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stenzek
GitHub Repository: stenzek/duckstation
Path: blob/master/src/util/d3d11_device.cpp
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <[email protected]>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#include "d3d11_device.h"
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#include "core/host.h" // TODO: Remove me
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#include "d3d11_pipeline.h"
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#include "d3d11_texture.h"
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#include "d3d_common.h"
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/bitutils.h"
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#include "common/error.h"
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#include "common/file_system.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/string_util.h"
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#include "fmt/format.h"
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#include <array>
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#include <d3dcompiler.h>
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#include <dxgi1_5.h>
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LOG_CHANNEL(GPUDevice);
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// We need to synchronize instance creation because of adapter enumeration from the UI thread.
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static std::mutex s_instance_mutex;
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static constexpr std::array<float, 4> s_clear_color = {};
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static constexpr GPUTexture::Format s_swap_chain_format = GPUTexture::Format::RGBA8;
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void SetD3DDebugObjectName(ID3D11DeviceChild* obj, std::string_view name)
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{
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#ifdef ENABLE_GPU_OBJECT_NAMES
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// WKPDID_D3DDebugObjectName
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static constexpr GUID guid = {0x429b8c22, 0x9188, 0x4b0c, {0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}};
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UINT existing_data_size;
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HRESULT hr = obj->GetPrivateData(guid, &existing_data_size, nullptr);
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if (SUCCEEDED(hr) && existing_data_size > 0)
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return;
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obj->SetPrivateData(guid, static_cast<UINT>(name.length()), name.data());
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#endif
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}
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D3D11Device::D3D11Device()
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{
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m_render_api = RenderAPI::D3D11;
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m_features.exclusive_fullscreen = true; // set so the caller can pass a mode to CreateDeviceAndSwapChain()
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}
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D3D11Device::~D3D11Device()
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{
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// Should all be torn down by now.
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Assert(!m_device);
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}
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bool D3D11Device::CreateDeviceAndMainSwapChain(std::string_view adapter, CreateFlags create_flags, const WindowInfo& wi,
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GPUVSyncMode vsync_mode, bool allow_present_throttle,
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const ExclusiveFullscreenMode* exclusive_fullscreen_mode,
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std::optional<bool> exclusive_fullscreen_control, Error* error)
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{
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std::unique_lock lock(s_instance_mutex);
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UINT d3d_create_flags = 0;
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if (m_debug_device)
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d3d_create_flags |= D3D11_CREATE_DEVICE_DEBUG;
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m_dxgi_factory = D3DCommon::CreateFactory(m_debug_device, error);
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if (!m_dxgi_factory)
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return false;
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ComPtr<IDXGIAdapter1> dxgi_adapter = D3DCommon::GetAdapterByName(m_dxgi_factory.Get(), adapter);
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m_max_feature_level = D3DCommon::GetDeviceMaxFeatureLevel(dxgi_adapter.Get());
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static constexpr std::array<D3D_FEATURE_LEVEL, 4> requested_feature_levels = {
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{D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}};
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ComPtr<ID3D11Device> temp_device;
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ComPtr<ID3D11DeviceContext> temp_context;
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HRESULT hr;
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if (!D3DCommon::CreateD3D11Device(dxgi_adapter.Get(), d3d_create_flags, requested_feature_levels.data(),
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static_cast<UINT>(requested_feature_levels.size()), &temp_device, nullptr,
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&temp_context, error))
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{
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return false;
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}
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else if (FAILED(hr = temp_device.As(&m_device)) || FAILED(hr = temp_context.As(&m_context)))
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{
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Error::SetHResult(error, "Failed to get D3D11.1 device: ", hr);
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return false;
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}
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// just in case the max query failed, apparently happens for some people...
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m_max_feature_level = std::max(m_max_feature_level, m_device->GetFeatureLevel());
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// we re-grab these later, see below
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dxgi_adapter.Reset();
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temp_context.Reset();
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temp_device.Reset();
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if (m_debug_device && IsDebuggerPresent())
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{
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ComPtr<ID3D11InfoQueue> info;
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hr = m_device.As(&info);
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if (SUCCEEDED(hr))
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{
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info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
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info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, TRUE);
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}
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}
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#ifdef ENABLE_GPU_OBJECT_NAMES
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if (m_debug_device)
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m_context.As(&m_annotation);
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#endif
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ComPtr<IDXGIDevice> dxgi_device;
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GPUDriverType driver_type = GPUDriverType::Unknown;
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if (SUCCEEDED(m_device.As(&dxgi_device)) &&
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SUCCEEDED(dxgi_device->GetParent(IID_PPV_ARGS(dxgi_adapter.GetAddressOf()))))
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INFO_LOG("D3D Adapter: {}", D3DCommon::GetAdapterName(dxgi_adapter.Get(), &driver_type));
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else
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ERROR_LOG("Failed to obtain D3D adapter name.");
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INFO_LOG("Max device feature level: {}",
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D3DCommon::GetFeatureLevelString(D3DCommon::GetRenderAPIVersionForFeatureLevel(m_max_feature_level)));
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SetDriverType(driver_type);
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SetFeatures(create_flags);
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if (!wi.IsSurfaceless())
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{
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m_main_swap_chain = CreateSwapChain(wi, vsync_mode, allow_present_throttle, exclusive_fullscreen_mode,
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exclusive_fullscreen_control, error);
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if (!m_main_swap_chain)
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return false;
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}
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if (!CreateBuffers(error))
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return false;
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return true;
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}
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void D3D11Device::DestroyDevice()
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{
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std::unique_lock lock(s_instance_mutex);
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DestroyBuffers();
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m_main_swap_chain.reset();
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m_context.Reset();
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m_device.Reset();
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}
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void D3D11Device::SetFeatures(CreateFlags create_flags)
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{
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const D3D_FEATURE_LEVEL feature_level = m_device->GetFeatureLevel();
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m_render_api_version = D3DCommon::GetRenderAPIVersionForFeatureLevel(feature_level);
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m_max_texture_size = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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m_max_multisamples = 1;
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for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
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{
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UINT num_quality_levels;
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if (SUCCEEDED(
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m_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multisamples, &num_quality_levels)) &&
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num_quality_levels > 0)
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{
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m_max_multisamples = static_cast<u16>(multisamples);
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}
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}
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m_features.dual_source_blend = !HasCreateFlag(create_flags, CreateFlags::DisableDualSourceBlend);
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m_features.framebuffer_fetch = false;
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m_features.per_sample_shading = (feature_level >= D3D_FEATURE_LEVEL_10_1);
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m_features.noperspective_interpolation = true;
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m_features.texture_copy_to_self = false;
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m_features.texture_buffers = !HasCreateFlag(create_flags, CreateFlags::DisableTextureBuffers);
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m_features.texture_buffers_emulated_with_ssbo = false;
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m_features.feedback_loops = false;
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m_features.geometry_shaders = !HasCreateFlag(create_flags, CreateFlags::DisableGeometryShaders);
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m_features.compute_shaders =
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(!HasCreateFlag(create_flags, CreateFlags::DisableComputeShaders) && feature_level >= D3D_FEATURE_LEVEL_11_0);
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m_features.partial_msaa_resolve = false;
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m_features.memory_import = false;
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m_features.exclusive_fullscreen = true;
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m_features.explicit_present = false;
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m_features.timed_present = false;
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m_features.gpu_timing = true;
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m_features.shader_cache = true;
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m_features.pipeline_cache = false;
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m_features.prefer_unused_textures = false;
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m_features.raster_order_views = false;
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if (!HasCreateFlag(create_flags, CreateFlags::DisableRasterOrderViews))
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{
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 data = {};
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m_features.raster_order_views =
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(SUCCEEDED(m_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &data, sizeof(data))) &&
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data.ROVsSupported);
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}
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m_features.dxt_textures =
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(!HasCreateFlag(create_flags, CreateFlags::DisableCompressedTextures) &&
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(SupportsTextureFormat(GPUTexture::Format::BC1) && SupportsTextureFormat(GPUTexture::Format::BC2) &&
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SupportsTextureFormat(GPUTexture::Format::BC3)));
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m_features.bptc_textures = (!HasCreateFlag(create_flags, CreateFlags::DisableCompressedTextures) &&
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SupportsTextureFormat(GPUTexture::Format::BC7));
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}
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D3D11SwapChain::D3D11SwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode, bool allow_present_throttle,
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const GPUDevice::ExclusiveFullscreenMode* fullscreen_mode)
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: GPUSwapChain(wi, vsync_mode, allow_present_throttle)
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{
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if (fullscreen_mode)
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InitializeExclusiveFullscreenMode(fullscreen_mode);
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}
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D3D11SwapChain::~D3D11SwapChain()
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{
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m_swap_chain_rtv.Reset();
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DestroySwapChain();
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}
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bool D3D11SwapChain::InitializeExclusiveFullscreenMode(const GPUDevice::ExclusiveFullscreenMode* mode)
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{
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const D3DCommon::DXGIFormatMapping& fm = D3DCommon::GetFormatMapping(s_swap_chain_format);
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const HWND window_hwnd = reinterpret_cast<HWND>(m_window_info.window_handle);
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RECT client_rc{};
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GetClientRect(window_hwnd, &client_rc);
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// Little bit messy...
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HRESULT hr;
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ComPtr<IDXGIDevice> dxgi_dev;
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if (FAILED((hr = D3D11Device::GetD3DDevice()->QueryInterface(IID_PPV_ARGS(dxgi_dev.GetAddressOf())))))
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{
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ERROR_LOG("Failed to get DXGIDevice from D3D device: {:08X}", static_cast<unsigned>(hr));
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return false;
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}
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ComPtr<IDXGIAdapter> dxgi_adapter;
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if (FAILED((hr = dxgi_dev->GetAdapter(dxgi_adapter.GetAddressOf()))))
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{
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ERROR_LOG("Failed to get DXGIAdapter from DXGIDevice: {:08X}", static_cast<unsigned>(hr));
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return false;
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}
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m_fullscreen_mode = D3DCommon::GetRequestedExclusiveFullscreenModeDesc(
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dxgi_adapter.Get(), client_rc, mode, fm.resource_format, m_fullscreen_output.GetAddressOf());
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return m_fullscreen_mode.has_value();
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}
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u32 D3D11SwapChain::GetNewBufferCount(GPUVSyncMode vsync_mode)
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{
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// With vsync off, we only need two buffers. Same for blocking vsync.
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// With triple buffering, we need three.
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return (vsync_mode == GPUVSyncMode::Mailbox) ? 3 : 2;
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}
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bool D3D11SwapChain::CreateSwapChain(Error* error)
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{
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const D3DCommon::DXGIFormatMapping& fm = D3DCommon::GetFormatMapping(s_swap_chain_format);
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const HWND window_hwnd = reinterpret_cast<HWND>(m_window_info.window_handle);
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RECT client_rc{};
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GetClientRect(window_hwnd, &client_rc);
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// Using mailbox-style no-allow-tearing causes tearing in exclusive fullscreen.
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if (IsExclusiveFullscreen() && m_vsync_mode == GPUVSyncMode::Mailbox)
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{
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WARNING_LOG("Using FIFO instead of Mailbox vsync due to exclusive fullscreen.");
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m_vsync_mode = GPUVSyncMode::FIFO;
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}
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m_using_flip_model_swap_chain =
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!Host::GetBoolSettingValue("Display", "UseBlitSwapChain", false) || IsExclusiveFullscreen();
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IDXGIFactory5* const dxgi_factory = D3D11Device::GetDXGIFactory();
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ID3D11Device1* const d3d_device = D3D11Device::GetD3DDevice();
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
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swap_chain_desc.Width = static_cast<u32>(client_rc.right - client_rc.left);
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swap_chain_desc.Height = static_cast<u32>(client_rc.bottom - client_rc.top);
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swap_chain_desc.Format = fm.resource_format;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.BufferCount = GetNewBufferCount(m_vsync_mode);
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.SwapEffect = m_using_flip_model_swap_chain ? DXGI_SWAP_EFFECT_FLIP_DISCARD : DXGI_SWAP_EFFECT_DISCARD;
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HRESULT hr = S_OK;
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if (IsExclusiveFullscreen())
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{
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DXGI_SWAP_CHAIN_DESC1 fs_sd_desc = swap_chain_desc;
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DXGI_SWAP_CHAIN_FULLSCREEN_DESC fs_desc = {};
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fs_sd_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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fs_sd_desc.Width = m_fullscreen_mode->Width;
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fs_sd_desc.Height = m_fullscreen_mode->Height;
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fs_desc.RefreshRate = m_fullscreen_mode->RefreshRate;
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fs_desc.ScanlineOrdering = m_fullscreen_mode->ScanlineOrdering;
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fs_desc.Scaling = m_fullscreen_mode->Scaling;
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fs_desc.Windowed = FALSE;
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VERBOSE_LOG("Creating a {}x{} exclusive fullscreen swap chain", fs_sd_desc.Width, fs_sd_desc.Height);
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hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &fs_sd_desc, &fs_desc, m_fullscreen_output.Get(),
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m_swap_chain.ReleaseAndGetAddressOf());
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if (FAILED(hr))
310
{
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WARNING_LOG("Failed to create fullscreen swap chain, trying windowed.");
312
m_fullscreen_output.Reset();
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m_fullscreen_mode.reset();
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m_using_allow_tearing = (m_using_flip_model_swap_chain && D3DCommon::SupportsAllowTearing(dxgi_factory));
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}
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}
317
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if (!IsExclusiveFullscreen())
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{
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VERBOSE_LOG("Creating a {}x{} {} windowed swap chain", swap_chain_desc.Width, swap_chain_desc.Height,
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m_using_flip_model_swap_chain ? "flip-discard" : "discard");
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m_using_allow_tearing = (m_using_flip_model_swap_chain && !IsExclusiveFullscreen() &&
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D3DCommon::SupportsAllowTearing(D3D11Device::GetDXGIFactory()));
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if (m_using_allow_tearing)
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swap_chain_desc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &swap_chain_desc, nullptr, nullptr,
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m_swap_chain.ReleaseAndGetAddressOf());
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}
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if (FAILED(hr) && m_using_flip_model_swap_chain)
331
{
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WARNING_LOG("Failed to create a flip-discard swap chain, trying discard.");
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swap_chain_desc.Flags = 0;
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m_using_flip_model_swap_chain = false;
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m_using_allow_tearing = false;
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hr = dxgi_factory->CreateSwapChainForHwnd(d3d_device, window_hwnd, &swap_chain_desc, nullptr, nullptr,
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m_swap_chain.ReleaseAndGetAddressOf());
340
if (FAILED(hr)) [[unlikely]]
341
{
342
Error::SetHResult(error, "CreateSwapChainForHwnd() failed: ", hr);
343
return false;
344
}
345
}
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// we need the specific factory for the device, otherwise MakeWindowAssociation() is flaky.
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ComPtr<IDXGIFactory> parent_factory;
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if (FAILED(m_swap_chain->GetParent(IID_PPV_ARGS(parent_factory.GetAddressOf()))) ||
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FAILED(parent_factory->MakeWindowAssociation(window_hwnd, DXGI_MWA_NO_WINDOW_CHANGES)))
351
{
352
WARNING_LOG("MakeWindowAssociation() to disable ALT+ENTER failed");
353
}
354
355
return true;
356
}
357
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void D3D11SwapChain::DestroySwapChain()
359
{
360
if (!m_swap_chain)
361
return;
362
363
// switch out of fullscreen before destroying
364
BOOL is_fullscreen;
365
if (SUCCEEDED(m_swap_chain->GetFullscreenState(&is_fullscreen, nullptr)) && is_fullscreen)
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m_swap_chain->SetFullscreenState(FALSE, nullptr);
367
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m_swap_chain.Reset();
369
}
370
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bool D3D11SwapChain::CreateRTV(Error* error)
372
{
373
ComPtr<ID3D11Texture2D> backbuffer;
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HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(backbuffer.GetAddressOf()));
375
if (FAILED(hr)) [[unlikely]]
376
{
377
Error::SetHResult(error, "GetBuffer() failed: ", hr);
378
return false;
379
}
380
381
D3D11_TEXTURE2D_DESC backbuffer_desc;
382
backbuffer->GetDesc(&backbuffer_desc);
383
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CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, backbuffer_desc.Format, 0, 0,
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backbuffer_desc.ArraySize);
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hr = D3D11Device::GetD3DDevice()->CreateRenderTargetView(backbuffer.Get(), &rtv_desc,
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m_swap_chain_rtv.ReleaseAndGetAddressOf());
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if (FAILED(hr)) [[unlikely]]
389
{
390
Error::SetHResult(error, "CreateRenderTargetView(): ", hr);
391
m_swap_chain_rtv.Reset();
392
return false;
393
}
394
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m_window_info.surface_width = static_cast<u16>(backbuffer_desc.Width);
396
m_window_info.surface_height = static_cast<u16>(backbuffer_desc.Height);
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m_window_info.surface_format = s_swap_chain_format;
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VERBOSE_LOG("Swap chain buffer size: {}x{}", m_window_info.surface_width, m_window_info.surface_height);
399
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if (m_window_info.type == WindowInfo::Type::Win32)
401
{
402
BOOL fullscreen = FALSE;
403
DXGI_SWAP_CHAIN_DESC desc;
404
if (SUCCEEDED(m_swap_chain->GetFullscreenState(&fullscreen, nullptr)) && fullscreen &&
405
SUCCEEDED(m_swap_chain->GetDesc(&desc)))
406
{
407
m_window_info.surface_refresh_rate = static_cast<float>(desc.BufferDesc.RefreshRate.Numerator) /
408
static_cast<float>(desc.BufferDesc.RefreshRate.Denominator);
409
}
410
}
411
412
return true;
413
}
414
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bool D3D11SwapChain::ResizeBuffers(u32 new_width, u32 new_height, float new_scale, Error* error)
416
{
417
m_window_info.surface_scale = new_scale;
418
if (m_window_info.surface_width == new_width && m_window_info.surface_height == new_height)
419
return true;
420
421
m_swap_chain_rtv.Reset();
422
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HRESULT hr = m_swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN,
424
m_using_allow_tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0);
425
if (FAILED(hr)) [[unlikely]]
426
{
427
Error::SetHResult(error, "ResizeBuffers() failed: ", hr);
428
return false;
429
}
430
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return CreateRTV(error);
432
}
433
434
bool D3D11SwapChain::SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle, Error* error)
435
{
436
m_allow_present_throttle = allow_present_throttle;
437
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// Using mailbox-style no-allow-tearing causes tearing in exclusive fullscreen.
439
if (mode == GPUVSyncMode::Mailbox && IsExclusiveFullscreen())
440
{
441
WARNING_LOG("Using FIFO instead of Mailbox vsync due to exclusive fullscreen.");
442
mode = GPUVSyncMode::FIFO;
443
}
444
445
if (m_vsync_mode == mode)
446
return true;
447
448
const u32 old_buffer_count = GetNewBufferCount(m_vsync_mode);
449
const u32 new_buffer_count = GetNewBufferCount(mode);
450
m_vsync_mode = mode;
451
if (old_buffer_count == new_buffer_count)
452
return true;
453
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// Buffer count change => needs recreation.
455
m_swap_chain_rtv.Reset();
456
DestroySwapChain();
457
return CreateSwapChain(error) && CreateRTV(error);
458
}
459
460
bool D3D11SwapChain::IsExclusiveFullscreen() const
461
{
462
return m_fullscreen_mode.has_value();
463
}
464
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std::unique_ptr<GPUSwapChain> D3D11Device::CreateSwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode,
466
bool allow_present_throttle,
467
const ExclusiveFullscreenMode* exclusive_fullscreen_mode,
468
std::optional<bool> exclusive_fullscreen_control,
469
Error* error)
470
{
471
std::unique_ptr<D3D11SwapChain> ret;
472
if (wi.type != WindowInfo::Type::Win32)
473
{
474
Error::SetStringView(error, "Cannot create a swap chain on non-win32 window.");
475
return ret;
476
}
477
478
ret = std::make_unique<D3D11SwapChain>(wi, vsync_mode, allow_present_throttle, exclusive_fullscreen_mode);
479
if (ret->CreateSwapChain(error) && ret->CreateRTV(error))
480
{
481
// Render a frame as soon as possible to clear out whatever was previously being displayed.
482
m_context->ClearRenderTargetView(ret->GetRTV(), s_clear_color.data());
483
ret->GetSwapChain()->Present(0, ret->IsUsingAllowTearing() ? DXGI_PRESENT_ALLOW_TEARING : 0);
484
}
485
else
486
{
487
ret.reset();
488
}
489
490
return ret;
491
}
492
493
std::string D3D11Device::GetDriverInfo() const
494
{
495
std::string ret = fmt::format("{} (Shader Model {})\n", D3DCommon::GetFeatureLevelString(m_render_api_version),
496
D3DCommon::GetShaderModelForFeatureLevelNumber(m_render_api_version));
497
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ComPtr<IDXGIDevice> dxgi_dev;
499
if (SUCCEEDED(m_device.As(&dxgi_dev)))
500
{
501
ComPtr<IDXGIAdapter> dxgi_adapter;
502
if (SUCCEEDED(dxgi_dev->GetAdapter(dxgi_adapter.GetAddressOf())))
503
{
504
DXGI_ADAPTER_DESC desc;
505
if (SUCCEEDED(dxgi_adapter->GetDesc(&desc)))
506
{
507
fmt::format_to(std::back_inserter(ret), "VID: 0x{:04X} PID: 0x{:04X}\n", desc.VendorId, desc.DeviceId);
508
ret += StringUtil::WideStringToUTF8String(desc.Description);
509
ret += "\n";
510
511
const std::string driver_version(D3DCommon::GetDriverVersionFromLUID(desc.AdapterLuid));
512
if (!driver_version.empty())
513
{
514
ret += "Driver Version: ";
515
ret += driver_version;
516
}
517
}
518
}
519
}
520
521
return ret;
522
}
523
524
void D3D11Device::FlushCommands()
525
{
526
m_context->Flush();
527
EndTimestampQuery();
528
TrimTexturePool();
529
}
530
531
void D3D11Device::WaitForGPUIdle()
532
{
533
m_context->Flush();
534
EndTimestampQuery();
535
TrimTexturePool();
536
}
537
538
bool D3D11Device::CreateBuffers(Error* error)
539
{
540
if (!m_vertex_buffer.Create(D3D11_BIND_VERTEX_BUFFER, VERTEX_BUFFER_SIZE, VERTEX_BUFFER_SIZE, error) ||
541
!m_index_buffer.Create(D3D11_BIND_INDEX_BUFFER, INDEX_BUFFER_SIZE, INDEX_BUFFER_SIZE, error) ||
542
!m_uniform_buffer.Create(D3D11_BIND_CONSTANT_BUFFER, MIN_UNIFORM_BUFFER_SIZE, MAX_UNIFORM_BUFFER_SIZE, error))
543
{
544
ERROR_LOG("Failed to create vertex/index/uniform buffers.");
545
return false;
546
}
547
548
// Index buffer never changes :)
549
m_context->IASetIndexBuffer(m_index_buffer.GetD3DBuffer(), DXGI_FORMAT_R16_UINT, 0);
550
return true;
551
}
552
553
void D3D11Device::DestroyBuffers()
554
{
555
m_uniform_buffer.Destroy();
556
m_vertex_buffer.Destroy();
557
m_index_buffer.Destroy();
558
}
559
560
void D3D11Device::CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
561
GPUTexture* src, u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width,
562
u32 height)
563
{
564
DebugAssert(src_level < src->GetLevels() && src_layer < src->GetLayers());
565
DebugAssert((src_x + width) <= src->GetMipWidth(src_level));
566
DebugAssert((src_y + height) <= src->GetMipHeight(src_level));
567
DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers());
568
DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level));
569
DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level));
570
571
D3D11Texture* dst11 = static_cast<D3D11Texture*>(dst);
572
D3D11Texture* src11 = static_cast<D3D11Texture*>(src);
573
574
if (dst11->IsRenderTargetOrDepthStencil())
575
{
576
if (src11->GetState() == GPUTexture::State::Cleared)
577
{
578
if (src11->GetWidth() == dst11->GetWidth() && src11->GetHeight() == dst11->GetHeight())
579
{
580
// pass clear through
581
dst11->m_state = src11->m_state;
582
dst11->m_clear_value = src11->m_clear_value;
583
return;
584
}
585
}
586
else if (dst_x == 0 && dst_y == 0 && width == dst11->GetMipWidth(dst_level) &&
587
height == dst11->GetMipHeight(dst_level))
588
{
589
m_context->DiscardView(dst11->GetRTVOrDSV());
590
dst11->SetState(GPUTexture::State::Dirty);
591
}
592
593
dst11->CommitClear(m_context.Get());
594
}
595
596
src11->CommitClear(m_context.Get());
597
598
s_stats.num_copies++;
599
600
const CD3D11_BOX src_box(static_cast<LONG>(src_x), static_cast<LONG>(src_y), 0, static_cast<LONG>(src_x + width),
601
static_cast<LONG>(src_y + height), 1);
602
m_context->CopySubresourceRegion(dst11->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
603
dst_x, dst_y, 0, src11->GetD3DTexture(),
604
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box);
605
}
606
607
void D3D11Device::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
608
GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height)
609
{
610
DebugAssert((src_x + width) <= src->GetWidth());
611
DebugAssert((src_y + height) <= src->GetHeight());
612
DebugAssert(src->IsMultisampled());
613
DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers());
614
DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level));
615
DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level));
616
DebugAssert(!dst->IsMultisampled() && src->IsMultisampled());
617
618
s_stats.num_copies++;
619
620
// DX11 can't resolve partial rects.
621
Assert(src_x == 0 && src_y == 0 && width == src->GetWidth() && height == src->GetHeight() && dst_x == 0 &&
622
dst_y == 0 && width == dst->GetMipWidth(dst_level) && height == dst->GetMipHeight(dst_level));
623
624
D3D11Texture* dst11 = static_cast<D3D11Texture*>(dst);
625
D3D11Texture* src11 = static_cast<D3D11Texture*>(src);
626
627
src11->CommitClear(m_context.Get());
628
dst11->CommitClear(m_context.Get());
629
630
m_context->ResolveSubresource(dst11->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
631
src11->GetD3DTexture(), 0, dst11->GetDXGIFormat());
632
}
633
634
bool D3D11Device::IsRenderTargetBound(const D3D11Texture* tex) const
635
{
636
if (tex->IsRenderTarget() || tex->HasFlag(GPUTexture::Flags::AllowBindAsImage))
637
{
638
for (u32 i = 0; i < m_num_current_render_targets; i++)
639
{
640
if (m_current_render_targets[i] == tex)
641
return true;
642
}
643
}
644
645
return false;
646
}
647
648
void D3D11Device::ClearRenderTarget(GPUTexture* t, u32 c)
649
{
650
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
651
GPUDevice::ClearRenderTarget(T, c);
652
if (IsRenderTargetBound(T))
653
T->CommitClear(m_context.Get());
654
}
655
656
void D3D11Device::ClearDepth(GPUTexture* t, float d)
657
{
658
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
659
GPUDevice::ClearDepth(T, d);
660
if (T == m_current_depth_target)
661
T->CommitClear(m_context.Get());
662
}
663
664
void D3D11Device::InvalidateRenderTarget(GPUTexture* t)
665
{
666
D3D11Texture* const T = static_cast<D3D11Texture*>(t);
667
GPUDevice::InvalidateRenderTarget(T);
668
if (T->IsDepthStencil() ? (m_current_depth_target == T) : IsRenderTargetBound(T))
669
T->CommitClear(m_context.Get());
670
}
671
672
GPUDevice::PresentResult D3D11Device::BeginPresent(GPUSwapChain* swap_chain, u32 clear_color)
673
{
674
D3D11SwapChain* const SC = static_cast<D3D11SwapChain*>(swap_chain);
675
676
// Check if we lost exclusive fullscreen. If so, notify the host, so it can switch to windowed mode.
677
// This might get called repeatedly if it takes a while to switch back, that's the host's problem.
678
BOOL is_fullscreen;
679
if (SC->IsExclusiveFullscreen() &&
680
(FAILED(SC->GetSwapChain()->GetFullscreenState(&is_fullscreen, nullptr)) || !is_fullscreen))
681
{
682
TrimTexturePool();
683
return PresentResult::ExclusiveFullscreenLost;
684
}
685
686
// The time here seems to include the time for the buffer to become available.
687
// This blows our our GPU usage number considerably, so read the timestamp before the final blit
688
// in this configuration. It does reduce accuracy a little, but better than seeing 100% all of
689
// the time, when it's more like a couple of percent.
690
if (SC == m_main_swap_chain.get() && m_gpu_timing_enabled)
691
{
692
PopTimestampQuery();
693
EndTimestampQuery();
694
}
695
696
m_context->ClearRenderTargetView(SC->GetRTV(), GSVector4::unorm8(clear_color).F32);
697
698
// Ugh, have to clear out any UAV bindings...
699
if (m_current_render_pass_flags & GPUPipeline::BindRenderTargetsAsImages && !m_current_compute_shader)
700
m_context->OMSetRenderTargetsAndUnorderedAccessViews(1, SC->GetRTVArray(), nullptr, 0, 0, nullptr, nullptr);
701
else
702
m_context->OMSetRenderTargets(1, SC->GetRTVArray(), nullptr);
703
if (m_current_compute_shader)
704
UnbindComputePipeline();
705
s_stats.num_render_passes++;
706
m_num_current_render_targets = 0;
707
m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
708
std::memset(m_current_render_targets.data(), 0, sizeof(m_current_render_targets));
709
m_current_depth_target = nullptr;
710
return PresentResult::OK;
711
}
712
713
void D3D11Device::EndPresent(GPUSwapChain* swap_chain, bool explicit_present, u64 present_time)
714
{
715
D3D11SwapChain* const SC = static_cast<D3D11SwapChain*>(swap_chain);
716
DebugAssert(!explicit_present && present_time == 0);
717
DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
718
719
const UINT sync_interval = static_cast<UINT>(SC->GetVSyncMode() == GPUVSyncMode::FIFO);
720
const UINT flags =
721
(SC->GetVSyncMode() == GPUVSyncMode::Disabled && SC->IsUsingAllowTearing()) ? DXGI_PRESENT_ALLOW_TEARING : 0;
722
SC->GetSwapChain()->Present(sync_interval, flags);
723
724
if (m_gpu_timing_enabled)
725
StartTimestampQuery();
726
727
TrimTexturePool();
728
}
729
730
void D3D11Device::SubmitPresent(GPUSwapChain* swap_chain)
731
{
732
Panic("Not supported by this API.");
733
}
734
735
bool D3D11Device::CreateTimestampQueries()
736
{
737
for (u32 i = 0; i < NUM_TIMESTAMP_QUERIES; i++)
738
{
739
for (u32 j = 0; j < 3; j++)
740
{
741
const CD3D11_QUERY_DESC qdesc((j == 0) ? D3D11_QUERY_TIMESTAMP_DISJOINT : D3D11_QUERY_TIMESTAMP);
742
const HRESULT hr = m_device->CreateQuery(&qdesc, m_timestamp_queries[i][j].ReleaseAndGetAddressOf());
743
if (FAILED(hr))
744
{
745
m_timestamp_queries = {};
746
return false;
747
}
748
}
749
}
750
751
StartTimestampQuery();
752
return true;
753
}
754
755
void D3D11Device::DestroyTimestampQueries()
756
{
757
if (!m_timestamp_queries[0][0])
758
return;
759
760
if (m_timestamp_query_started)
761
m_context->End(m_timestamp_queries[m_write_timestamp_query][1].Get());
762
763
m_timestamp_queries = {};
764
m_read_timestamp_query = 0;
765
m_write_timestamp_query = 0;
766
m_waiting_timestamp_queries = 0;
767
m_timestamp_query_started = 0;
768
}
769
770
void D3D11Device::PopTimestampQuery()
771
{
772
while (m_waiting_timestamp_queries > 0)
773
{
774
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
775
const HRESULT disjoint_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][0].Get(), &disjoint,
776
sizeof(disjoint), D3D11_ASYNC_GETDATA_DONOTFLUSH);
777
if (disjoint_hr != S_OK)
778
break;
779
780
if (disjoint.Disjoint)
781
{
782
VERBOSE_LOG("GPU timing disjoint, resetting.");
783
m_read_timestamp_query = 0;
784
m_write_timestamp_query = 0;
785
m_waiting_timestamp_queries = 0;
786
m_timestamp_query_started = 0;
787
}
788
else
789
{
790
u64 start = 0, end = 0;
791
const HRESULT start_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][1].Get(), &start,
792
sizeof(start), D3D11_ASYNC_GETDATA_DONOTFLUSH);
793
const HRESULT end_hr = m_context->GetData(m_timestamp_queries[m_read_timestamp_query][2].Get(), &end, sizeof(end),
794
D3D11_ASYNC_GETDATA_DONOTFLUSH);
795
if (start_hr == S_OK && end_hr == S_OK)
796
{
797
const float delta =
798
static_cast<float>(static_cast<double>(end - start) / (static_cast<double>(disjoint.Frequency) / 1000.0));
799
m_accumulated_gpu_time += delta;
800
m_read_timestamp_query = (m_read_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES;
801
m_waiting_timestamp_queries--;
802
}
803
else
804
{
805
// Data not ready yet.
806
break;
807
}
808
}
809
}
810
}
811
812
void D3D11Device::EndTimestampQuery()
813
{
814
if (m_timestamp_query_started)
815
{
816
m_context->End(m_timestamp_queries[m_write_timestamp_query][2].Get());
817
m_context->End(m_timestamp_queries[m_write_timestamp_query][0].Get());
818
m_write_timestamp_query = (m_write_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES;
819
m_timestamp_query_started = false;
820
m_waiting_timestamp_queries++;
821
}
822
}
823
824
void D3D11Device::StartTimestampQuery()
825
{
826
if (m_timestamp_query_started || !m_timestamp_queries[0][0] || m_waiting_timestamp_queries == NUM_TIMESTAMP_QUERIES)
827
return;
828
829
m_context->Begin(m_timestamp_queries[m_write_timestamp_query][0].Get());
830
m_context->End(m_timestamp_queries[m_write_timestamp_query][1].Get());
831
m_timestamp_query_started = true;
832
}
833
834
bool D3D11Device::SetGPUTimingEnabled(bool enabled)
835
{
836
if (m_gpu_timing_enabled == enabled)
837
return true;
838
839
m_gpu_timing_enabled = enabled;
840
if (m_gpu_timing_enabled)
841
{
842
if (!CreateTimestampQueries())
843
return false;
844
845
StartTimestampQuery();
846
return true;
847
}
848
else
849
{
850
DestroyTimestampQueries();
851
return true;
852
}
853
}
854
855
float D3D11Device::GetAndResetAccumulatedGPUTime()
856
{
857
const float value = m_accumulated_gpu_time;
858
m_accumulated_gpu_time = 0.0f;
859
return value;
860
}
861
862
#ifdef ENABLE_GPU_OBJECT_NAMES
863
864
void D3D11Device::PushDebugGroup(const char* name)
865
{
866
if (!m_annotation)
867
return;
868
869
m_annotation->BeginEvent(StringUtil::UTF8StringToWideString(name).c_str());
870
}
871
872
void D3D11Device::PopDebugGroup()
873
{
874
if (!m_annotation)
875
return;
876
877
m_annotation->EndEvent();
878
}
879
880
void D3D11Device::InsertDebugMessage(const char* msg)
881
{
882
if (!m_annotation)
883
return;
884
885
m_annotation->SetMarker(StringUtil::UTF8StringToWideString(msg).c_str());
886
}
887
888
#endif
889
890
void D3D11Device::MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
891
u32* map_base_vertex)
892
{
893
const auto res = m_vertex_buffer.Map(m_context.Get(), vertex_size, vertex_size * vertex_count);
894
*map_ptr = res.pointer;
895
*map_space = res.space_aligned;
896
*map_base_vertex = res.index_aligned;
897
}
898
899
void D3D11Device::UnmapVertexBuffer(u32 vertex_size, u32 vertex_count)
900
{
901
const u32 upload_size = vertex_size * vertex_count;
902
s_stats.buffer_streamed += upload_size;
903
m_vertex_buffer.Unmap(m_context.Get(), upload_size);
904
}
905
906
void D3D11Device::MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index)
907
{
908
const auto res = m_index_buffer.Map(m_context.Get(), sizeof(DrawIndex), sizeof(DrawIndex) * index_count);
909
*map_ptr = static_cast<DrawIndex*>(res.pointer);
910
*map_space = res.space_aligned;
911
*map_base_index = res.index_aligned;
912
}
913
914
void D3D11Device::UnmapIndexBuffer(u32 used_index_count)
915
{
916
s_stats.buffer_streamed += sizeof(DrawIndex) * used_index_count;
917
m_index_buffer.Unmap(m_context.Get(), sizeof(DrawIndex) * used_index_count);
918
}
919
920
void D3D11Device::PushUniformBuffer(const void* data, u32 data_size)
921
{
922
const u32 req_align =
923
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
924
const u32 req_size = Common::AlignUpPow2(data_size, req_align);
925
const auto res = m_uniform_buffer.Map(m_context.Get(), req_align, req_size);
926
std::memcpy(res.pointer, data, data_size);
927
m_uniform_buffer.Unmap(m_context.Get(), req_size);
928
s_stats.buffer_streamed += data_size;
929
930
BindUniformBuffer(res.index_aligned * UNIFORM_BUFFER_ALIGNMENT, req_size);
931
}
932
933
void* D3D11Device::MapUniformBuffer(u32 size)
934
{
935
const u32 req_align =
936
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
937
const u32 req_size = Common::AlignUpPow2(size, req_align);
938
const auto res = m_uniform_buffer.Map(m_context.Get(), req_align, req_size);
939
return res.pointer;
940
}
941
942
void D3D11Device::UnmapUniformBuffer(u32 size)
943
{
944
const u32 pos = m_uniform_buffer.GetPosition();
945
const u32 req_align =
946
m_uniform_buffer.IsUsingMapNoOverwrite() ? UNIFORM_BUFFER_ALIGNMENT : UNIFORM_BUFFER_ALIGNMENT_DISCARD;
947
const u32 req_size = Common::AlignUpPow2(size, req_align);
948
949
m_uniform_buffer.Unmap(m_context.Get(), req_size);
950
s_stats.buffer_streamed += size;
951
952
BindUniformBuffer(pos, req_size);
953
}
954
955
void D3D11Device::BindUniformBuffer(u32 offset, u32 size)
956
{
957
if (m_uniform_buffer.IsUsingMapNoOverwrite())
958
{
959
const UINT first_constant = offset / 16u;
960
const UINT num_constants = size / 16u;
961
if (m_current_compute_shader)
962
{
963
m_context->CSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
964
}
965
else
966
{
967
m_context->VSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
968
m_context->PSSetConstantBuffers1(0, 1, m_uniform_buffer.GetD3DBufferArray(), &first_constant, &num_constants);
969
}
970
}
971
else
972
{
973
DebugAssert(offset == 0);
974
if (m_current_compute_shader)
975
{
976
m_context->CSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
977
}
978
else
979
{
980
m_context->VSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
981
m_context->PSSetConstantBuffers(0, 1, m_uniform_buffer.GetD3DBufferArray());
982
}
983
}
984
}
985
986
void D3D11Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
987
GPUPipeline::RenderPassFlag flags)
988
{
989
DebugAssert(
990
!(flags & (GPUPipeline::RenderPassFlag::ColorFeedbackLoop | GPUPipeline::RenderPassFlag::SampleDepthBuffer)));
991
992
// Make sure DSV isn't bound.
993
D3D11Texture* DS = static_cast<D3D11Texture*>(ds);
994
if (DS)
995
DS->CommitClear(m_context.Get());
996
997
bool changed =
998
(m_num_current_render_targets != num_rts || m_current_depth_target != DS || m_current_render_pass_flags != flags);
999
m_current_render_pass_flags = flags;
1000
m_current_depth_target = DS;
1001
if (ds)
1002
{
1003
const ID3D11ShaderResourceView* srv = static_cast<D3D11Texture*>(ds)->GetD3DSRV();
1004
for (u32 i = 0; i < MAX_TEXTURE_SAMPLERS; i++)
1005
{
1006
if (m_current_textures[i] && m_current_textures[i] == srv)
1007
{
1008
m_current_textures[i] = nullptr;
1009
m_context->PSSetShaderResources(i, 1, &m_current_textures[i]);
1010
}
1011
}
1012
}
1013
1014
for (u32 i = 0; i < num_rts; i++)
1015
{
1016
D3D11Texture* const RT = static_cast<D3D11Texture*>(rts[i]);
1017
changed |= m_current_render_targets[i] != RT;
1018
m_current_render_targets[i] = RT;
1019
RT->CommitClear(m_context.Get());
1020
1021
const ID3D11ShaderResourceView* srv = RT->GetD3DSRV();
1022
for (u32 j = 0; j < MAX_TEXTURE_SAMPLERS; j++)
1023
{
1024
if (m_current_textures[j] && m_current_textures[j] == srv)
1025
{
1026
m_current_textures[j] = nullptr;
1027
m_context->PSSetShaderResources(j, 1, &m_current_textures[j]);
1028
}
1029
}
1030
}
1031
for (u32 i = num_rts; i < m_num_current_render_targets; i++)
1032
m_current_render_targets[i] = nullptr;
1033
m_num_current_render_targets = num_rts;
1034
if (!changed)
1035
return;
1036
1037
s_stats.num_render_passes++;
1038
1039
if (m_current_render_pass_flags & GPUPipeline::BindRenderTargetsAsImages)
1040
{
1041
std::array<ID3D11UnorderedAccessView*, MAX_RENDER_TARGETS> uavs;
1042
for (u32 i = 0; i < m_num_current_render_targets; i++)
1043
uavs[i] = m_current_render_targets[i]->GetD3DUAV();
1044
1045
if (!m_current_compute_shader)
1046
{
1047
m_context->OMSetRenderTargetsAndUnorderedAccessViews(
1048
0, nullptr, m_current_depth_target ? m_current_depth_target->GetD3DDSV() : nullptr, 0,
1049
m_num_current_render_targets, uavs.data(), nullptr);
1050
}
1051
else
1052
{
1053
m_context->CSSetUnorderedAccessViews(0, m_num_current_render_targets, uavs.data(), nullptr);
1054
}
1055
}
1056
else
1057
{
1058
std::array<ID3D11RenderTargetView*, MAX_RENDER_TARGETS> rtvs;
1059
for (u32 i = 0; i < m_num_current_render_targets; i++)
1060
rtvs[i] = m_current_render_targets[i]->GetD3DRTV();
1061
1062
m_context->OMSetRenderTargets(m_num_current_render_targets,
1063
(m_num_current_render_targets > 0) ? rtvs.data() : nullptr,
1064
m_current_depth_target ? m_current_depth_target->GetD3DDSV() : nullptr);
1065
}
1066
}
1067
1068
void D3D11Device::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler)
1069
{
1070
ID3D11ShaderResourceView* T;
1071
if (texture)
1072
{
1073
static_cast<D3D11Texture*>(texture)->CommitClear(m_context.Get());
1074
T = static_cast<D3D11Texture*>(texture)->GetD3DSRV();
1075
}
1076
else
1077
{
1078
T = nullptr;
1079
}
1080
1081
ID3D11SamplerState* S = sampler ? static_cast<D3D11Sampler*>(sampler)->GetSamplerState() : nullptr;
1082
1083
// Runtime will null these if we don't...
1084
DebugAssert(!texture ||
1085
!((texture->IsRenderTarget() || texture->HasFlag(GPUTexture::Flags::AllowBindAsImage)) &&
1086
IsRenderTargetBound(static_cast<D3D11Texture*>(texture))) ||
1087
!(texture->IsDepthStencil() &&
1088
(!m_current_depth_target || m_current_depth_target != static_cast<D3D11Texture*>(texture))));
1089
1090
if (m_current_textures[slot] != T)
1091
{
1092
m_current_textures[slot] = T;
1093
m_context->PSSetShaderResources(slot, 1, &T);
1094
if (m_current_compute_shader)
1095
m_context->CSSetShaderResources(slot, 1, &T);
1096
}
1097
if (m_current_samplers[slot] != S)
1098
{
1099
m_current_samplers[slot] = S;
1100
m_context->PSSetSamplers(slot, 1, &S);
1101
if (m_current_compute_shader)
1102
m_context->CSSetSamplers(slot, 1, &S);
1103
}
1104
}
1105
1106
void D3D11Device::SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer)
1107
{
1108
ID3D11ShaderResourceView* B = buffer ? static_cast<D3D11TextureBuffer*>(buffer)->GetSRV() : nullptr;
1109
if (m_current_textures[slot] != B)
1110
{
1111
m_current_textures[slot] = B;
1112
1113
// Compute doesn't support texture buffers, yet...
1114
m_context->PSSetShaderResources(slot, 1, &B);
1115
}
1116
}
1117
1118
void D3D11Device::UnbindTexture(D3D11Texture* tex)
1119
{
1120
if (const ID3D11ShaderResourceView* srv = tex->GetD3DSRV(); srv)
1121
{
1122
for (u32 i = 0; i < MAX_TEXTURE_SAMPLERS; i++)
1123
{
1124
if (m_current_textures[i] == srv)
1125
{
1126
m_current_textures[i] = nullptr;
1127
m_context->PSSetShaderResources(i, 1, &m_current_textures[i]);
1128
}
1129
}
1130
}
1131
1132
if (tex->IsRenderTarget() || tex->HasFlag(GPUTexture::Flags::AllowBindAsImage))
1133
{
1134
for (u32 i = 0; i < m_num_current_render_targets; i++)
1135
{
1136
if (m_current_render_targets[i] == tex)
1137
{
1138
DEV_LOG("Unbinding current RT");
1139
SetRenderTargets(nullptr, 0, m_current_depth_target);
1140
break;
1141
}
1142
}
1143
}
1144
else if (tex->IsDepthStencil() && m_current_depth_target == tex)
1145
{
1146
DEV_LOG("Unbinding current DS");
1147
SetRenderTargets(nullptr, 0, nullptr);
1148
}
1149
}
1150
1151
void D3D11Device::SetViewport(const GSVector4i rc)
1152
{
1153
const CD3D11_VIEWPORT vp(static_cast<float>(rc.left), static_cast<float>(rc.top), static_cast<float>(rc.width()),
1154
static_cast<float>(rc.height()), 0.0f, 1.0f);
1155
m_context->RSSetViewports(1, &vp);
1156
}
1157
1158
void D3D11Device::SetScissor(const GSVector4i rc)
1159
{
1160
alignas(16) D3D11_RECT drc;
1161
GSVector4i::store<true>(&drc, rc);
1162
m_context->RSSetScissorRects(1, &drc);
1163
}
1164
1165
void D3D11Device::Draw(u32 vertex_count, u32 base_vertex)
1166
{
1167
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped() && !m_current_compute_shader);
1168
s_stats.num_draws++;
1169
m_context->Draw(vertex_count, base_vertex);
1170
}
1171
1172
void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
1173
{
1174
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped() && !m_current_compute_shader);
1175
s_stats.num_draws++;
1176
m_context->DrawIndexed(index_count, base_index, base_vertex);
1177
}
1178
1179
void D3D11Device::DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type)
1180
{
1181
Panic("Barriers are not supported");
1182
}
1183
1184
void D3D11Device::Dispatch(u32 threads_x, u32 threads_y, u32 threads_z, u32 group_size_x, u32 group_size_y,
1185
u32 group_size_z)
1186
{
1187
DebugAssert(m_current_compute_shader);
1188
s_stats.num_draws++;
1189
1190
const u32 groups_x = threads_x / group_size_x;
1191
const u32 groups_y = threads_y / group_size_y;
1192
const u32 groups_z = threads_z / group_size_z;
1193
m_context->Dispatch(groups_x, groups_y, groups_z);
1194
}
1195
1196