity(); DIRECT3DCREATE9EX g_pfnCreate9ex; hD3D9_ = LoadLibrary(TEXT("d3d9.dll")); if (!hD3D9_) { ERROR_LOG(Log::G3D, "Missing d3d9.dll"); *error_message = "D3D9.dll missing - try reinstalling DirectX."; return false; } bool result = LoadD3DCompilerDynamic(); if (!result) { *error_message = "D3DCompiler not found! Try reinstalling DirectX."; return false; } g_pfnCreate9ex = (DIRECT3DCREATE9EX)GetProcAddress(hD3D9_, "Direct3DCreate9Ex"); has9Ex_ = (g_pfnCreate9ex != NULL) && IsVistaOrHigher(); if (has9Ex_) { HRESULT result = g_pfnCreate9ex(D3D_SDK_VERSION, &d3dEx_); d3d_ = d3dEx_; if (FAILED(result)) { FreeLibrary(hD3D9_); *error_message = "D3D9Ex available but context creation failed. Try reinstalling DirectX."; return false; } } else { d3d_ = Direct3DCreate9(D3D_SDK_VERSION); if (!d3d_) { FreeLibrary(hD3D9_); *error_message = "Failed to create D3D9 context. Try reinstalling DirectX."; return false; } } adapterId_ = D3DADAPTER_DEFAULT; D3DCAPS9 d3dCaps; D3DDISPLAYMODE d3ddm; if (FAILED(d3d_->GetAdapterDisplayMode(adapterId_, &d3ddm))) { *error_message = "GetAdapterDisplayMode failed"; d3d_ = nullptr; return false; } if (FAILED(d3d_->GetDeviceCaps(adapterId_, D3DDEVTYPE_HAL, &d3dCaps))) { *error_message = "GetDeviceCaps failed (?)"; d3d_ = nullptr; return false; } HRESULT hr; if (FAILED(hr = d3d_->CheckDeviceFormat(adapterId_, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8))) { if (hr == D3DERR_NOTAVAILABLE) { *error_message = "D24S8 depth/stencil not available"; d3d_ = nullptr; return false; } } DWORD dwBehaviorFlags = D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE; if (d3dCaps.VertexProcessingCaps != 0) dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; int xres, yres; W32Util::GetWindowRes(hWnd_, &xres, &yres); presentParams_ = {}; presentParams_.BackBufferWidth = xres; presentParams_.BackBufferHeight = yres; presentParams_.BackBufferFormat = d3ddm.Format; presentParams_.MultiSampleType = D3DMULTISAMPLE_NONE; presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParams_.Windowed = windowed; presentParams_.hDeviceWindow = wnd; presentParams_.EnableAutoDepthStencil = true; presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8; presentParams_.PresentationInterval = swapInterval_ == 1 ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; if (has9Ex_) { if (windowed && IsWin7OrHigher()) { // This "new" flip mode should give higher performance but doesn't. //pp.BackBufferCount = 2; //pp.SwapEffect = D3DSWAPEFFECT_FLIPEX; } hr = d3dEx_->CreateDeviceEx(adapterId_, D3DDEVTYPE_HAL, wnd, dwBehaviorFlags, &presentParams_, NULL, &deviceEx_); device_ = deviceEx_; } else { hr = d3d_->CreateDevice(adapterId_, D3DDEVTYPE_HAL, wnd, dwBehaviorFlags, &presentParams_, &device_); } if (FAILED(hr)) { *error_message = "Failed to create D3D device"; d3d_ = nullptr; return false; } device_->BeginScene(); pD3Ddevice9 = device_; pD3DdeviceEx9 = deviceEx_; if (deviceEx_ && IsWin7OrHigher()) { // TODO: This makes it slower? //deviceEx->SetMaximumFrameLatency(1); } draw_ = Draw::T3DCreateDX9Context(d3d_.Get(), d3dEx_.Get(), adapterId_, device_.Get(), deviceEx_.Get()); SetGPUBackend(GPUBackend::DIRECT3D9); if (!draw_->CreatePresets()) { // Shader compiler not installed? Return an error so we can fall back to GL. device_ = nullptr; d3d_ = nullptr; *error_message = "DirectX9 runtime not correctly installed. Please install."; return false; } if (draw_) draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, 0, 0, nullptr); return true; } void D3D9Context::Resize() { // This should only be called from the emu thread. int xres, yres; W32Util::GetWindowRes(hWnd_, &xres, &yres); uint32_t newInterval = swapInterval_ == 1 ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; bool w_changed = presentParams_.BackBufferWidth != xres; bool h_changed = presentParams_.BackBufferHeight != yres; bool i_changed = presentParams_.PresentationInterval != newInterval; if (device_ && (w_changed || h_changed || i_changed)) { draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr); presentParams_.BackBufferWidth = xres; presentParams_.BackBufferHeight = yres; presentParams_.PresentationInterval = newInterval; HRESULT hr = device_->Reset(&presentParams_); if (FAILED(hr)) { // Had to remove DXGetErrorStringA calls here because dxerr.lib is deprecated and will not link with VS 2015. _assert_msg_(false, "Unable to reset D3D9 device"); } draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, 0, 0, nullptr); } } void D3D9Context::Shutdown() { draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr); delete draw_; draw_ = nullptr; device_->EndScene(); device_ = nullptr; d3d_ = nullptr; UnloadD3DCompiler(); pD3Ddevice9 = nullptr; pD3DdeviceEx9 = nullptr; device_ = nullptr; hWnd_ = nullptr; FreeLibrary(hD3D9_); hD3D9_ = nullptr; }