ppsspp/Windows/GPU/D3D9Context.cpp

198 lines
5.9 KiB
C++

#include "ppsspp_config.h"
#include "Common/CommonWindows.h"
#include <d3d9.h>
#include "Common/GPU/D3D9/D3D9StateCache.h"
#include "Common/System/Display.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Log.h"
#include "Common/OSVersion.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Common/OSVersion.h"
#include "Windows/GPU/D3D9Context.h"
#include "Windows/W32Util/Misc.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/GPU/D3D9/D3DCompilerLoader.h"
typedef HRESULT (__stdcall *DIRECT3DCREATE9EX)(UINT, IDirect3D9Ex**);
bool D3D9Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
bool windowed = true;
hWnd_ = wnd;
// D3D9 has no need for display rotation.
g_display.rotation = DisplayRotation::ROTATE_0;
g_display.rot_matrix.setIdentity();
DIRECT3DCREATE9EX g_pfnCreate9ex;
hD3D9_ = LoadLibrary(TEXT("d3d9.dll"));
if (!hD3D9_) {
ERROR_LOG(G3D, "Missing d3d9.dll");
*error_message = "D3D9.dll missing - try reinstalling DirectX.";
return false;
}
bool result = LoadD3DCompilerDynamic();
if (!result) {
*error_message = "D3DCompiler not found! Try reinstalling DirectX.";
return false;
}
g_pfnCreate9ex = (DIRECT3DCREATE9EX)GetProcAddress(hD3D9_, "Direct3DCreate9Ex");
has9Ex_ = (g_pfnCreate9ex != NULL) && IsVistaOrHigher();
if (has9Ex_) {
HRESULT result = g_pfnCreate9ex(D3D_SDK_VERSION, &d3dEx_);
d3d_ = d3dEx_;
if (FAILED(result)) {
FreeLibrary(hD3D9_);
*error_message = "D3D9Ex available but context creation failed. Try reinstalling DirectX.";
return false;
}
} else {
d3d_ = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d_) {
FreeLibrary(hD3D9_);
*error_message = "Failed to create D3D9 context. Try reinstalling DirectX.";
return false;
}
}
adapterId_ = D3DADAPTER_DEFAULT;
D3DCAPS9 d3dCaps;
D3DDISPLAYMODE d3ddm;
if (FAILED(d3d_->GetAdapterDisplayMode(adapterId_, &d3ddm))) {
*error_message = "GetAdapterDisplayMode failed";
d3d_->Release();
return false;
}
if (FAILED(d3d_->GetDeviceCaps(adapterId_, D3DDEVTYPE_HAL, &d3dCaps))) {
*error_message = "GetDeviceCaps failed (?)";
d3d_->Release();
return false;
}
HRESULT hr;
if (FAILED(hr = d3d_->CheckDeviceFormat(adapterId_,
D3DDEVTYPE_HAL,
d3ddm.Format,
D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE,
D3DFMT_D24S8))) {
if (hr == D3DERR_NOTAVAILABLE) {
*error_message = "D24S8 depth/stencil not available";
d3d_->Release();
return false;
}
}
DWORD dwBehaviorFlags = D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE;
if (d3dCaps.VertexProcessingCaps != 0)
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
int xres, yres;
W32Util::GetWindowRes(hWnd_, &xres, &yres);
presentParams_ = {};
presentParams_.BackBufferWidth = xres;
presentParams_.BackBufferHeight = yres;
presentParams_.BackBufferFormat = d3ddm.Format;
presentParams_.MultiSampleType = D3DMULTISAMPLE_NONE;
presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD;
presentParams_.Windowed = windowed;
presentParams_.hDeviceWindow = wnd;
presentParams_.EnableAutoDepthStencil = true;
presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8;
presentParams_.PresentationInterval = swapInterval_ == 1 ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
if (has9Ex_) {
if (windowed && IsWin7OrHigher()) {
// This "new" flip mode should give higher performance but doesn't.
//pp.BackBufferCount = 2;
//pp.SwapEffect = D3DSWAPEFFECT_FLIPEX;
}
hr = d3dEx_->CreateDeviceEx(adapterId_, D3DDEVTYPE_HAL, wnd, dwBehaviorFlags, &presentParams_, NULL, &deviceEx_);
device_ = deviceEx_;
} else {
hr = d3d_->CreateDevice(adapterId_, D3DDEVTYPE_HAL, wnd, dwBehaviorFlags, &presentParams_, &device_);
}
if (FAILED(hr)) {
*error_message = "Failed to create D3D device";
d3d_->Release();
return false;
}
device_->BeginScene();
pD3Ddevice9 = device_;
pD3DdeviceEx9 = deviceEx_;
if (deviceEx_ && IsWin7OrHigher()) {
// TODO: This makes it slower?
//deviceEx->SetMaximumFrameLatency(1);
}
draw_ = Draw::T3DCreateDX9Context(d3d_, d3dEx_, adapterId_, device_, deviceEx_);
SetGPUBackend(GPUBackend::DIRECT3D9);
if (!draw_->CreatePresets()) {
// Shader compiler not installed? Return an error so we can fall back to GL.
device_->Release();
d3d_->Release();
*error_message = "DirectX9 runtime not correctly installed. Please install.";
return false;
}
if (draw_)
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, 0, 0, nullptr);
return true;
}
void D3D9Context::Resize() {
// This should only be called from the emu thread.
int xres, yres;
W32Util::GetWindowRes(hWnd_, &xres, &yres);
uint32_t newInterval = swapInterval_ == 1 ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
bool w_changed = presentParams_.BackBufferWidth != xres;
bool h_changed = presentParams_.BackBufferHeight != yres;
bool i_changed = presentParams_.PresentationInterval != newInterval;
if (device_ && (w_changed || h_changed || i_changed)) {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
presentParams_.BackBufferWidth = xres;
presentParams_.BackBufferHeight = yres;
presentParams_.PresentationInterval = newInterval;
HRESULT hr = device_->Reset(&presentParams_);
if (FAILED(hr)) {
// Had to remove DXGetErrorStringA calls here because dxerr.lib is deprecated and will not link with VS 2015.
_assert_msg_(false, "Unable to reset D3D9 device");
}
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, 0, 0, nullptr);
}
}
void D3D9Context::Shutdown() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
delete draw_;
draw_ = nullptr;
device_->EndScene();
device_->Release();
d3d_->Release();
UnloadD3DCompiler();
pD3Ddevice9 = nullptr;
pD3DdeviceEx9 = nullptr;
device_ = nullptr;
hWnd_ = nullptr;
FreeLibrary(hD3D9_);
hD3D9_ = nullptr;
}