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d3d11-rebuild.cpp 15 KB

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  1. /******************************************************************************
  2. Copyright (C) 2023 by Lain 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. static const gs_color_format format = GS_BGRA;
  30. static const DXGI_FORMAT dxgi_format_resource = ConvertGSTextureFormatResource(format);
  31. static const DXGI_FORMAT dxgi_format_view = ConvertGSTextureFormatView(format);
  32. static const DXGI_FORMAT dxgi_format_view_linear = ConvertGSTextureFormatViewLinear(format);
  33. td = {};
  34. td.Width = 2;
  35. td.Height = 2;
  36. td.MipLevels = 1;
  37. td.Format = dxgi_format_resource;
  38. td.ArraySize = 1;
  39. td.SampleDesc.Count = 1;
  40. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  41. width = td.Width;
  42. height = td.Height;
  43. dxgiFormatResource = dxgi_format_resource;
  44. dxgiFormatView = dxgi_format_view;
  45. dxgiFormatViewLinear = dxgi_format_view_linear;
  46. levels = 1;
  47. viewDesc = {};
  48. viewDesc.Format = dxgi_format_view;
  49. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  50. viewDesc.Texture2D.MipLevels = 1;
  51. viewDescLinear = viewDesc;
  52. viewDescLinear.Format = dxgi_format_view_linear;
  53. isShared = false;
  54. }
  55. void gs_texture_2d::Rebuild(ID3D11Device *dev)
  56. {
  57. HRESULT hr;
  58. if (isShared) {
  59. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle, __uuidof(ID3D11Texture2D),
  60. (void **)&texture);
  61. if (FAILED(hr)) {
  62. blog(LOG_WARNING, "Failed to rebuild shared texture: 0x%08lX", hr);
  63. RebuildSharedTextureFallback();
  64. }
  65. }
  66. if (!isShared) {
  67. hr = dev->CreateTexture2D(&td, data.size() ? srd.data() : nullptr, &texture);
  68. if (FAILED(hr))
  69. throw HRError("Failed to create 2D texture", hr);
  70. }
  71. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  72. if (FAILED(hr))
  73. throw HRError("Failed to create SRV", hr);
  74. if (viewDesc.Format == viewDescLinear.Format) {
  75. shaderResLinear = shaderRes;
  76. } else {
  77. hr = dev->CreateShaderResourceView(texture, &viewDescLinear, &shaderResLinear);
  78. if (FAILED(hr))
  79. throw HRError("Failed to create linear SRV", hr);
  80. }
  81. if (isRenderTarget)
  82. InitRenderTargets();
  83. if (isGDICompatible) {
  84. hr = texture->QueryInterface(__uuidof(IDXGISurface1), (void **)&gdiSurface);
  85. if (FAILED(hr))
  86. throw HRError("Failed to create GDI surface", hr);
  87. }
  88. acquired = false;
  89. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  90. ComQIPtr<IDXGIResource> dxgi_res(texture);
  91. if (dxgi_res)
  92. GetSharedHandle(dxgi_res);
  93. device_texture_acquire_sync(this, 0, INFINITE);
  94. }
  95. }
  96. void gs_texture_2d::RebuildPaired_Y(ID3D11Device *dev)
  97. {
  98. gs_texture_2d *tex_uv = pairedTexture;
  99. HRESULT hr;
  100. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  101. if (FAILED(hr))
  102. throw HRError("Failed to create 2D texture", hr);
  103. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  104. if (FAILED(hr))
  105. throw HRError("Failed to create Y SRV", hr);
  106. if (viewDesc.Format == viewDescLinear.Format) {
  107. shaderResLinear = shaderRes;
  108. } else {
  109. hr = dev->CreateShaderResourceView(texture, &viewDescLinear, &shaderResLinear);
  110. if (FAILED(hr))
  111. throw HRError("Failed to create linear Y SRV", hr);
  112. }
  113. if (isRenderTarget)
  114. InitRenderTargets();
  115. tex_uv->RebuildPaired_UV(dev);
  116. acquired = false;
  117. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  118. ComQIPtr<IDXGIResource> dxgi_res(texture);
  119. if (dxgi_res)
  120. GetSharedHandle(dxgi_res);
  121. device_texture_acquire_sync(this, 0, INFINITE);
  122. }
  123. }
  124. void gs_texture_2d::RebuildPaired_UV(ID3D11Device *dev)
  125. {
  126. gs_texture_2d *tex_y = pairedTexture;
  127. HRESULT hr;
  128. texture = tex_y->texture;
  129. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  130. if (FAILED(hr))
  131. throw HRError("Failed to create UV SRV", hr);
  132. if (viewDesc.Format == viewDescLinear.Format) {
  133. shaderResLinear = shaderRes;
  134. } else {
  135. hr = dev->CreateShaderResourceView(texture, &viewDescLinear, &shaderResLinear);
  136. if (FAILED(hr))
  137. throw HRError("Failed to create linear UV SRV", hr);
  138. }
  139. if (isRenderTarget)
  140. InitRenderTargets();
  141. }
  142. void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
  143. {
  144. HRESULT hr;
  145. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  146. if (FAILED(hr))
  147. throw HRError("Failed to create depth stencil texture", hr);
  148. hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
  149. if (FAILED(hr))
  150. throw HRError("Failed to create depth stencil view", hr);
  151. }
  152. void gs_stage_surface::Rebuild(ID3D11Device *dev)
  153. {
  154. HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
  155. if (FAILED(hr))
  156. throw HRError("Failed to create staging surface", hr);
  157. }
  158. void gs_sampler_state::Rebuild(ID3D11Device *dev)
  159. {
  160. HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
  161. if (FAILED(hr))
  162. throw HRError("Failed to create sampler state", hr);
  163. }
  164. void gs_vertex_shader::Rebuild(ID3D11Device *dev)
  165. {
  166. HRESULT hr;
  167. hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
  168. if (FAILED(hr))
  169. throw HRError("Failed to create vertex shader", hr);
  170. const UINT layoutSize = (UINT)layoutData.size();
  171. if (layoutSize > 0) {
  172. hr = dev->CreateInputLayout(layoutData.data(), layoutSize, data.data(), data.size(), &layout);
  173. if (FAILED(hr))
  174. throw HRError("Failed to create input layout", hr);
  175. }
  176. if (constantSize) {
  177. hr = dev->CreateBuffer(&bd, NULL, &constants);
  178. if (FAILED(hr))
  179. throw HRError("Failed to create constant buffer", hr);
  180. }
  181. for (gs_shader_param &param : params) {
  182. param.nextSampler = nullptr;
  183. param.curValue.clear();
  184. gs_shader_set_default(&param);
  185. }
  186. }
  187. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  188. {
  189. HRESULT hr;
  190. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
  191. if (FAILED(hr))
  192. throw HRError("Failed to create pixel shader", hr);
  193. if (constantSize) {
  194. hr = dev->CreateBuffer(&bd, NULL, &constants);
  195. if (FAILED(hr))
  196. throw HRError("Failed to create constant buffer", hr);
  197. }
  198. for (gs_shader_param &param : params) {
  199. param.nextSampler = nullptr;
  200. param.curValue.clear();
  201. gs_shader_set_default(&param);
  202. }
  203. }
  204. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  205. {
  206. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  207. if (FAILED(hr))
  208. throw HRError("Failed to create swap chain", hr);
  209. Init();
  210. }
  211. void gs_timer::Rebuild(ID3D11Device *dev)
  212. {
  213. D3D11_QUERY_DESC desc;
  214. desc.Query = D3D11_QUERY_TIMESTAMP;
  215. desc.MiscFlags = 0;
  216. HRESULT hr = dev->CreateQuery(&desc, &query_begin);
  217. if (FAILED(hr))
  218. throw HRError("Failed to create timer", hr);
  219. hr = dev->CreateQuery(&desc, &query_end);
  220. if (FAILED(hr))
  221. throw HRError("Failed to create timer", hr);
  222. }
  223. void gs_timer_range::Rebuild(ID3D11Device *dev)
  224. {
  225. D3D11_QUERY_DESC desc;
  226. desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  227. desc.MiscFlags = 0;
  228. HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
  229. if (FAILED(hr))
  230. throw HRError("Failed to create timer", hr);
  231. }
  232. void gs_texture_3d::RebuildSharedTextureFallback()
  233. {
  234. static const gs_color_format format = GS_BGRA;
  235. static const DXGI_FORMAT dxgi_format_resource = ConvertGSTextureFormatResource(format);
  236. static const DXGI_FORMAT dxgi_format_view = ConvertGSTextureFormatView(format);
  237. static const DXGI_FORMAT dxgi_format_view_linear = ConvertGSTextureFormatViewLinear(format);
  238. td = {};
  239. td.Width = 2;
  240. td.Height = 2;
  241. td.Depth = 2;
  242. td.MipLevels = 1;
  243. td.Format = dxgi_format_resource;
  244. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  245. width = td.Width;
  246. height = td.Height;
  247. depth = td.Depth;
  248. dxgiFormatResource = dxgi_format_resource;
  249. dxgiFormatView = dxgi_format_view;
  250. dxgiFormatViewLinear = dxgi_format_view_linear;
  251. levels = 1;
  252. viewDesc = {};
  253. viewDesc.Format = dxgi_format_view;
  254. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  255. viewDesc.Texture3D.MostDetailedMip = 0;
  256. viewDesc.Texture3D.MipLevels = 1;
  257. viewDescLinear = viewDesc;
  258. viewDescLinear.Format = dxgi_format_view_linear;
  259. isShared = false;
  260. }
  261. void gs_texture_3d::Rebuild(ID3D11Device *dev)
  262. {
  263. HRESULT hr;
  264. if (isShared) {
  265. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle, __uuidof(ID3D11Texture3D),
  266. (void **)&texture);
  267. if (FAILED(hr)) {
  268. blog(LOG_WARNING, "Failed to rebuild shared texture: 0x%08lX", hr);
  269. RebuildSharedTextureFallback();
  270. }
  271. }
  272. if (!isShared) {
  273. hr = dev->CreateTexture3D(&td, data.size() ? srd.data() : nullptr, &texture);
  274. if (FAILED(hr))
  275. throw HRError("Failed to create 3D texture", hr);
  276. }
  277. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  278. if (FAILED(hr))
  279. throw HRError("Failed to create 3D SRV", hr);
  280. if (viewDesc.Format == viewDescLinear.Format) {
  281. shaderResLinear = shaderRes;
  282. } else {
  283. hr = dev->CreateShaderResourceView(texture, &viewDescLinear, &shaderResLinear);
  284. if (FAILED(hr))
  285. throw HRError("Failed to create linear 3D SRV", hr);
  286. }
  287. acquired = false;
  288. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  289. ComQIPtr<IDXGIResource> dxgi_res(texture);
  290. if (dxgi_res)
  291. GetSharedHandle(dxgi_res);
  292. device_texture_acquire_sync(this, 0, INFINITE);
  293. }
  294. }
  295. void SavedBlendState::Rebuild(ID3D11Device *dev)
  296. {
  297. HRESULT hr = dev->CreateBlendState(&bd, &state);
  298. if (FAILED(hr))
  299. throw HRError("Failed to create blend state", hr);
  300. }
  301. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  302. {
  303. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  304. if (FAILED(hr))
  305. throw HRError("Failed to create depth stencil state", hr);
  306. }
  307. void SavedRasterState::Rebuild(ID3D11Device *dev)
  308. {
  309. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  310. if (FAILED(hr))
  311. throw HRError("Failed to create rasterizer state", hr);
  312. }
  313. const static D3D_FEATURE_LEVEL featureLevels[] = {
  314. D3D_FEATURE_LEVEL_11_0,
  315. D3D_FEATURE_LEVEL_10_1,
  316. D3D_FEATURE_LEVEL_10_0,
  317. };
  318. void gs_device::RebuildDevice()
  319. try {
  320. ID3D11Device *dev = nullptr;
  321. HRESULT hr;
  322. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  323. /* ----------------------------------------------------------------- */
  324. for (gs_device_loss &callback : loss_callbacks)
  325. callback.device_loss_release(callback.data);
  326. gs_obj *obj = first_obj;
  327. while (obj) {
  328. switch (obj->obj_type) {
  329. case gs_type::gs_vertex_buffer:
  330. ((gs_vertex_buffer *)obj)->Release();
  331. break;
  332. case gs_type::gs_index_buffer:
  333. ((gs_index_buffer *)obj)->Release();
  334. break;
  335. case gs_type::gs_texture_2d:
  336. ((gs_texture_2d *)obj)->Release();
  337. break;
  338. case gs_type::gs_zstencil_buffer:
  339. ((gs_zstencil_buffer *)obj)->Release();
  340. break;
  341. case gs_type::gs_stage_surface:
  342. ((gs_stage_surface *)obj)->Release();
  343. break;
  344. case gs_type::gs_sampler_state:
  345. ((gs_sampler_state *)obj)->Release();
  346. break;
  347. case gs_type::gs_vertex_shader:
  348. ((gs_vertex_shader *)obj)->Release();
  349. break;
  350. case gs_type::gs_pixel_shader:
  351. ((gs_pixel_shader *)obj)->Release();
  352. break;
  353. case gs_type::gs_duplicator:
  354. ((gs_duplicator *)obj)->Release();
  355. break;
  356. case gs_type::gs_swap_chain:
  357. ((gs_swap_chain *)obj)->Release();
  358. break;
  359. case gs_type::gs_timer:
  360. ((gs_timer *)obj)->Release();
  361. break;
  362. case gs_type::gs_timer_range:
  363. ((gs_timer_range *)obj)->Release();
  364. break;
  365. case gs_type::gs_texture_3d:
  366. ((gs_texture_3d *)obj)->Release();
  367. break;
  368. }
  369. obj = obj->next;
  370. }
  371. for (auto &state : zstencilStates)
  372. state.Release();
  373. for (auto &state : rasterStates)
  374. state.Release();
  375. for (auto &state : blendStates)
  376. state.Release();
  377. context->ClearState();
  378. context->Flush();
  379. context.Clear();
  380. device.Clear();
  381. adapter.Clear();
  382. factory.Clear();
  383. /* ----------------------------------------------------------------- */
  384. InitFactory();
  385. InitAdapter(adpIdx);
  386. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  387. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, createFlags, featureLevels,
  388. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL), D3D11_SDK_VERSION, &device, nullptr,
  389. &context);
  390. if (FAILED(hr))
  391. throw HRError("Failed to create device", hr);
  392. dev = device;
  393. obj = first_obj;
  394. while (obj) {
  395. switch (obj->obj_type) {
  396. case gs_type::gs_vertex_buffer:
  397. ((gs_vertex_buffer *)obj)->Rebuild();
  398. break;
  399. case gs_type::gs_index_buffer:
  400. ((gs_index_buffer *)obj)->Rebuild(dev);
  401. break;
  402. case gs_type::gs_texture_2d: {
  403. gs_texture_2d *tex = (gs_texture_2d *)obj;
  404. if (!tex->pairedTexture) {
  405. tex->Rebuild(dev);
  406. } else if (!tex->chroma) {
  407. tex->RebuildPaired_Y(dev);
  408. }
  409. } break;
  410. case gs_type::gs_zstencil_buffer:
  411. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  412. break;
  413. case gs_type::gs_stage_surface:
  414. ((gs_stage_surface *)obj)->Rebuild(dev);
  415. break;
  416. case gs_type::gs_sampler_state:
  417. ((gs_sampler_state *)obj)->Rebuild(dev);
  418. break;
  419. case gs_type::gs_vertex_shader:
  420. ((gs_vertex_shader *)obj)->Rebuild(dev);
  421. break;
  422. case gs_type::gs_pixel_shader:
  423. ((gs_pixel_shader *)obj)->Rebuild(dev);
  424. break;
  425. case gs_type::gs_duplicator:
  426. try {
  427. ((gs_duplicator *)obj)->Start();
  428. } catch (...) {
  429. ((gs_duplicator *)obj)->Release();
  430. }
  431. break;
  432. case gs_type::gs_swap_chain:
  433. ((gs_swap_chain *)obj)->Rebuild(dev);
  434. break;
  435. case gs_type::gs_timer:
  436. ((gs_timer *)obj)->Rebuild(dev);
  437. break;
  438. case gs_type::gs_timer_range:
  439. ((gs_timer_range *)obj)->Rebuild(dev);
  440. break;
  441. case gs_type::gs_texture_3d:
  442. ((gs_texture_3d *)obj)->Rebuild(dev);
  443. break;
  444. }
  445. obj = obj->next;
  446. }
  447. curRenderTarget = nullptr;
  448. curZStencilBuffer = nullptr;
  449. curRenderSide = 0;
  450. memset(&curTextures, 0, sizeof(curTextures));
  451. memset(&curSamplers, 0, sizeof(curSamplers));
  452. curVertexBuffer = nullptr;
  453. curIndexBuffer = nullptr;
  454. curVertexShader = nullptr;
  455. curPixelShader = nullptr;
  456. curSwapChain = nullptr;
  457. zstencilStateChanged = true;
  458. rasterStateChanged = true;
  459. blendStateChanged = true;
  460. curDepthStencilState = nullptr;
  461. curRasterState = nullptr;
  462. curBlendState = nullptr;
  463. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  464. for (auto &state : zstencilStates)
  465. state.Rebuild(dev);
  466. for (auto &state : rasterStates)
  467. state.Rebuild(dev);
  468. for (auto &state : blendStates)
  469. state.Rebuild(dev);
  470. for (gs_device_loss &callback : loss_callbacks)
  471. callback.device_loss_rebuild(device.Get(), callback.data);
  472. } catch (const char *error) {
  473. bcrash("Failed to recreate D3D11: %s", error);
  474. } catch (const HRError &error) {
  475. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  476. }