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Add D3DCommon (shared code between D3D11 and D3D12)

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stenzek committed Mar 9, 2019
1 parent f6641b7 commit ea15080d8f59a62ba347ff4c6037116035bc69b4
@@ -4,6 +4,7 @@ add_subdirectory(Software)
add_subdirectory(Vulkan)

if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
add_subdirectory(D3DCommon)
add_subdirectory(D3D)
endif()

@@ -0,0 +1,15 @@
add_library(videod3dcommon
Common.cpp
Common.h
Shader.cpp
Shader.h
SwapChain.cpp
SwapChain.h
)

target_link_libraries(videod3dcommon
PUBLIC
common
videocommon
videod3dcommon
)
@@ -0,0 +1,320 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <d3d11.h>
#include <d3d12.h>
#include <dxgi1_3.h>
#include <wrl/client.h>

#include "Common/Assert.h"
#include "Common/DynamicLibrary.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/TextureConfig.h"
#include "VideoCommon/VideoConfig.h"

namespace D3DCommon
{
pD3DCompile d3d_compile;

static Common::DynamicLibrary s_dxgi_library;
static Common::DynamicLibrary s_d3dcompiler_library;
static bool s_libraries_loaded = false;

static HRESULT (*create_dxgi_factory)(REFIID riid, _COM_Outptr_ void** ppFactory);
static HRESULT (*create_dxgi_factory2)(UINT Flags, REFIID riid, void** ppFactory);

bool LoadLibraries()
{
if (s_libraries_loaded)
return true;

if (!s_dxgi_library.Open("dxgi.dll"))
{
PanicAlertT("Failed to load dxgi.dll");
return false;
}

if (!s_d3dcompiler_library.Open(D3DCOMPILER_DLL_A))
{
PanicAlertT("Failed to load %s. If you are using Windows 7, try installing the "
"KB4019990 update package.",
D3DCOMPILER_DLL_A);
s_dxgi_library.Close();
return false;
}

// Required symbols.
if (!s_d3dcompiler_library.GetSymbol("D3DCompile", &d3d_compile) ||
!s_dxgi_library.GetSymbol("CreateDXGIFactory", &create_dxgi_factory))
{
PanicAlertT("Failed to find one or more D3D symbols");
s_d3dcompiler_library.Close();
s_dxgi_library.Close();
return false;
}

// Optional symbols.
s_dxgi_library.GetSymbol("CreateDXGIFactory2", &create_dxgi_factory2);
s_libraries_loaded = true;
return true;
}

void UnloadLibraries()
{
create_dxgi_factory = nullptr;
create_dxgi_factory2 = nullptr;
d3d_compile = nullptr;
s_d3dcompiler_library.Close();
s_dxgi_library.Close();
s_libraries_loaded = false;
}

IDXGIFactory2* CreateDXGIFactory(bool debug_device)
{
IDXGIFactory2* factory;

// Use Win8.1 version if available.
if (create_dxgi_factory2 &&
SUCCEEDED(create_dxgi_factory2(debug_device ? DXGI_CREATE_FACTORY_DEBUG : 0,
IID_PPV_ARGS(&factory))))
{
return factory;
}

// Fallback to original version, without debug support.
HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
if (FAILED(hr))
{
PanicAlert("CreateDXGIFactory() failed with HRESULT %08X", hr);
return nullptr;
}

return factory;
}

std::vector<std::string> GetAdapterNames()
{
Microsoft::WRL::ComPtr<IDXGIFactory> factory;
HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
if (!SUCCEEDED(hr))
return {};

std::vector<std::string> adapters;
IDXGIAdapter* adapter;
while (factory->EnumAdapters(static_cast<UINT>(adapters.size()), &adapter) !=
DXGI_ERROR_NOT_FOUND)
{
std::string name;
DXGI_ADAPTER_DESC desc;
if (SUCCEEDED(adapter->GetDesc(&desc)))
name = UTF16ToUTF8(desc.Description);

adapters.push_back(std::move(name));
}

return adapters;
}

DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_TYPELESS;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24G8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_TYPELESS;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
PanicAlert("Unhandled texture format.");
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
PanicAlert("Unhandled SRV format");
return DXGI_FORMAT_UNKNOWN;
}
}

DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
default:
PanicAlert("Unhandled RTV format");
return DXGI_FORMAT_UNKNOWN;
}
}
DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_D32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
default:
PanicAlert("Unhandled DSV format");
return DXGI_FORMAT_UNKNOWN;
}
}

AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UINT:
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
return AbstractTextureFormat::RGBA8;

case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
return AbstractTextureFormat::BGRA8;

case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16_TYPELESS:
return AbstractTextureFormat::R16;

case DXGI_FORMAT_R32_FLOAT:
case DXGI_FORMAT_R32_TYPELESS:
return AbstractTextureFormat::R32F;

case DXGI_FORMAT_D16_UNORM:
return AbstractTextureFormat::D16;

case DXGI_FORMAT_D24_UNORM_S8_UINT:
return AbstractTextureFormat::D24_S8;

case DXGI_FORMAT_D32_FLOAT:
return AbstractTextureFormat::D32F;

case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
return AbstractTextureFormat::D32F_S8;

case DXGI_FORMAT_BC1_UNORM:
return AbstractTextureFormat::DXT1;
case DXGI_FORMAT_BC2_UNORM:
return AbstractTextureFormat::DXT3;
case DXGI_FORMAT_BC3_UNORM:
return AbstractTextureFormat::DXT5;
case DXGI_FORMAT_BC7_UNORM:
return AbstractTextureFormat::BPTC;

default:
return AbstractTextureFormat::Undefined;
}
}

void SetDebugObjectName(IUnknown* resource, const char* format, ...)
{
if (!g_ActiveConfig.bEnableValidationLayer)
return;

std::va_list ap;
va_start(ap, format);
std::string name = StringFromFormatV(format, ap);
va_end(ap);

Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
{
child11->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
name.c_str());
}
else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
{
child12->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
name.c_str());
}
}

std::string GetDebugObjectName(IUnknown* resource)
{
if (!g_ActiveConfig.bEnableValidationLayer)
return {};

std::string name;
UINT size = 0;

Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
{
child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
name.resize(size);
child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
}
else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
{
child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
name.resize(size);
child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
}

return name;
}
} // namespace D3DCommon
@@ -0,0 +1,46 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <d3dcompiler.h>
#include <dxgiformat.h>
#include <string>
#include <vector>

#include "Common/CommonTypes.h"
#include "VideoCommon/VideoCommon.h"

struct IDXGIFactory2;

enum class AbstractTextureFormat : u32;

namespace D3DCommon
{
// Loading dxgi.dll and d3dcompiler.dll
bool LoadLibraries();
void UnloadLibraries();

// Returns a list of D3D device names.
std::vector<std::string> GetAdapterNames();

// Helper function which creates a DXGI factory.
IDXGIFactory2* CreateDXGIFactory(bool debug_device);

// Globally-accessible D3DCompiler function.
extern pD3DCompile d3d_compile;

// Helpers for texture format conversion.
DXGI_FORMAT GetDXGIFormatForAbstractFormat(AbstractTextureFormat format, bool typeless);
DXGI_FORMAT GetSRVFormatForAbstractFormat(AbstractTextureFormat format);
DXGI_FORMAT GetRTVFormatForAbstractFormat(AbstractTextureFormat format, bool integer);
DXGI_FORMAT GetDSVFormatForAbstractFormat(AbstractTextureFormat format);
AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);

// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
void SetDebugObjectName(IUnknown* resource, const char* format, ...);
std::string GetDebugObjectName(IUnknown* resource);
} // namespace D3DCommon

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