Пример #1
0
void DirectxEngine::InitialiseDebugging()
{
    #ifdef _DEBUG
    if(SUCCEEDED(m_data->device->QueryInterface(__uuidof(ID3D11Debug), (void**)&m_data->debug)))
    {
        ID3D11InfoQueue* infoQueue = nullptr;
        if(SUCCEEDED(m_data->debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
        {
            D3D11_MESSAGE_ID knownMessages[] =
            {
                D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS,
            };
 
            D3D11_INFO_QUEUE_FILTER filter;
            memset( &filter, 0, sizeof(filter) );
            filter.DenyList.NumIDs = _countof(knownMessages);
            filter.DenyList.pIDList = knownMessages;

            infoQueue->AddStorageFilterEntries(&filter);
            infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
            infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
            infoQueue->Release();
        }
    }
    #endif
}
Пример #2
0
HRESULT Create(HWND wnd)
{
	hWnd = wnd;
	HRESULT hr;

	RECT client;
	GetClientRect(hWnd, &client);
	xres = client.right - client.left;
	yres = client.bottom - client.top;

	hr = LoadDXGI();
	if (SUCCEEDED(hr)) hr = LoadD3D();
	if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
	if (FAILED(hr))
	{
		UnloadDXGI();
		UnloadD3D();
		UnloadD3DCompiler();
		return hr;
	}

	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* output;
	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
	if (FAILED(hr))
	{
		// try using the first one
		hr = factory->EnumAdapters(0, &adapter);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// TODO: Make this configurable
	hr = adapter->EnumOutputs(0, &output);
	if (FAILED(hr))
	{
		// try using the first one
		IDXGIAdapter* firstadapter;
		hr = factory->EnumAdapters(0, &firstadapter);
		if (!FAILED(hr))
			hr = firstadapter->EnumOutputs(0, &output);
		if (FAILED(hr)) MessageBox(wnd,
			_T("Failed to enumerate outputs!\n")
			_T("This usually happens when you've set your video adapter to the Nvidia GPU in an Optimus-equipped system.\n")
			_T("Set Dolphin to use the high-performance graphics in Nvidia's drivers instead and leave Dolphin's video adapter set to the Intel GPU."),
			_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(firstadapter);
	}

	// get supported AA modes
	aa_modes = EnumAAModes(adapter);
	if (g_Config.iMultisampleMode >= (int)aa_modes.size())
	{
		g_Config.iMultisampleMode = 0;
		UpdateActiveConfig();
	}

	DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
	swap_chain_desc.BufferCount = 1;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.OutputWindow = wnd;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.Windowed = !g_Config.bFullscreen;

	DXGI_OUTPUT_DESC out_desc = {};
	output->GetDesc(&out_desc);

	DXGI_MODE_DESC mode_desc = {};
	mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left;
	mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top;
	mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	if (swap_chain_desc.Windowed)
	{
		// forcing buffer resolution to xres and yres..
		// this is not a problem as long as we're in windowed mode
		swap_chain_desc.BufferDesc.Width = xres;
		swap_chain_desc.BufferDesc.Height = yres;
	}

#if defined(_DEBUG) || defined(DEBUGFAST)
	// Creating debug devices can sometimes fail if the user doesn't have the correct
	// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
		// Debugbreak on D3D error
		if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug)))
		{
			ID3D11InfoQueue* infoQueue = nullptr;
			if (SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
			{
				infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
				infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);

				D3D11_MESSAGE_ID hide[] =
				{
					D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
				};

				D3D11_INFO_QUEUE_FILTER filter = {};
				filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
				filter.DenyList.pIDList = hide;
				infoQueue->AddStorageFilterEntries(&filter);
				infoQueue->Release();
			}
		}
	}

	if (FAILED(hr))
#endif
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}

	// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
	// does not work so we disable all monitoring of window messages. However this
	// may make it more difficult for DXGI to handle display mode changes.
	hr = factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
	SAFE_RELEASE(factory);
	SAFE_RELEASE(output);
	SAFE_RELEASE(adapter);

	ID3D11Texture2D* buf;
	hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}
	backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
	SAFE_RELEASE(buf);
	CHECK(backbuf!=nullptr, "Create back buffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");

	context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);

	// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
	UINT format_support;
	device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
	bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;

	stateman = new StateManager;
	return S_OK;
}
Пример #3
0
HRESULT Create(HWND wnd)
{
  HRESULT hr = LoadDXGI();
  if (SUCCEEDED(hr))
    hr = LoadD3D();
  if (SUCCEEDED(hr))
    hr = LoadD3DCompiler();
  if (FAILED(hr))
  {
    UnloadDXGI();
    UnloadD3D();
    UnloadD3DCompiler();
    return hr;
  }

  hr = PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&s_dxgi_factory);
  if (FAILED(hr))
    MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"),
               MB_OK | MB_ICONERROR);

  IDXGIAdapter* adapter;
  hr = s_dxgi_factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
  if (FAILED(hr))
  {
    // try using the first one
    hr = s_dxgi_factory->EnumAdapters(0, &adapter);
    if (FAILED(hr))
      MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"),
                 MB_OK | MB_ICONERROR);
  }

  // get supported AA modes
  s_aa_modes = EnumAAModes(adapter);

  if (std::find_if(s_aa_modes.begin(), s_aa_modes.end(), [](const DXGI_SAMPLE_DESC& desc) {
        return desc.Count == g_Config.iMultisamples;
      }) == s_aa_modes.end())
  {
    Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1));
    UpdateActiveConfig();
  }

  // Check support for allow tearing, we query the interface for backwards compatibility
  UINT allow_tearing = FALSE;
  IDXGIFactory5* factory5;
  hr = s_dxgi_factory->QueryInterface(&factory5);
  if (SUCCEEDED(hr))
  {
    hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing,
                                       sizeof(allow_tearing));
    factory5->Release();
  }
  s_allow_tearing_supported = SUCCEEDED(hr) && allow_tearing;

  // Creating debug devices can sometimes fail if the user doesn't have the correct
  // version of the DirectX SDK. If it does, simply fallback to a non-debug device.
  if (g_Config.bEnableValidationLayer)
  {
    hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
                               supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
                               D3D11_SDK_VERSION, &device, &s_featlevel, &context);

    // Debugbreak on D3D error
    if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&s_debug)))
    {
      ID3D11InfoQueue* infoQueue = nullptr;
      if (SUCCEEDED(s_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
      {
        infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
        infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);

        D3D11_MESSAGE_ID hide[] = {D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS};

        D3D11_INFO_QUEUE_FILTER filter = {};
        filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
        filter.DenyList.pIDList = hide;
        infoQueue->AddStorageFilterEntries(&filter);
        infoQueue->Release();
      }
    }
  }

  if (!g_Config.bEnableValidationLayer || FAILED(hr))
  {
    hr = s_d3d11_create_device(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
                               supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
                               D3D11_SDK_VERSION, &device, &s_featlevel, &context);
  }

  SAFE_RELEASE(adapter);

  if (FAILED(hr) || (wnd && !CreateSwapChain(wnd)))
  {
    MessageBox(
        wnd,
        _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"),
        _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
    SAFE_RELEASE(device);
    SAFE_RELEASE(context);
    SAFE_RELEASE(s_dxgi_factory);
    return E_FAIL;
  }

  hr = device->QueryInterface<ID3D11Device1>(&device1);
  if (FAILED(hr))
  {
    WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");
    g_Config.backend_info.bSupportsLogicOp = false;
  }

  // BGRA textures are easier to deal with in TextureCache, but might not be supported
  UINT format_support;
  device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
  s_bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
  g_Config.backend_info.bSupportsST3CTextures = SupportsS3TCTextures(device);
  g_Config.backend_info.bSupportsBPTCTextures = SupportsBPTCTextures(device);

  // prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
  // does not work so we disable all monitoring of window messages. However this
  // may make it more difficult for DXGI to handle display mode changes.
  if (wnd)
  {
    hr = s_dxgi_factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
    if (FAILED(hr))
      MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"),
                 MB_OK | MB_ICONERROR);
  }

  SetDebugObjectName(context, "device context");

  stateman = new StateManager;
  return S_OK;
}