Skip to content
Permalink
Browse files

Merge pull request #7869 from stenzek/d3dcommon

D3D: Move sharable D3D11/D3D12 code to common library
  • Loading branch information...
stenzek committed Mar 29, 2019
2 parents fbe57e8 + d0d010f commit f3fadd730218429a5f6472283d16d30d7e276f8d
Showing with 1,761 additions and 1,423 deletions.
  1. +1 −0 Source/Core/Common/CMakeLists.txt
  2. +3 −1 Source/Core/Common/Common.vcxproj
  3. +4 −1 Source/Core/Common/Common.vcxproj.filters
  4. +100 −0 Source/Core/Common/DynamicLibrary.cpp
  5. +67 −0 Source/Core/Common/DynamicLibrary.h
  6. +1 −0 Source/Core/VideoBackends/CMakeLists.txt
  7. +18 −17 Source/Core/VideoBackends/D3D/BoundingBox.cpp
  8. +1 −1 Source/Core/VideoBackends/D3D/BoundingBox.h
  9. +1 −0 Source/Core/VideoBackends/D3D/CMakeLists.txt
  10. +5 −0 Source/Core/VideoBackends/D3D/D3D.vcxproj
  11. +6 −0 Source/Core/VideoBackends/D3D/D3D.vcxproj.filters
  12. +120 −557 Source/Core/VideoBackends/D3D/D3DBase.cpp
  13. +14 −67 Source/Core/VideoBackends/D3D/D3DBase.h
  14. +19 −48 Source/Core/VideoBackends/D3D/D3DState.cpp
  15. +6 −5 Source/Core/VideoBackends/D3D/D3DState.h
  16. +1 −36 Source/Core/VideoBackends/D3D/DXPipeline.cpp
  17. +14 −14 Source/Core/VideoBackends/D3D/DXPipeline.h
  18. +15 −118 Source/Core/VideoBackends/D3D/DXShader.cpp
  19. +4 −16 Source/Core/VideoBackends/D3D/DXShader.h
  20. +96 −179 Source/Core/VideoBackends/D3D/DXTexture.cpp
  21. +19 −15 Source/Core/VideoBackends/D3D/DXTexture.h
  22. +6 −5 Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
  23. +7 −14 Source/Core/VideoBackends/D3D/PerfQuery.cpp
  24. +3 −4 Source/Core/VideoBackends/D3D/PerfQuery.h
  25. +41 −58 Source/Core/VideoBackends/D3D/Render.cpp
  26. +4 −6 Source/Core/VideoBackends/D3D/Render.h
  27. +52 −0 Source/Core/VideoBackends/D3D/SwapChain.cpp
  28. +44 −0 Source/Core/VideoBackends/D3D/SwapChain.h
  29. +38 −42 Source/Core/VideoBackends/D3D/VertexManager.cpp
  30. +7 −10 Source/Core/VideoBackends/D3D/VertexManager.h
  31. +4 −0 Source/Core/VideoBackends/D3D/VideoBackend.h
  32. +31 −75 Source/Core/VideoBackends/D3D/main.cpp
  33. +15 −0 Source/Core/VideoBackends/D3DCommon/CMakeLists.txt
  34. +320 −0 Source/Core/VideoBackends/D3DCommon/Common.cpp
  35. +46 −0 Source/Core/VideoBackends/D3DCommon/Common.h
  36. +68 −0 Source/Core/VideoBackends/D3DCommon/D3DCommon.vcxproj
  37. +13 −0 Source/Core/VideoBackends/D3DCommon/D3DCommon.vcxproj.filters
  38. +145 −0 Source/Core/VideoBackends/D3DCommon/Shader.cpp
  39. +33 −0 Source/Core/VideoBackends/D3DCommon/Shader.h
  40. +232 −0 Source/Core/VideoBackends/D3DCommon/SwapChain.cpp
  41. +74 −0 Source/Core/VideoBackends/D3DCommon/SwapChain.h
  42. +1 −3 Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
  43. +4 −3 Source/Core/VideoBackends/OGL/main.cpp
  44. +28 −122 Source/Core/VideoBackends/Vulkan/VulkanLoader.cpp
  45. +5 −0 Source/Core/VideoCommon/RenderBase.cpp
  46. +1 −0 Source/Core/VideoCommon/RenderBase.h
  47. +11 −3 Source/Core/VideoCommon/ShaderCache.cpp
  48. +3 −3 Source/Core/VideoCommon/VertexManagerBase.h
  49. +1 −0 Source/Core/VideoCommon/VideoBackendBase.cpp
  50. +9 −0 Source/dolphin-emu.sln
@@ -11,6 +11,7 @@ add_library(common
Crypto/ec.cpp
Debug/MemoryPatches.cpp
Debug/Watches.cpp
DynamicLibrary.cpp
ENetUtil.cpp
File.cpp
FileSearch.cpp
@@ -63,6 +63,7 @@
<ClInclude Include="DebugInterface.h" />
<ClInclude Include="Debug\MemoryPatches.h" />
<ClInclude Include="Debug\Watches.h" />
<ClInclude Include="DynamicLibrary.h" />
<ClInclude Include="ENetUtil.h" />
<ClInclude Include="Event.h" />
<ClInclude Include="File.h" />
@@ -184,6 +185,7 @@
<ClCompile Include="Config\Layer.cpp" />
<ClCompile Include="Debug\MemoryPatches.cpp" />
<ClCompile Include="Debug\Watches.cpp" />
<ClCompile Include="DynamicLibrary.cpp" />
<ClCompile Include="ENetUtil.cpp" />
<ClCompile Include="File.cpp" />
<ClCompile Include="FileSearch.cpp" />
@@ -258,4 +260,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
@@ -276,6 +276,8 @@
<ClInclude Include="GL\GLContext.h">
<Filter>GL\GLInterface</Filter>
</ClInclude>
<ClInclude Include="VariantUtil.h" />
<ClInclude Include="DynamicLibrary.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="CDUtils.cpp" />
@@ -357,11 +359,12 @@
<ClCompile Include="GL\GLContext.cpp">
<Filter>GL\GLInterface</Filter>
</ClCompile>
<ClCompile Include="DynamicLibrary.cpp" />
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
</ItemGroup>
<ItemGroup>
<Natvis Include="BitField.natvis" />
</ItemGroup>
</Project>
</Project>
@@ -0,0 +1,100 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "Common/DynamicLibrary.h"
#include <cstring>
#include "Common/Assert.h"
#include "Common/StringUtil.h"

#ifdef _WIN32
#include <Windows.h>
#else
#include <dlfcn.h>
#endif

namespace Common
{
DynamicLibrary::DynamicLibrary() = default;

DynamicLibrary::DynamicLibrary(const char* filename)
{
Open(filename);
}

DynamicLibrary::~DynamicLibrary()
{
Close();
}

std::string DynamicLibrary::GetUnprefixedFilename(const char* filename)
{
#if defined(_WIN32)
return std::string(filename) + ".dll";
#elif defined(__APPLE__)
return std::string(filename) + ".dylib";
#else
return std::string(filename) + ".so";
#endif
}

std::string DynamicLibrary::GetVersionedFilename(const char* libname, int major, int minor)
{
#if defined(_WIN32)
if (major >= 0 && minor >= 0)
return StringFromFormat("%s-%d-%d.dll", libname, major, minor);
else if (major >= 0)
return StringFromFormat("%s-%d.dll", libname, major);
else
return StringFromFormat("%s.dll", libname);
#elif defined(__APPLE__)
const char* prefix = std::strncmp(libname, "lib", 3) ? "lib" : "";
if (major >= 0 && minor >= 0)
return StringFromFormat("%s%s.%d.%d.dylib", prefix, libname, major, minor);
else if (major >= 0)
return StringFromFormat("%s%s.%d.dylib", prefix, libname, major);
else
return StringFromFormat("%s%s.dylib", prefix, libname);
#else
const char* prefix = std::strncmp(libname, "lib", 3) ? "lib" : "";
if (major >= 0 && minor >= 0)
return StringFromFormat("%s%s.so.%d.%d", prefix, libname, major, minor);
else if (major >= 0)
return StringFromFormat("%s%s.so.%d", prefix, libname, major);
else
return StringFromFormat("%s%s.so", prefix, libname);
#endif
}

bool DynamicLibrary::Open(const char* filename)
{
#ifdef _WIN32
m_handle = reinterpret_cast<void*>(LoadLibraryA(filename));
#else
m_handle = dlopen(filename, RTLD_NOW);
#endif
return m_handle != nullptr;
}

void DynamicLibrary::Close()
{
if (!IsOpen())
return;

#ifdef _WIN32
FreeLibrary(reinterpret_cast<HMODULE>(m_handle));
#else
dlclose(m_handle);
#endif
m_handle = nullptr;
}

void* DynamicLibrary::GetSymbolAddress(const char* name) const
{
#ifdef _WIN32
return reinterpret_cast<void*>(GetProcAddress(reinterpret_cast<HMODULE>(m_handle), name));
#else
return reinterpret_cast<void*>(dlsym(m_handle, name));
#endif
}
} // namespace Common
@@ -0,0 +1,67 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once
#include <atomic>
#include <string>

namespace Common
{
/**
* Provides a platform-independent interface for loading a dynamic library and retrieving symbols.
* The interface maintains an internal reference count to allow one handle to be shared between
* multiple users.
*/
class DynamicLibrary final
{
public:
// Default constructor, does not load a library.
DynamicLibrary();

// Automatically loads the specified library. Call IsOpen() to check validity before use.
DynamicLibrary(const char* filename);

// Closes the library.
~DynamicLibrary();

// Returns the specified library name with the platform-specific suffix added.
static std::string GetUnprefixedFilename(const char* filename);

// Returns the specified library name in platform-specific format.
// Major/minor versions will not be included if set to -1.
// If libname already contains the "lib" prefix, it will not be added again.
// Windows: LIBNAME-MAJOR-MINOR.dll
// Linux: libLIBNAME.so.MAJOR.MINOR
// Mac: libLIBNAME.MAJOR.MINOR.dylib
static std::string GetVersionedFilename(const char* libname, int major = -1, int minor = -1);

// Returns true if a module is loaded, otherwise false.
bool IsOpen() const { return m_handle != nullptr; }

// Loads (or replaces) the handle with the specified library file name.
// Returns true if the library was loaded and can be used.
bool Open(const char* filename);

// Unloads the library, any function pointers from this library are no longer valid.
void Close();

// Returns the address of the specified symbol (function or variable) as an untyped pointer.
// If the specified symbol does not exist in this library, nullptr is returned.
void* GetSymbolAddress(const char* name) const;

// Obtains the address of the specified symbol, automatically casting to the correct type.
// Returns true if the symbol was found and assigned, otherwise false.
template <typename T>
bool GetSymbol(const char* name, T* ptr) const
{
*ptr = reinterpret_cast<T>(GetSymbolAddress(name));
return *ptr != nullptr;
}

private:
// Platform-dependent data type representing a dynamic library handle.
void* m_handle = nullptr;
};

} // namespace Common
@@ -4,6 +4,7 @@ add_subdirectory(Software)
add_subdirectory(Vulkan)

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

@@ -6,17 +6,18 @@
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/VideoConfig.h"

namespace DX11
{
static ID3D11Buffer* s_bbox_buffer;
static ID3D11Buffer* s_bbox_staging_buffer;
static ID3D11UnorderedAccessView* s_bbox_uav;
static ComPtr<ID3D11Buffer> s_bbox_buffer;
static ComPtr<ID3D11Buffer> s_bbox_staging_buffer;
static ComPtr<ID3D11UnorderedAccessView> s_bbox_uav;

ID3D11UnorderedAccessView*& BBox::GetUAV()
ID3D11UnorderedAccessView* BBox::GetUAV()
{
return s_bbox_uav;
return s_bbox_uav.Get();
}

void BBox::Init()
@@ -35,15 +36,15 @@ void BBox::Init()
HRESULT hr;
hr = D3D::device->CreateBuffer(&desc, &data, &s_bbox_buffer);
CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer.");
D3D::SetDebugObjectName(s_bbox_buffer, "BoundingBox Buffer");
D3DCommon::SetDebugObjectName(s_bbox_buffer.Get(), "BoundingBox Buffer");

// Second to use as a staging buffer.
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.BindFlags = 0;
hr = D3D::device->CreateBuffer(&desc, nullptr, &s_bbox_staging_buffer);
CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer.");
D3D::SetDebugObjectName(s_bbox_staging_buffer, "BoundingBox Staging Buffer");
D3DCommon::SetDebugObjectName(s_bbox_staging_buffer.Get(), "BoundingBox Staging Buffer");

// UAV is required to allow concurrent access.
D3D11_UNORDERED_ACCESS_VIEW_DESC UAVdesc = {};
@@ -52,37 +53,37 @@ void BBox::Init()
UAVdesc.Buffer.FirstElement = 0;
UAVdesc.Buffer.Flags = 0;
UAVdesc.Buffer.NumElements = 4;
hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer, &UAVdesc, &s_bbox_uav);
hr = D3D::device->CreateUnorderedAccessView(s_bbox_buffer.Get(), &UAVdesc, &s_bbox_uav);
CHECK(SUCCEEDED(hr), "Create BoundingBox UAV.");
D3D::SetDebugObjectName(s_bbox_uav, "BoundingBox UAV");
D3D::stateman->SetOMUAV(s_bbox_uav);
D3DCommon::SetDebugObjectName(s_bbox_uav.Get(), "BoundingBox UAV");
D3D::stateman->SetOMUAV(s_bbox_uav.Get());
}
}

void BBox::Shutdown()
{
SAFE_RELEASE(s_bbox_buffer);
SAFE_RELEASE(s_bbox_staging_buffer);
SAFE_RELEASE(s_bbox_uav);
s_bbox_uav.Reset();
s_bbox_staging_buffer.Reset();
s_bbox_buffer.Reset();
}

void BBox::Set(int index, int value)
{
D3D11_BOX box{index * sizeof(s32), 0, 0, (index + 1) * sizeof(s32), 1, 1};
D3D::context->UpdateSubresource(s_bbox_buffer, 0, &box, &value, 0, 0);
D3D::context->UpdateSubresource(s_bbox_buffer.Get(), 0, &box, &value, 0, 0);
}

int BBox::Get(int index)
{
int data = 0;
D3D::context->CopyResource(s_bbox_staging_buffer, s_bbox_buffer);
D3D::context->CopyResource(s_bbox_staging_buffer.Get(), s_bbox_buffer.Get());
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::context->Map(s_bbox_staging_buffer, 0, D3D11_MAP_READ, 0, &map);
HRESULT hr = D3D::context->Map(s_bbox_staging_buffer.Get(), 0, D3D11_MAP_READ, 0, &map);
if (SUCCEEDED(hr))
{
data = ((s32*)map.pData)[index];
}
D3D::context->Unmap(s_bbox_staging_buffer, 0);
D3D::context->Unmap(s_bbox_staging_buffer.Get(), 0);
return data;
}
}; // namespace DX11
@@ -10,7 +10,7 @@ namespace DX11
class BBox
{
public:
static ID3D11UnorderedAccessView*& GetUAV();
static ID3D11UnorderedAccessView* GetUAV();
static void Init();
static void Shutdown();

@@ -26,4 +26,5 @@ target_link_libraries(videod3d
PUBLIC
common
videocommon
videod3dcommon
)
@@ -46,6 +46,7 @@
<ClCompile Include="NativeVertexFormat.cpp" />
<ClCompile Include="PerfQuery.cpp" />
<ClCompile Include="Render.cpp" />
<ClCompile Include="SwapChain.cpp" />
<ClCompile Include="VertexManager.cpp" />
</ItemGroup>
<ItemGroup>
@@ -57,13 +58,17 @@
<ClInclude Include="DXTexture.h" />
<ClInclude Include="PerfQuery.h" />
<ClInclude Include="Render.h" />
<ClInclude Include="SwapChain.h" />
<ClInclude Include="VertexManager.h" />
<ClInclude Include="VideoBackend.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
<Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
</ProjectReference>
<ProjectReference Include="..\D3DCommon\D3DCommon.vcxproj">
<Project>{dea96cf2-f237-4a1a-b32f-c916769efb50}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
@@ -40,6 +40,9 @@
<ClCompile Include="DXPipeline.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="SwapChain.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D3DBase.h">
@@ -70,5 +73,8 @@
<ClInclude Include="DXPipeline.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="SwapChain.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
</Project>

0 comments on commit f3fadd7

Please sign in to comment.
You can’t perform that action at this time.