void VideoBackend::InitBackendInfo() { HRESULT hr = D3D::LoadDXGI(); if (FAILED(hr)) return; hr = D3D::LoadD3D(); if (FAILED(hr)) { D3D::UnloadDXGI(); return; } g_Config.backend_info.api_type = APIType::D3D; g_Config.backend_info.bSupportsExclusiveFullscreen = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsClipControl = true; g_Config.backend_info.bSupportsDepthClamp = true; g_Config.backend_info.bSupportsReversedDepthRange = false; g_Config.backend_info.bSupportsMultithreading = false; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false; IDXGIFactory* factory; IDXGIAdapter* ad; hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) { PanicAlert("Failed to create IDXGIFactory object"); D3D::UnloadD3D(); D3D::UnloadDXGI(); return; } // adapters g_Config.backend_info.Adapters.clear(); g_Config.backend_info.AAModes.clear(); while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND) { const size_t adapter_index = g_Config.backend_info.Adapters.size(); DXGI_ADAPTER_DESC desc; ad->GetDesc(&desc); // TODO: These don't get updated on adapter change, yet if (adapter_index == g_Config.iAdapter) { ID3D12Device* temp_device; hr = d3d12_create_device(ad, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device)); if (SUCCEEDED(hr)) { std::string samples; std::vector<DXGI_SAMPLE_DESC> modes = D3D::EnumAAModes(temp_device); // First iteration will be 1. This equals no AA. for (unsigned int i = 0; i < modes.size(); ++i) { g_Config.backend_info.AAModes.push_back(modes[i].Count); } // Requires the earlydepthstencil attribute (only available in shader model 5) g_Config.backend_info.bSupportsEarlyZ = true; // Requires full UAV functionality (only available in shader model 5) g_Config.backend_info.bSupportsBBox = true; // Requires the instance attribute (only available in shader model 5) g_Config.backend_info.bSupportsGSInstancing = true; // Sample shading requires shader model 5 g_Config.backend_info.bSupportsSSAA = true; temp_device->Release(); } } g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description)); ad->Release(); } factory->Release(); // Clear ppshaders string vector g_Config.backend_info.PPShaders.clear(); g_Config.backend_info.AnaglyphShaders.clear(); D3D::UnloadD3D(); D3D::UnloadDXGI(); }
void InitBackendInfo() { HRESULT hr = D3D::LoadDXGI(); if (FAILED(hr)) return; hr = D3D::LoadD3D(); if (FAILED(hr)) { D3D::UnloadDXGI(); return; } g_Config.backend_info.APIType = API_D3D11; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_BGRA32] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_RGBA32] = true; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_I4_AS_I8] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_IA4_AS_IA8] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_I8] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_IA8] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_RGB565] = false; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_DXT1] = true; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_DXT3] = true; g_Config.backend_info.bSupportedFormats[PC_TEX_FMT_DXT5] = true; g_Config.backend_info.bSupportsScaling = false; g_Config.backend_info.bSupportsExclusiveFullscreen = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPixelLighting = true; g_Config.backend_info.bNeedBlendIndices = false; g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = true; g_Config.backend_info.bSupportsClipControl = false; g_Config.backend_info.bSupportsNormalMaps = true; g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsBBox = true; g_Config.backend_info.bSupportsBBox = true; g_Config.backend_info.bSupportsGSInstancing = true; g_Config.backend_info.bSupportsTessellation = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.bSupportsComputeTextureDecoding = false; g_Config.backend_info.bSupportsComputeTextureEncoding = false; IDXGIFactory* factory; IDXGIAdapter* ad; hr = create_dxgi_factory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) { PanicAlert("Failed to create IDXGIFactory object"); D3D::UnloadD3D(); D3D::UnloadDXGI(); return; } // adapters g_Config.backend_info.Adapters.clear(); g_Config.backend_info.AAModes.clear(); while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND) { const size_t adapter_index = g_Config.backend_info.Adapters.size(); DXGI_ADAPTER_DESC desc; ad->GetDesc(&desc); // TODO: These don't get updated on adapter change, yet if (adapter_index == g_Config.iAdapter) { ID3D12Device* temp_device; hr = d3d12_create_device(ad, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device)); if (FAILED(hr)) continue; std::string samples; std::vector<DXGI_SAMPLE_DESC> modes = D3D::EnumAAModes(temp_device); // First iteration will be 1. This equals no AA. for (unsigned int i = 0; i < modes.size(); ++i) { g_Config.backend_info.AAModes.push_back(modes[i].Count); } } g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description)); ad->Release(); } factory->Release(); D3D::UnloadDXGI(); D3D::UnloadD3D(); }