dolphin/Source/Core/VideoBackends/D3D12/VideoBackend.cpp
Pokechu22 4595b89ad8 VideoCommon: Remove bSupportsOversizedViewports
I think this is a relic of D3D9.  D3D11 and D3D12 seem to work fine without it.  Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
2022-04-16 10:26:11 -07:00

172 lines
5.6 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D12/VideoBackend.h"
#include <string>
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12PerfQuery.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/D3D12SwapChain.h"
#include "VideoBackends/D3D12/D3D12VertexManager.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
std::string VideoBackend::GetName() const
{
return NAME;
}
std::string VideoBackend::GetDisplayName() const
{
return "Direct3D 12";
}
void VideoBackend::InitBackendInfo()
{
if (!D3DCommon::LoadLibraries())
return;
FillBackendInfo();
D3DCommon::UnloadLibraries();
}
void VideoBackend::FillBackendInfo()
{
g_Config.backend_info.api_type = APIType::D3D;
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.bSupports3DVision = false;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsBindingLayout = false;
g_Config.backend_info.bSupportsBBox = true;
g_Config.backend_info.bSupportsGSInstancing = true;
g_Config.backend_info.bSupportsPaletteConversion = true;
g_Config.backend_info.bSupportsPostProcessing = true;
g_Config.backend_info.bSupportsClipControl = true;
g_Config.backend_info.bSupportsSSAA = true;
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
g_Config.backend_info.bSupportsDepthClamp = true;
g_Config.backend_info.bSupportsReversedDepthRange = false;
g_Config.backend_info.bSupportsComputeShaders = true;
g_Config.backend_info.bSupportsLogicOp = true;
g_Config.backend_info.bSupportsMultithreading = true;
g_Config.backend_info.bSupportsGPUTextureDecoding = true;
g_Config.backend_info.bSupportsST3CTextures = false;
g_Config.backend_info.bSupportsCopyToVram = true;
g_Config.backend_info.bSupportsBitfield = false;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
g_Config.backend_info.bSupportsBPTCTextures = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
g_Config.backend_info.bSupportsBackgroundCompiling = true;
g_Config.backend_info.bSupportsLargePoints = false;
g_Config.backend_info.bSupportsDepthReadback = true;
g_Config.backend_info.bSupportsPartialDepthCopies = false;
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
g_Config.backend_info.AAModes = DXContext::GetAAModes(g_Config.iAdapter);
g_Config.backend_info.bSupportsShaderBinaries = true;
g_Config.backend_info.bSupportsPipelineCacheData = true;
g_Config.backend_info.bSupportsCoarseDerivatives = true;
g_Config.backend_info.bSupportsTextureQueryLevels = true;
g_Config.backend_info.bSupportsLodBiasInSampler = true;
g_Config.backend_info.bSupportsSettingObjectNames = true;
// We can only check texture support once we have a device.
if (g_dx_context)
{
g_Config.backend_info.bSupportsST3CTextures =
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
g_Config.backend_info.bSupportsBPTCTextures =
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
}
}
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
{
if (!DXContext::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
{
PanicAlertFmtT("Failed to create D3D12 context");
return false;
}
FillBackendInfo();
InitializeShared();
if (!g_dx_context->CreateGlobalResources())
{
PanicAlertFmtT("Failed to create D3D12 global resources");
DXContext::Destroy();
ShutdownShared();
return false;
}
std::unique_ptr<SwapChain> swap_chain;
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
{
PanicAlertFmtT("Failed to create D3D swap chain");
DXContext::Destroy();
ShutdownShared();
return false;
}
// Create main wrapper instances.
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
{
PanicAlertFmtT("Failed to initialize renderer classes");
Shutdown();
return false;
}
g_shader_cache->InitializeShaderCache();
return true;
}
void VideoBackend::Shutdown()
{
// Keep the debug runtime happy...
if (g_renderer)
Renderer::GetInstance()->ExecuteCommandList(true);
if (g_shader_cache)
g_shader_cache->Shutdown();
if (g_renderer)
g_renderer->Shutdown();
g_perf_query.reset();
g_texture_cache.reset();
g_framebuffer_manager.reset();
g_shader_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
DXContext::Destroy();
ShutdownShared();
}
} // namespace DX12