ppsspp/Windows/GPU/D3D11Context.cpp
2016-12-27 11:59:06 +01:00

245 lines
6.8 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"
void D3D11Context::SwapBuffers() {
swapChain_->Present(0, 0);
}
Draw::DrawContext *D3D11Context::CreateThin3DContext() {
return Draw::T3DCreateD3D11Context(); // device_, context_);
}
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;
RECT rc;
GetClientRect(hWnd_, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
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);
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
driverType_ = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, 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 = D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, &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;
// Create swap chain
/*
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
// DirectX 11.1 or later
hr = device_->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&device_1));
if (SUCCEEDED(hr))
{
(void)context_->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&context_1));
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(device_, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
}
dxgiFactory2->Release();
} else {
*/
// 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_);
// }
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
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;
ZeroMemory(&descDepth, sizeof(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;
ZeroMemory(&descDSV, sizeof(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);
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)) {
// DX9::fbo_shutdown();
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");
}
// DX9::fbo_init(d3d);
}
*/
}
void D3D11Context::Shutdown() {
context_->Release();
context_ = nullptr;
device_->Release();
device_ = nullptr;
/*
DX9::DestroyShaders();
DX9::fbo_shutdown();
device->EndScene();
device->Release();
d3d->Release();
UnloadD3DXDynamic();
DX9::pD3Ddevice = nullptr;
DX9::pD3DdeviceEx = nullptr;
DX9::pD3D = nullptr;
*/
hWnd_ = nullptr;
// FreeLibrary(hD3D11);
// hD3D11 = nullptr;
}