ppsspp/Windows/GPU/D3D11Context.cpp

213 lines
5.8 KiB
C++

#include "Common/CommonWindows.h"
#include <d3d11.h>
#include "base/logging.h"
#include "util/text/utf8.h"
#include "i18n/i18n.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Windows/GPU/D3D11Context.h"
#include "Windows/W32Util/Misc.h"
#include "thin3d/thin3d.h"
#include "thin3d/d3d11_loader.h"
D3D11Context::D3D11Context() : draw_(nullptr), adapterId(-1), hDC(nullptr), hWnd_(nullptr), hD3D11(nullptr) {
LoadD3D11();
}
D3D11Context::~D3D11Context() {
UnloadD3D11();
}
void D3D11Context::SwapBuffers() {
swapChain_->Present(0, 0);
}
static void GetRes(HWND hWnd, int &xres, int &yres) {
RECT rc;
GetClientRect(hWnd, &rc);
xres = rc.right - rc.left;
yres = rc.bottom - rc.top;
}
void D3D11Context::SwapInterval(int interval) {
// Dummy
}
bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
bool windowed = true;
hWnd_ = wnd;
HRESULT hr = S_OK;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
static const D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
static const D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
// Temporarily commenting out until we can dynamically load D3D11CreateDevice.
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
driverType_ = driverTypes[driverTypeIndex];
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
if (hr == E_INVALIDARG) {
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)&featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return false;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr)) {
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr)) {
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return false;
int width;
int height;
GetRes(hWnd_, width, height);
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd_;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(device_, &sd, &swapChain_);
dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return false;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return false;
hr = device_->CreateRenderTargetView(pBackBuffer, nullptr, &renderTargetView_);
pBackBuffer->Release();
if (FAILED(hr))
return false;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth{};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &depthStencilTex_);
if (FAILED(hr))
return false;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV{};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(depthStencilTex_, &descDSV, &depthStencilView_);
if (FAILED(hr))
return false;
context_->OMSetRenderTargets(1, &renderTargetView_, depthStencilView_);
int xres, yres;
GetRes(hWnd_, xres, yres);
draw_ = Draw::T3DCreateD3D11Context(device_, context_);
return true;
}
void D3D11Context::Resize() {
// This should only be called from the emu thread.
/*
int xres, yres;
GetRes(hWnd, xres, yres);
bool w_changed = pp.BackBufferWidth != xres;
bool h_changed = pp.BackBufferHeight != yres;
if (device && (w_changed || h_changed)) {
pp.BackBufferWidth = xres;
pp.BackBufferHeight = yres;
HRESULT hr = device_->Reset(&pp);
if (FAILED(hr)) {
// Had to remove DXGetErrorStringA calls here because dxerr.lib is deprecated and will not link with VS 2015.
ERROR_LOG_REPORT(G3D, "Unable to reset D3D device");
PanicAlert("Unable to reset D3D11 device");
}
}
*/
}
void D3D11Context::Shutdown() {
delete draw_;
draw_ = nullptr;
context_->Release();
context_ = nullptr;
device_->Release();
device_ = nullptr;
/*
DX9::DestroyShaders();
device->EndScene();
device->Release();
d3d->Release();
UnloadD3DXDynamic();
DX9::pD3Ddevice = nullptr;
DX9::pD3DdeviceEx = nullptr;
DX9::pD3D = nullptr;
*/
hWnd_ = nullptr;
// FreeLibrary(hD3D11);
// hD3D11 = nullptr;
}