DX9/DX11: Workaround the viewpoint/EFB creation issues in e.g. SMG2 on NVIDIA hardwar...
[dolphin.git] / Source / Plugins / Plugin_VideoDX11 / Src / D3DBase.cpp
blobcfbca35f652eab35a0a7e337c2c630807bda1400
1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
18 #include "D3DBase.h"
19 #include "D3DTexture.h"
20 #include "D3DShader.h"
21 #include "D3Dcompiler.h"
22 #include "VideoConfig.h"
23 #include "Render.h"
24 #include "XFStructs.h"
25 #include "StringUtil.h"
27 #include <map>
28 #include <string>
29 #include <algorithm>
30 using namespace std;
32 HINSTANCE hD3DXDll = NULL;
33 D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory = NULL;
34 D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture = NULL;
35 D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA = NULL;
36 D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW = NULL;
38 namespace D3D
41 ID3D11Device* device = NULL;
42 ID3D11DeviceContext* context = NULL;
43 IDXGISwapChain* swapchain = NULL;
44 D3D_FEATURE_LEVEL featlevel;
45 D3DTexture2D* backbuf = NULL;
46 HWND hWnd;
48 bool bgra_textures_supported;
50 #define NUM_SUPPORTED_FEATURE_LEVELS 3
51 const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] = {
52 D3D_FEATURE_LEVEL_11_0,
53 D3D_FEATURE_LEVEL_10_1,
54 D3D_FEATURE_LEVEL_10_0
57 unsigned int xres, yres;
59 bool bFrameInProgress = false;
61 HRESULT Create(HWND wnd)
63 hWnd = wnd;
64 HRESULT hr;
66 RECT client;
67 GetClientRect(hWnd, &client);
68 xres = client.right - client.left;
69 yres = client.bottom - client.top;
71 // try to load D3DX11 first to check whether we have proper runtime support
72 // try to use the dll the plugin was compiled against first - don't bother about debug runtimes
73 hD3DXDll = LoadLibraryA(StringFromFormat("d3dx11_%d.dll", D3DX11_SDK_VERSION).c_str());
74 if (!hD3DXDll)
76 // if that fails, use the dll which should be available in every SDK which officially supports DX11.
77 hD3DXDll = LoadLibraryA("d3dx11_42.dll");
78 if (!hD3DXDll)
80 MessageBoxA(NULL, "Failed to load d3dx11_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
81 return E_FAIL;
83 else
85 NOTICE_LOG(VIDEO, "Successfully loaded d3dx11_42.dll. If you're having trouble, try updating your DX runtime first.");
88 else
90 NOTICE_LOG(VIDEO, "Successfully loaded %s.", StringFromFormat("d3dx11_%d.dll", D3DX11_SDK_VERSION).c_str());
93 PD3DX11CompileFromMemory = (D3DX11COMPILEFROMMEMORYTYPE)GetProcAddress(hD3DXDll, "D3DX11CompileFromMemory");
94 if (PD3DX11CompileFromMemory == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11CompileFromMemory!", "Critical error", MB_OK | MB_ICONERROR);
96 PD3DX11FilterTexture = (D3DX11FILTERTEXTURETYPE)GetProcAddress(hD3DXDll, "D3DX11FilterTexture");
97 if (PD3DX11FilterTexture == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11FilterTexture!", "Critical error", MB_OK | MB_ICONERROR);
99 PD3DX11SaveTextureToFileA = (D3DX11SAVETEXTURETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileA");
100 if (PD3DX11SaveTextureToFileA == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileA!", "Critical error", MB_OK | MB_ICONERROR);
102 PD3DX11SaveTextureToFileW = (D3DX11SAVETEXTURETOFILEWTYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileW");
103 if (PD3DX11SaveTextureToFileW == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DX11SaveTextureToFileW!", "Critical error", MB_OK | MB_ICONERROR);
105 // D3DX11 is fine, initialize D3D11
106 IDXGIFactory* factory;
107 IDXGIAdapter* adapter;
108 IDXGIOutput* output;
109 hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
110 if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
112 hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
113 if (FAILED(hr))
115 // try using the first one
116 hr = factory->EnumAdapters(0, &adapter);
117 if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
120 // TODO: Make this configurable
121 hr = adapter->EnumOutputs(0, &output);
122 if (FAILED(hr))
124 // try using the first one
125 hr = adapter->EnumOutputs(0, &output);
126 if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
129 // this will need to be changed once multisampling gets implemented
130 DXGI_SWAP_CHAIN_DESC swap_chain_desc;
131 memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
132 swap_chain_desc.BufferCount = 1;
133 swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
134 swap_chain_desc.OutputWindow = wnd;
135 swap_chain_desc.SampleDesc.Count = 1;
136 swap_chain_desc.SampleDesc.Quality = 0;
137 swap_chain_desc.Windowed = TRUE;
139 DXGI_MODE_DESC mode_desc;
140 memset(&mode_desc, 0, sizeof(mode_desc));
141 mode_desc.Width = xres;
142 mode_desc.Height = yres;
143 mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
144 mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
145 hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL);
146 if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
148 // forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
149 swap_chain_desc.BufferDesc.Width = xres;
150 swap_chain_desc.BufferDesc.Height = yres;
152 #if defined(_DEBUG) || defined(DEBUGFAST)
153 D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG|D3D11_CREATE_DEVICE_SINGLETHREADED);
154 #else
155 D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
156 #endif
157 hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, device_flags,
158 supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
159 D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
160 &featlevel, &context);
161 if (FAILED(hr) || !device || !context || !swapchain)
163 MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
164 SAFE_RELEASE(device);
165 SAFE_RELEASE(context);
166 SAFE_RELEASE(swapchain);
167 return E_FAIL;
169 SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
170 factory->Release();
171 output->Release();
172 adapter->Release();
174 ID3D11Texture2D* buf;
175 hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
176 if (FAILED(hr))
178 MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
179 device->Release();
180 context->Release();
181 swapchain->Release();
182 return E_FAIL;
184 backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
185 buf->Release();
186 CHECK(backbuf!=NULL, "Create back buffer texture");
187 SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
188 SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
190 context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
192 // BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
193 UINT format_support;
194 device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
195 bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
197 gfxstate = new EmuGfxState;
198 stateman = new StateManager;
199 return S_OK;
202 void Close()
204 // unload D3DX11
205 FreeLibrary(hD3DXDll);
206 PD3DX11FilterTexture = NULL;
207 PD3DX11SaveTextureToFileA = NULL;
208 PD3DX11SaveTextureToFileW = NULL;
210 // release all bound resources
211 context->ClearState();
212 SAFE_RELEASE(backbuf);
213 SAFE_RELEASE(swapchain);
214 SAFE_DELETE(gfxstate);
215 SAFE_DELETE(stateman);
216 context->Flush(); // immediately destroy device objects
218 SAFE_RELEASE(context);
219 ULONG references = device->Release();
220 if (references)
222 ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
224 else
226 NOTICE_LOG(VIDEO, "Successfully released all device references!");
228 device = NULL;
231 /* just returning the 4_0 ones here */
232 const char* VertexShaderVersionString() { return "vs_4_0"; }
233 const char* PixelShaderVersionString() { return "ps_4_0"; }
235 D3DTexture2D* &GetBackBuffer() { return backbuf; }
236 unsigned int GetBackBufferWidth() { return xres; }
237 unsigned int GetBackBufferHeight() { return yres; }
239 bool BGRATexturesSupported() { return bgra_textures_supported; }
241 // Returns the maximum width/height of a texture. This value only depends upon the feature level in DX11
242 unsigned int GetMaxTextureSize()
244 switch (featlevel)
246 case D3D_FEATURE_LEVEL_11_0:
247 return 16384;
249 case D3D_FEATURE_LEVEL_10_1:
250 case D3D_FEATURE_LEVEL_10_0:
251 return 8192;
253 case D3D_FEATURE_LEVEL_9_3:
254 return 4096;
256 case D3D_FEATURE_LEVEL_9_2:
257 case D3D_FEATURE_LEVEL_9_1:
258 return 2048;
262 void Reset()
264 // release all back buffer references
265 SAFE_RELEASE(backbuf);
267 // resize swapchain buffers
268 RECT client;
269 GetClientRect(hWnd, &client);
270 xres = client.right - client.left;
271 yres = client.bottom - client.top;
272 D3D::swapchain->ResizeBuffers(1, xres, yres, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
274 // recreate back buffer texture
275 ID3D11Texture2D* buf;
276 HRESULT hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
277 if (FAILED(hr))
279 MessageBox(hWnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
280 device->Release();
281 context->Release();
282 swapchain->Release();
283 return;
285 backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
286 buf->Release();
287 CHECK(backbuf!=NULL, "Create back buffer texture");
288 SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
289 SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
292 bool BeginFrame()
294 if (bFrameInProgress)
296 PanicAlert("BeginFrame called although a frame is already in progress");
297 return false;
299 bFrameInProgress = true;
300 return (device != NULL);
303 void EndFrame()
305 if (!bFrameInProgress)
307 PanicAlert("EndFrame called although no frame is in progress");
308 return;
310 bFrameInProgress = false;
313 void Present()
315 // TODO: Is 1 the correct value for vsyncing?
316 swapchain->Present((UINT)g_ActiveConfig.bVSync, 0);
319 } // namespace