ppsspp/Windows/GPU/D3D11Context.cpp
Henrik Rydgård ee6234ecb6 I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer.

Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00

305 lines
9.2 KiB
C++

#include "ppsspp_config.h"
#include "Common/CommonWindows.h"
#include <d3d11.h>
#include <WinError.h>
#include "Common/Log.h"
#include "Common/System/Display.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Data/Text/I18n.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Windows/GPU/D3D11Context.h"
#include "Windows/W32Util/Misc.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/GPU/D3D11/D3D11Loader.h"
#ifdef __MINGW32__
#undef __uuidof
#define __uuidof(type) IID_##type
#endif
#ifndef DXGI_ERROR_NOT_FOUND
#define _FACDXGI 0x87a
#define MAKE_DXGI_HRESULT(code) MAKE_HRESULT(1, _FACDXGI, code)
#define DXGI_ERROR_NOT_FOUND MAKE_DXGI_HRESULT(2)
#endif
#if PPSSPP_PLATFORM(UWP)
#error This file should not be compiled for UWP.
#endif
D3D11Context::D3D11Context() : draw_(nullptr), adapterId(-1), hDC(nullptr), hWnd_(nullptr), hD3D11(nullptr) {
}
D3D11Context::~D3D11Context() {
}
void D3D11Context::SwapBuffers() {
swapChain_->Present(swapInterval_, 0);
draw_->HandleEvent(Draw::Event::PRESENTED, 0, 0, nullptr, nullptr);
}
void D3D11Context::SwapInterval(int interval) {
swapInterval_ = interval;
}
HRESULT D3D11Context::CreateTheDevice(IDXGIAdapter *adapter) {
bool windowed = true;
// D3D11 has no need for display rotation.
g_display.rotation = DisplayRotation::ROTATE_0;
g_display.rot_matrix.setIdentity();
#if defined(_DEBUG) && !PPSSPP_ARCH(ARM) && !PPSSPP_ARCH(ARM64)
UINT createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG;
#else
UINT createDeviceFlags = 0;
#endif
static const D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
const UINT numDriverTypes = ARRAYSIZE(driverTypes);
static const D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
const UINT numFeatureLevels = ARRAYSIZE(featureLevels);
HRESULT hr = S_OK;
D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_UNKNOWN;
hr = ptr_D3D11CreateDevice(adapter, driverType, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
if (hr == E_INVALIDARG) {
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = ptr_D3D11CreateDevice(adapter, driverType, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)&featureLevels[3], numFeatureLevels - 3,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
}
return hr;
}
static void GetRes(HWND hWnd, int &xres, int &yres) {
RECT rc;
GetClientRect(hWnd, &rc);
xres = rc.right - rc.left;
yres = rc.bottom - rc.top;
}
bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
hWnd_ = wnd;
LoadD3D11Error result = LoadD3D11();
HRESULT hr = E_FAIL;
std::vector<std::string> adapterNames;
std::string chosenAdapterName;
if (result == LoadD3D11Error::SUCCESS) {
std::vector<IDXGIAdapter *> adapters;
int chosenAdapter = 0;
IDXGIFactory* pFactory = nullptr;
hr = ptr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory);
if (SUCCEEDED(hr)) {
IDXGIAdapter* pAdapter;
for (UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
adapters.push_back(pAdapter);
DXGI_ADAPTER_DESC desc;
pAdapter->GetDesc(&desc);
std::string str = ConvertWStringToUTF8(desc.Description);
adapterNames.push_back(str);
if (str == g_Config.sD3D11Device) {
chosenAdapter = i;
}
}
if (!adapters.empty()) {
chosenAdapterName = adapterNames[chosenAdapter];
hr = CreateTheDevice(adapters[chosenAdapter]);
for (int i = 0; i < (int)adapters.size(); i++) {
adapters[i]->Release();
}
} else {
// No adapters found. Trip the error path below.
hr = E_FAIL;
}
pFactory->Release();
}
}
if (FAILED(hr)) {
const char *defaultError = "Your GPU does not appear to support Direct3D 11.\n\nWould you like to try again using Direct3D 9 instead?";
auto err = GetI18NCategory(I18NCat::ERRORS);
std::wstring error;
if (result == LoadD3D11Error::FAIL_NO_COMPILER) {
error = ConvertUTF8ToWString(err->T("D3D11CompilerMissing", "D3DCompiler_47.dll not found. Please install. Or press Yes to try again using Direct3D9 instead."));
} else if (result == LoadD3D11Error::FAIL_NO_D3D11) {
error = ConvertUTF8ToWString(err->T("D3D11Missing", "Your operating system version does not include D3D11. Please run Windows Update.\n\nPress Yes to try again using Direct3D9 instead."));
}
error = ConvertUTF8ToWString(err->T("D3D11NotSupported", defaultError));
std::wstring title = ConvertUTF8ToWString(err->T("D3D11InitializationError", "Direct3D 11 initialization error"));
bool yes = IDYES == MessageBox(hWnd_, error.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
if (yes) {
// Change the config to D3D9 and restart.
g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D9;
g_Config.sFailedGPUBackends.clear();
g_Config.Save("save_d3d9_fallback");
W32Util::ExitAndRestart();
}
return false;
}
if (FAILED(device_->QueryInterface(__uuidof (ID3D11Device1), (void **)&device1_))) {
device1_ = nullptr;
}
if (FAILED(context_->QueryInterface(__uuidof (ID3D11DeviceContext1), (void **)&context1_))) {
context1_ = nullptr;
}
#ifdef _DEBUG
if (SUCCEEDED(device_->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3dDebug_))) {
if (SUCCEEDED(d3dDebug_->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3dInfoQueue_))) {
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
}
}
#endif
draw_ = Draw::T3DCreateD3D11Context(device_, context_, device1_, context1_, featureLevel_, hWnd_, adapterNames);
SetGPUBackend(GPUBackend::DIRECT3D11, chosenAdapterName);
bool success = draw_->CreatePresets(); // If we can run D3D11, there's a compiler installed. I think.
_assert_msg_(success, "Failed to compile preset shaders");
int width;
int height;
GetRes(hWnd_, width, height);
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
IDXGIDevice* dxgiDevice = nullptr;
IDXGIAdapter* adapter = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr)) {
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr)) {
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
DXGI_ADAPTER_DESC desc;
adapter->GetDesc(&desc);
adapter->Release();
}
dxgiDevice->Release();
}
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd_;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(device_, &sd, &swapChain_);
dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
GotBackbuffer();
return true;
}
void D3D11Context::LostBackbuffer() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, width, height, nullptr);
bbRenderTargetTex_->Release();
bbRenderTargetTex_ = nullptr;
bbRenderTargetView_->Release();
bbRenderTargetView_ = nullptr;
}
void D3D11Context::GotBackbuffer() {
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
HRESULT hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&bbRenderTargetTex_));
if (FAILED(hr))
return;
D3D11_TEXTURE2D_DESC bbDesc{};
bbRenderTargetTex_->GetDesc(&bbDesc);
width = bbDesc.Width;
height = bbDesc.Height;
hr = device_->CreateRenderTargetView(bbRenderTargetTex_, nullptr, &bbRenderTargetView_);
if (FAILED(hr))
return;
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, bbRenderTargetView_, bbRenderTargetTex_);
}
void D3D11Context::Resize() {
LostBackbuffer();
int width;
int height;
GetRes(hWnd_, width, height);
swapChain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
GotBackbuffer();
}
void D3D11Context::Shutdown() {
LostBackbuffer();
delete draw_;
draw_ = nullptr;
swapChain_->Release();
swapChain_ = nullptr;
if (context1_)
context1_->Release();
if (device1_)
device1_->Release();
device1_ = nullptr;
device_->Release();
device_ = nullptr;
context_->ClearState();
context_->Flush();
context_->Release();
context_ = nullptr;
#ifdef _DEBUG
if (d3dInfoQueue_) {
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
}
if (d3dDebug_) {
d3dDebug_->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
d3dDebug_->Release();
d3dDebug_ = nullptr;
}
if (d3dInfoQueue_) {
d3dInfoQueue_->Release();
d3dInfoQueue_ = nullptr;
}
#endif
hWnd_ = nullptr;
UnloadD3D11();
}