d3d11-rebuild.cpp 11 KB

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  1. /******************************************************************************
  2. Copyright (C) 2016 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include "d3d11-subsystem.hpp"
  15. void gs_vertex_buffer::Rebuild()
  16. {
  17. uvBuffers.clear();
  18. uvSizes.clear();
  19. BuildBuffers();
  20. }
  21. void gs_index_buffer::Rebuild(ID3D11Device *dev)
  22. {
  23. HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
  24. if (FAILED(hr))
  25. throw HRError("Failed to create buffer", hr);
  26. }
  27. void gs_texture_2d::RebuildSharedTextureFallback()
  28. {
  29. td = {};
  30. td.Width = 2;
  31. td.Height = 2;
  32. td.MipLevels = 1;
  33. td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  34. td.ArraySize = 1;
  35. td.SampleDesc.Count = 1;
  36. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  37. width = td.Width;
  38. height = td.Height;
  39. dxgiFormat = td.Format;
  40. levels = 1;
  41. resourceDesc = {};
  42. resourceDesc.Format = td.Format;
  43. resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  44. resourceDesc.Texture2D.MipLevels = 1;
  45. isShared = false;
  46. }
  47. void gs_texture_2d::Rebuild(ID3D11Device *dev)
  48. {
  49. HRESULT hr;
  50. if (isShared) {
  51. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  52. __uuidof(ID3D11Texture2D),
  53. (void **)&texture);
  54. if (FAILED(hr)) {
  55. blog(LOG_WARNING,
  56. "Failed to rebuild shared texture: ", "0x%08lX",
  57. hr);
  58. RebuildSharedTextureFallback();
  59. }
  60. }
  61. if (!isShared) {
  62. hr = dev->CreateTexture2D(
  63. &td, data.size() ? srd.data() : nullptr, &texture);
  64. if (FAILED(hr))
  65. throw HRError("Failed to create 2D texture", hr);
  66. }
  67. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  68. if (FAILED(hr))
  69. throw HRError("Failed to create resource view", hr);
  70. if (isRenderTarget)
  71. InitRenderTargets();
  72. if (isGDICompatible) {
  73. hr = texture->QueryInterface(__uuidof(IDXGISurface1),
  74. (void **)&gdiSurface);
  75. if (FAILED(hr))
  76. throw HRError("Failed to create GDI surface", hr);
  77. }
  78. acquired = false;
  79. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  80. ComQIPtr<IDXGIResource> dxgi_res(texture);
  81. if (dxgi_res)
  82. GetSharedHandle(dxgi_res);
  83. device_texture_acquire_sync(this, 0, INFINITE);
  84. }
  85. }
  86. void gs_texture_2d::RebuildNV12_Y(ID3D11Device *dev)
  87. {
  88. gs_texture_2d *tex_uv = pairedNV12texture;
  89. HRESULT hr;
  90. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  91. if (FAILED(hr))
  92. throw HRError("Failed to create 2D texture", hr);
  93. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  94. if (FAILED(hr))
  95. throw HRError("Failed to create resource view", hr);
  96. if (isRenderTarget)
  97. InitRenderTargets();
  98. tex_uv->RebuildNV12_UV(dev);
  99. acquired = false;
  100. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  101. ComQIPtr<IDXGIResource> dxgi_res(texture);
  102. if (dxgi_res)
  103. GetSharedHandle(dxgi_res);
  104. device_texture_acquire_sync(this, 0, INFINITE);
  105. }
  106. }
  107. void gs_texture_2d::RebuildNV12_UV(ID3D11Device *dev)
  108. {
  109. gs_texture_2d *tex_y = pairedNV12texture;
  110. HRESULT hr;
  111. texture = tex_y->texture;
  112. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  113. if (FAILED(hr))
  114. throw HRError("Failed to create resource view", hr);
  115. if (isRenderTarget)
  116. InitRenderTargets();
  117. }
  118. void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
  119. {
  120. HRESULT hr;
  121. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  122. if (FAILED(hr))
  123. throw HRError("Failed to create depth stencil texture", hr);
  124. hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
  125. if (FAILED(hr))
  126. throw HRError("Failed to create depth stencil view", hr);
  127. }
  128. void gs_stage_surface::Rebuild(ID3D11Device *dev)
  129. {
  130. HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
  131. if (FAILED(hr))
  132. throw HRError("Failed to create staging surface", hr);
  133. }
  134. void gs_sampler_state::Rebuild(ID3D11Device *dev)
  135. {
  136. HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
  137. if (FAILED(hr))
  138. throw HRError("Failed to create sampler state", hr);
  139. }
  140. void gs_vertex_shader::Rebuild(ID3D11Device *dev)
  141. {
  142. HRESULT hr;
  143. hr = dev->CreateVertexShader(data.data(), data.size(), nullptr,
  144. &shader);
  145. if (FAILED(hr))
  146. throw HRError("Failed to create vertex shader", hr);
  147. const UINT layoutSize = (UINT)layoutData.size();
  148. if (layoutSize > 0) {
  149. hr = dev->CreateInputLayout(layoutData.data(), layoutSize,
  150. data.data(), data.size(), &layout);
  151. if (FAILED(hr))
  152. throw HRError("Failed to create input layout", hr);
  153. }
  154. if (constantSize) {
  155. hr = dev->CreateBuffer(&bd, NULL, &constants);
  156. if (FAILED(hr))
  157. throw HRError("Failed to create constant buffer", hr);
  158. }
  159. for (gs_shader_param &param : params) {
  160. param.nextSampler = nullptr;
  161. param.curValue.clear();
  162. gs_shader_set_default(&param);
  163. }
  164. }
  165. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  166. {
  167. HRESULT hr;
  168. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
  169. if (FAILED(hr))
  170. throw HRError("Failed to create pixel shader", hr);
  171. if (constantSize) {
  172. hr = dev->CreateBuffer(&bd, NULL, &constants);
  173. if (FAILED(hr))
  174. throw HRError("Failed to create constant buffer", hr);
  175. }
  176. for (gs_shader_param &param : params) {
  177. param.nextSampler = nullptr;
  178. param.curValue.clear();
  179. gs_shader_set_default(&param);
  180. }
  181. }
  182. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  183. {
  184. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  185. if (FAILED(hr))
  186. throw HRError("Failed to create swap chain", hr);
  187. Init();
  188. }
  189. void gs_timer::Rebuild(ID3D11Device *dev)
  190. {
  191. D3D11_QUERY_DESC desc;
  192. desc.Query = D3D11_QUERY_TIMESTAMP;
  193. desc.MiscFlags = 0;
  194. HRESULT hr = dev->CreateQuery(&desc, &query_begin);
  195. if (FAILED(hr))
  196. throw HRError("Failed to create timer", hr);
  197. hr = dev->CreateQuery(&desc, &query_end);
  198. if (FAILED(hr))
  199. throw HRError("Failed to create timer", hr);
  200. }
  201. void gs_timer_range::Rebuild(ID3D11Device *dev)
  202. {
  203. D3D11_QUERY_DESC desc;
  204. desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  205. desc.MiscFlags = 0;
  206. HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
  207. if (FAILED(hr))
  208. throw HRError("Failed to create timer", hr);
  209. }
  210. void SavedBlendState::Rebuild(ID3D11Device *dev)
  211. {
  212. HRESULT hr = dev->CreateBlendState(&bd, &state);
  213. if (FAILED(hr))
  214. throw HRError("Failed to create blend state", hr);
  215. }
  216. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  217. {
  218. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  219. if (FAILED(hr))
  220. throw HRError("Failed to create depth stencil state", hr);
  221. }
  222. void SavedRasterState::Rebuild(ID3D11Device *dev)
  223. {
  224. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  225. if (FAILED(hr))
  226. throw HRError("Failed to create rasterizer state", hr);
  227. }
  228. const static D3D_FEATURE_LEVEL featureLevels[] = {
  229. D3D_FEATURE_LEVEL_11_0,
  230. D3D_FEATURE_LEVEL_10_1,
  231. D3D_FEATURE_LEVEL_10_0,
  232. D3D_FEATURE_LEVEL_9_3,
  233. };
  234. void gs_device::RebuildDevice()
  235. try {
  236. ID3D11Device *dev = nullptr;
  237. HRESULT hr;
  238. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  239. /* ----------------------------------------------------------------- */
  240. gs_obj *obj = first_obj;
  241. while (obj) {
  242. switch (obj->obj_type) {
  243. case gs_type::gs_vertex_buffer:
  244. ((gs_vertex_buffer *)obj)->Release();
  245. break;
  246. case gs_type::gs_index_buffer:
  247. ((gs_index_buffer *)obj)->Release();
  248. break;
  249. case gs_type::gs_texture_2d:
  250. ((gs_texture_2d *)obj)->Release();
  251. break;
  252. case gs_type::gs_zstencil_buffer:
  253. ((gs_zstencil_buffer *)obj)->Release();
  254. break;
  255. case gs_type::gs_stage_surface:
  256. ((gs_stage_surface *)obj)->Release();
  257. break;
  258. case gs_type::gs_sampler_state:
  259. ((gs_sampler_state *)obj)->Release();
  260. break;
  261. case gs_type::gs_vertex_shader:
  262. ((gs_vertex_shader *)obj)->Release();
  263. break;
  264. case gs_type::gs_pixel_shader:
  265. ((gs_pixel_shader *)obj)->Release();
  266. break;
  267. case gs_type::gs_duplicator:
  268. ((gs_duplicator *)obj)->Release();
  269. break;
  270. case gs_type::gs_swap_chain:
  271. ((gs_swap_chain *)obj)->Release();
  272. break;
  273. case gs_type::gs_timer:
  274. ((gs_timer *)obj)->Release();
  275. break;
  276. case gs_type::gs_timer_range:
  277. ((gs_timer_range *)obj)->Release();
  278. break;
  279. }
  280. obj = obj->next;
  281. }
  282. for (auto &state : zstencilStates)
  283. state.Release();
  284. for (auto &state : rasterStates)
  285. state.Release();
  286. for (auto &state : blendStates)
  287. state.Release();
  288. context->ClearState();
  289. context.Release();
  290. device.Release();
  291. adapter.Release();
  292. factory.Release();
  293. /* ----------------------------------------------------------------- */
  294. InitFactory(adpIdx);
  295. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  296. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
  297. createFlags, featureLevels,
  298. sizeof(featureLevels) /
  299. sizeof(D3D_FEATURE_LEVEL),
  300. D3D11_SDK_VERSION, &device, nullptr, &context);
  301. if (FAILED(hr))
  302. throw HRError("Failed to create device", hr);
  303. dev = device;
  304. obj = first_obj;
  305. while (obj) {
  306. switch (obj->obj_type) {
  307. case gs_type::gs_vertex_buffer:
  308. ((gs_vertex_buffer *)obj)->Rebuild();
  309. break;
  310. case gs_type::gs_index_buffer:
  311. ((gs_index_buffer *)obj)->Rebuild(dev);
  312. break;
  313. case gs_type::gs_texture_2d: {
  314. gs_texture_2d *tex = (gs_texture_2d *)obj;
  315. if (!tex->nv12) {
  316. tex->Rebuild(dev);
  317. } else if (!tex->chroma) {
  318. tex->RebuildNV12_Y(dev);
  319. }
  320. } break;
  321. case gs_type::gs_zstencil_buffer:
  322. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  323. break;
  324. case gs_type::gs_stage_surface:
  325. ((gs_stage_surface *)obj)->Rebuild(dev);
  326. break;
  327. case gs_type::gs_sampler_state:
  328. ((gs_sampler_state *)obj)->Rebuild(dev);
  329. break;
  330. case gs_type::gs_vertex_shader:
  331. ((gs_vertex_shader *)obj)->Rebuild(dev);
  332. break;
  333. case gs_type::gs_pixel_shader:
  334. ((gs_pixel_shader *)obj)->Rebuild(dev);
  335. break;
  336. case gs_type::gs_duplicator:
  337. try {
  338. ((gs_duplicator *)obj)->Start();
  339. } catch (...) {
  340. ((gs_duplicator *)obj)->Release();
  341. }
  342. break;
  343. case gs_type::gs_swap_chain:
  344. ((gs_swap_chain *)obj)->Rebuild(dev);
  345. break;
  346. case gs_type::gs_timer:
  347. ((gs_timer *)obj)->Rebuild(dev);
  348. break;
  349. case gs_type::gs_timer_range:
  350. ((gs_timer_range *)obj)->Rebuild(dev);
  351. break;
  352. }
  353. obj = obj->next;
  354. }
  355. curRenderTarget = nullptr;
  356. curZStencilBuffer = nullptr;
  357. curRenderSide = 0;
  358. memset(&curTextures, 0, sizeof(curTextures));
  359. memset(&curSamplers, 0, sizeof(curSamplers));
  360. curVertexBuffer = nullptr;
  361. curIndexBuffer = nullptr;
  362. curVertexShader = nullptr;
  363. curPixelShader = nullptr;
  364. curSwapChain = nullptr;
  365. zstencilStateChanged = true;
  366. rasterStateChanged = true;
  367. blendStateChanged = true;
  368. curDepthStencilState = nullptr;
  369. curRasterState = nullptr;
  370. curBlendState = nullptr;
  371. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  372. for (auto &state : zstencilStates)
  373. state.Rebuild(dev);
  374. for (auto &state : rasterStates)
  375. state.Rebuild(dev);
  376. for (auto &state : blendStates)
  377. state.Rebuild(dev);
  378. } catch (const char *error) {
  379. bcrash("Failed to recreate D3D11: %s", error);
  380. } catch (const HRError &error) {
  381. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  382. }