dolphin/Source/Core/VideoBackends/D3D/D3DMain.cpp
JosJuice 5acebc71c4 D3D: Remove Windows 7 mention in logic ops warning
Dolphin no longer supports Windows 7, so the fact that there are (were?)
more people who use Windows 7 than who use a GPU that doesn't support
the required feature is no longer relevant.
2023-07-11 22:41:51 +02:00

174 lines
6.4 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D/VideoBackend.h"
#include <memory>
#include <string>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBoundingBox.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DPerfQuery.h"
#include "VideoBackends/D3D/D3DSwapChain.h"
#include "VideoBackends/D3D/D3DVertexManager.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
std::string VideoBackend::GetName() const
{
return NAME;
}
std::string VideoBackend::GetDisplayName() const
{
return _trans("Direct3D 11");
}
std::optional<std::string> VideoBackend::GetWarningMessage() const
{
std::optional<std::string> result;
// If relevant, show a warning about partial DX11.1 support
// This is being called BEFORE FillBackendInfo is called for this backend,
// so query for logic op support manually
bool supportsLogicOp = false;
if (D3DCommon::LoadLibraries())
{
supportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
D3DCommon::UnloadLibraries();
}
if (!supportsLogicOp)
{
result = _trans("The Direct3D 11 renderer requires support for features not supported by your "
"system configuration. You may still use this backend, but you will encounter "
"graphical artifacts in certain games.\n"
"\n"
"Do you really want to switch to Direct3D 11? If unsure, select 'No'.");
}
return result;
}
void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
{
if (!D3DCommon::LoadLibraries())
return;
FillBackendInfo();
D3DCommon::UnloadLibraries();
}
void VideoBackend::FillBackendInfo()
{
g_Config.backend_info.api_type = APIType::D3D;
g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_Config.backend_info.bUsesLowerLeftOrigin = false;
g_Config.backend_info.bSupportsExclusiveFullscreen = true;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupportsComputeShaders = false;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = true;
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;
g_Config.backend_info.bSupportsGPUTextureDecoding = true;
g_Config.backend_info.bSupportsCopyToVram = true;
g_Config.backend_info.bSupportsLargePoints = false;
g_Config.backend_info.bSupportsDepthReadback = true;
g_Config.backend_info.bSupportsPartialDepthCopies = false;
g_Config.backend_info.bSupportsBitfield = false;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
g_Config.backend_info.bSupportsBackgroundCompiling = true;
g_Config.backend_info.bSupportsST3CTextures = true;
g_Config.backend_info.bSupportsBPTCTextures = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsBBox = true;
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
g_Config.backend_info.bSupportsGSInstancing = true;
g_Config.backend_info.bSupportsSSAA = true;
g_Config.backend_info.bSupportsShaderBinaries = true;
g_Config.backend_info.bSupportsPipelineCacheData = false;
g_Config.backend_info.bSupportsCoarseDerivatives = true;
g_Config.backend_info.bSupportsTextureQueryLevels = true;
g_Config.backend_info.bSupportsLodBiasInSampler = true;
g_Config.backend_info.bSupportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
g_Config.backend_info.bSupportsSettingObjectNames = true;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
g_Config.backend_info.bSupportsHDROutput = true;
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
// Override optional features if we are actually booting.
if (D3D::device)
{
g_Config.backend_info.bSupportsST3CTextures =
D3D::SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
D3D::SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
D3D::SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
g_Config.backend_info.bSupportsBPTCTextures = D3D::SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
// Features only supported with a FL11.0+ device.
const bool shader_model_5_supported = D3D::feature_level >= D3D_FEATURE_LEVEL_11_0;
g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;
g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
g_Config.backend_info.bSupportsGPUTextureDecoding = shader_model_5_supported;
}
}
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
{
if (!D3D::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
return false;
FillBackendInfo();
UpdateActiveConfig();
std::unique_ptr<SwapChain> swap_chain;
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
{
PanicAlertFmtT("Failed to create D3D swap chain");
ShutdownShared();
D3D::Destroy();
return false;
}
auto gfx = std::make_unique<DX11::Gfx>(std::move(swap_chain), wsi.render_surface_scale);
auto vertex_manager = std::make_unique<VertexManager>();
auto perf_query = std::make_unique<PerfQuery>();
auto bounding_box = std::make_unique<D3DBoundingBox>();
return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
std::move(bounding_box));
}
void VideoBackend::Shutdown()
{
ShutdownShared();
D3D::Destroy();
}
} // namespace DX11