dolphin/Source/Core/VideoBackends/D3D12/DXContext.h
Stenzek 9316e25652 D3DCommon: Fallback to base CreateSwapChain on failure
It appears that some older drivers do not support
CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these
cases, fall back to the base CreateSwapChain() from DXGI 1.0.

In theory this should also let us run on Win7 without the platform
update, but in reality we require the newer shader compiler so this
probably won't work regardless. Also any hardware of this vintage is
unlikely to run Dolphin well.
2019-06-08 20:11:49 +10:00

192 lines
6.4 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <functional>
#include <map>
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/DescriptorAllocator.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoBackends/D3D12/StreamBuffer.h"
struct IDXGIFactory;
namespace DX12
{
// Vertex/Pixel shader root parameters
enum ROOT_PARAMETER
{
ROOT_PARAMETER_PS_CBV,
ROOT_PARAMETER_PS_SRV,
ROOT_PARAMETER_PS_SAMPLERS,
ROOT_PARAMETER_VS_CBV,
ROOT_PARAMETER_GS_CBV,
ROOT_PARAMETER_PS_UAV_OR_CBV2,
ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled
NUM_ROOT_PARAMETERS
};
// Compute shader root parameters
enum CS_ROOT_PARAMETERS
{
CS_ROOT_PARAMETER_CBV,
CS_ROOT_PARAMETER_SRV,
CS_ROOT_PARAMETER_SAMPLERS,
CS_ROOT_PARAMETER_UAV,
NUM_CS_ROOT_PARAMETERS,
};
class DXContext
{
public:
~DXContext();
// Returns a list of AA modes.
static std::vector<u32> GetAAModes(u32 adapter_index);
// Creates new device and context.
static bool Create(u32 adapter_index, bool enable_debug_layer);
// Destroys active context.
static void Destroy();
IDXGIFactory* GetDXGIFactory() const { return m_dxgi_factory.Get(); }
ID3D12Device* GetDevice() const { return m_device.Get(); }
ID3D12CommandQueue* GetCommandQueue() const { return m_command_queue.Get(); }
// Returns the current command list, commands can be recorded directly.
ID3D12GraphicsCommandList* GetCommandList() const
{
return m_command_lists[m_current_command_list].command_list.Get();
}
DescriptorAllocator* GetDescriptorAllocator()
{
return &m_command_lists[m_current_command_list].descriptor_allocator;
}
SamplerAllocator* GetSamplerAllocator()
{
return &m_command_lists[m_current_command_list].sampler_allocator;
}
// Descriptor manager access.
DescriptorHeapManager& GetDescriptorHeapManager() { return m_descriptor_heap_manager; }
DescriptorHeapManager& GetRTVHeapManager() { return m_rtv_heap_manager; }
DescriptorHeapManager& GetDSVHeapManager() { return m_dsv_heap_manager; }
SamplerHeapManager& GetSamplerHeapManager() { return m_sampler_heap_manager; }
ID3D12DescriptorHeap* const* GetGPUDescriptorHeaps() const
{
return m_gpu_descriptor_heaps.data();
}
u32 GetGPUDescriptorHeapCount() const { return static_cast<u32>(m_gpu_descriptor_heaps.size()); }
const DescriptorHandle& GetNullSRVDescriptor() const { return m_null_srv_descriptor; }
// Root signature access.
ID3D12RootSignature* GetGXRootSignature() const { return m_gx_root_signature.Get(); }
ID3D12RootSignature* GetUtilityRootSignature() const { return m_utility_root_signature.Get(); }
ID3D12RootSignature* GetComputeRootSignature() const { return m_compute_root_signature.Get(); }
// Fence value for current command list.
u64 GetCurrentFenceValue() const { return m_current_fence_value; }
// Last "completed" fence.
u64 GetCompletedFenceValue() const { return m_completed_fence_value; }
// Texture streaming buffer for uploads.
StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
// Feature level to use when compiling shaders.
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
// Test for support for the specified texture format.
bool SupportsTextureFormat(DXGI_FORMAT format);
// Creates command lists, global buffers and descriptor heaps.
bool CreateGlobalResources();
// Executes the current command list.
void ExecuteCommandList(bool wait_for_completion);
// Waits for a specific fence.
void WaitForFence(u64 fence);
// Defers destruction of a D3D resource (associates it with the current list).
void DeferResourceDestruction(ID3D12Resource* resource);
// Defers destruction of a descriptor handle (associates it with the current list).
void DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index);
// Clears all samplers from the per-frame allocators.
void ResetSamplerAllocators();
// Re-creates the root signature. Call when the host config changes (e.g. bbox/per-pixel shading).
void RecreateGXRootSignature();
private:
// Number of command lists. One is being built while the other(s) are executed.
static const u32 NUM_COMMAND_LISTS = 3;
// Textures that don't fit into this buffer will be uploaded with a staging buffer.
static const u32 TEXTURE_UPLOAD_BUFFER_SIZE = 32 * 1024 * 1024;
struct CommandListResources
{
ComPtr<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
DescriptorAllocator descriptor_allocator;
SamplerAllocator sampler_allocator;
std::vector<ID3D12Resource*> pending_resources;
std::vector<std::pair<DescriptorHeapManager&, u32>> pending_descriptors;
u64 ready_fence_value = 0;
};
DXContext();
bool CreateDXGIFactory(bool enable_debug_layer);
bool CreateDevice(u32 adapter_index, bool enable_debug_layer);
bool CreateCommandQueue();
bool CreateFence();
bool CreateDescriptorHeaps();
bool CreateRootSignatures();
bool CreateGXRootSignature();
bool CreateUtilityRootSignature();
bool CreateComputeRootSignature();
bool CreateTextureUploadBuffer();
bool CreateCommandLists();
void MoveToNextCommandList();
void DestroyPendingResources(CommandListResources& cmdlist);
ComPtr<IDXGIFactory> m_dxgi_factory;
ComPtr<ID3D12Debug> m_debug_interface;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<ID3D12Fence> m_fence = nullptr;
HANDLE m_fence_event = {};
u32 m_current_fence_value = 0;
u64 m_completed_fence_value = 0;
std::array<CommandListResources, NUM_COMMAND_LISTS> m_command_lists;
u32 m_current_command_list = NUM_COMMAND_LISTS - 1;
DescriptorHeapManager m_descriptor_heap_manager;
DescriptorHeapManager m_rtv_heap_manager;
DescriptorHeapManager m_dsv_heap_manager;
SamplerHeapManager m_sampler_heap_manager;
std::array<ID3D12DescriptorHeap*, 2> m_gpu_descriptor_heaps = {};
DescriptorHandle m_null_srv_descriptor;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
ComPtr<ID3D12RootSignature> m_gx_root_signature;
ComPtr<ID3D12RootSignature> m_utility_root_signature;
ComPtr<ID3D12RootSignature> m_compute_root_signature;
StreamBuffer m_texture_upload_buffer;
};
extern std::unique_ptr<DXContext> g_dx_context;
} // namespace DX12