// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/CommonTypes.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "VideoBackends/D3D12/BoundingBox.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DUtil.h" #include "VideoBackends/D3D12/PerfQuery.h" #include "VideoBackends/D3D12/Render.h" #include "VideoBackends/D3D12/ShaderCache.h" #include "VideoBackends/D3D12/ShaderConstantsManager.h" #include "VideoBackends/D3D12/StaticShaderCache.h" #include "VideoBackends/D3D12/TextureCache.h" #include "VideoBackends/D3D12/VertexManager.h" #include "VideoBackends/D3D12/VideoBackend.h" #include "VideoBackends/D3D12/XFBEncoder.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace DX12 { unsigned int VideoBackend::PeekMessages() { MSG msg; while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) return FALSE; TranslateMessage(&msg); DispatchMessage(&msg); } return TRUE; } std::string VideoBackend::GetName() const { return "D3D12"; } std::string VideoBackend::GetDisplayName() const { return "Direct3D 12 (experimental)"; } void VideoBackend::InitBackendInfo() { HRESULT hr = D3D::LoadDXGI(); if (FAILED(hr)) return; hr = D3D::LoadD3D(); if (FAILED(hr)) { D3D::UnloadDXGI(); return; } g_Config.backend_info.api_type = APIType::D3D; g_Config.backend_info.bSupportsExclusiveFullscreen = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsClipControl = true; g_Config.backend_info.bSupportsDepthClamp = true; g_Config.backend_info.bSupportsReversedDepthRange = false; g_Config.backend_info.bSupportsMultithreading = false; IDXGIFactory* factory; IDXGIAdapter* ad; hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) { PanicAlert("Failed to create IDXGIFactory object"); D3D::UnloadD3D(); D3D::UnloadDXGI(); return; } // adapters g_Config.backend_info.Adapters.clear(); g_Config.backend_info.AAModes.clear(); while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND) { const size_t adapter_index = g_Config.backend_info.Adapters.size(); DXGI_ADAPTER_DESC desc; ad->GetDesc(&desc); // TODO: These don't get updated on adapter change, yet if (adapter_index == g_Config.iAdapter) { ID3D12Device* temp_device; hr = d3d12_create_device(ad, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device)); if (SUCCEEDED(hr)) { std::string samples; std::vector modes = D3D::EnumAAModes(temp_device); // First iteration will be 1. This equals no AA. for (unsigned int i = 0; i < modes.size(); ++i) { g_Config.backend_info.AAModes.push_back(modes[i].Count); } // Requires the earlydepthstencil attribute (only available in shader model 5) g_Config.backend_info.bSupportsEarlyZ = true; // Requires full UAV functionality (only available in shader model 5) g_Config.backend_info.bSupportsBBox = true; // Requires the instance attribute (only available in shader model 5) g_Config.backend_info.bSupportsGSInstancing = true; // Sample shading requires shader model 5 g_Config.backend_info.bSupportsSSAA = true; temp_device->Release(); } } g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description)); ad->Release(); } factory->Release(); // Clear ppshaders string vector g_Config.backend_info.PPShaders.clear(); g_Config.backend_info.AnaglyphShaders.clear(); D3D::UnloadD3D(); D3D::UnloadDXGI(); } bool VideoBackend::Initialize(void* window_handle) { if (window_handle == nullptr) return false; InitBackendInfo(); InitializeShared(); if (FAILED(D3D::Create((HWND)window_handle))) return false; m_window_handle = window_handle; return true; } void VideoBackend::Video_Prepare() { // internal interfaces g_renderer = std::make_unique(m_window_handle); g_texture_cache = std::make_unique(); g_vertex_manager = std::make_unique(); g_perf_query = std::make_unique(); g_xfb_encoder = std::make_unique(); ShaderCache::Init(); ShaderConstantsManager::Init(); StaticShaderCache::Init(); StateCache::Init(); // PSO cache is populated here, after constituent shaders are loaded. D3D::InitUtils(); BBox::Init(); } void VideoBackend::Shutdown() { // TODO: should be in Video_Cleanup // Immediately stop app from submitting work to GPU, and wait for all submitted work to complete. // D3D12TODO: Check this. D3D::command_list_mgr->ExecuteQueuedWork(true); // internal interfaces D3D::ShutdownUtils(); ShaderCache::Shutdown(); ShaderConstantsManager::Shutdown(); StaticShaderCache::Shutdown(); BBox::Shutdown(); g_xfb_encoder.reset(); g_perf_query.reset(); g_vertex_manager.reset(); g_texture_cache.reset(); g_renderer.reset(); D3D::Close(); ShutdownShared(); } void VideoBackend::Video_Cleanup() { CleanupShared(); } }