d3d11-rebuild.cpp 15 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. static const gs_color_format format = GS_BGRA;
  30. static const DXGI_FORMAT dxgi_format_resource =
  31. ConvertGSTextureFormatResource(format);
  32. static const DXGI_FORMAT dxgi_format_view =
  33. ConvertGSTextureFormatView(format);
  34. static const DXGI_FORMAT dxgi_format_view_linear =
  35. ConvertGSTextureFormatViewLinear(format);
  36. td = {};
  37. td.Width = 2;
  38. td.Height = 2;
  39. td.MipLevels = 1;
  40. td.Format = dxgi_format_resource;
  41. td.ArraySize = 1;
  42. td.SampleDesc.Count = 1;
  43. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  44. width = td.Width;
  45. height = td.Height;
  46. dxgiFormatResource = dxgi_format_resource;
  47. dxgiFormatView = dxgi_format_view;
  48. dxgiFormatViewLinear = dxgi_format_view_linear;
  49. levels = 1;
  50. viewDesc = {};
  51. viewDesc.Format = dxgi_format_view;
  52. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  53. viewDesc.Texture2D.MipLevels = 1;
  54. viewDescLinear = viewDesc;
  55. viewDescLinear.Format = dxgi_format_view_linear;
  56. isShared = false;
  57. }
  58. void gs_texture_2d::Rebuild(ID3D11Device *dev)
  59. {
  60. HRESULT hr;
  61. if (isShared) {
  62. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  63. __uuidof(ID3D11Texture2D),
  64. (void **)&texture);
  65. if (FAILED(hr)) {
  66. blog(LOG_WARNING,
  67. "Failed to rebuild shared texture: 0x%08lX",
  68. hr);
  69. RebuildSharedTextureFallback();
  70. }
  71. }
  72. if (!isShared) {
  73. hr = dev->CreateTexture2D(
  74. &td, data.size() ? srd.data() : nullptr, &texture);
  75. if (FAILED(hr))
  76. throw HRError("Failed to create 2D texture", hr);
  77. }
  78. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  79. if (FAILED(hr))
  80. throw HRError("Failed to create SRV", hr);
  81. if (viewDesc.Format == viewDescLinear.Format) {
  82. shaderResLinear = shaderRes;
  83. } else {
  84. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  85. &shaderResLinear);
  86. if (FAILED(hr))
  87. throw HRError("Failed to create linear SRV", hr);
  88. }
  89. if (isRenderTarget)
  90. InitRenderTargets();
  91. if (isGDICompatible) {
  92. hr = texture->QueryInterface(__uuidof(IDXGISurface1),
  93. (void **)&gdiSurface);
  94. if (FAILED(hr))
  95. throw HRError("Failed to create GDI surface", hr);
  96. }
  97. acquired = false;
  98. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  99. ComQIPtr<IDXGIResource> dxgi_res(texture);
  100. if (dxgi_res)
  101. GetSharedHandle(dxgi_res);
  102. device_texture_acquire_sync(this, 0, INFINITE);
  103. }
  104. }
  105. void gs_texture_2d::RebuildNV12_Y(ID3D11Device *dev)
  106. {
  107. gs_texture_2d *tex_uv = pairedNV12texture;
  108. HRESULT hr;
  109. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  110. if (FAILED(hr))
  111. throw HRError("Failed to create 2D texture", hr);
  112. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  113. if (FAILED(hr))
  114. throw HRError("Failed to create Y SRV", hr);
  115. if (viewDesc.Format == viewDescLinear.Format) {
  116. shaderResLinear = shaderRes;
  117. } else {
  118. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  119. &shaderResLinear);
  120. if (FAILED(hr))
  121. throw HRError("Failed to create linear Y SRV", hr);
  122. }
  123. if (isRenderTarget)
  124. InitRenderTargets();
  125. tex_uv->RebuildNV12_UV(dev);
  126. acquired = false;
  127. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  128. ComQIPtr<IDXGIResource> dxgi_res(texture);
  129. if (dxgi_res)
  130. GetSharedHandle(dxgi_res);
  131. device_texture_acquire_sync(this, 0, INFINITE);
  132. }
  133. }
  134. void gs_texture_2d::RebuildNV12_UV(ID3D11Device *dev)
  135. {
  136. gs_texture_2d *tex_y = pairedNV12texture;
  137. HRESULT hr;
  138. texture = tex_y->texture;
  139. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  140. if (FAILED(hr))
  141. throw HRError("Failed to create UV SRV", hr);
  142. if (viewDesc.Format == viewDescLinear.Format) {
  143. shaderResLinear = shaderRes;
  144. } else {
  145. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  146. &shaderResLinear);
  147. if (FAILED(hr))
  148. throw HRError("Failed to create linear UV SRV", hr);
  149. }
  150. if (isRenderTarget)
  151. InitRenderTargets();
  152. }
  153. void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
  154. {
  155. HRESULT hr;
  156. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  157. if (FAILED(hr))
  158. throw HRError("Failed to create depth stencil texture", hr);
  159. hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
  160. if (FAILED(hr))
  161. throw HRError("Failed to create depth stencil view", hr);
  162. }
  163. void gs_stage_surface::Rebuild(ID3D11Device *dev)
  164. {
  165. HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
  166. if (FAILED(hr))
  167. throw HRError("Failed to create staging surface", hr);
  168. }
  169. void gs_sampler_state::Rebuild(ID3D11Device *dev)
  170. {
  171. HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
  172. if (FAILED(hr))
  173. throw HRError("Failed to create sampler state", hr);
  174. }
  175. void gs_vertex_shader::Rebuild(ID3D11Device *dev)
  176. {
  177. HRESULT hr;
  178. hr = dev->CreateVertexShader(data.data(), data.size(), nullptr,
  179. &shader);
  180. if (FAILED(hr))
  181. throw HRError("Failed to create vertex shader", hr);
  182. const UINT layoutSize = (UINT)layoutData.size();
  183. if (layoutSize > 0) {
  184. hr = dev->CreateInputLayout(layoutData.data(), layoutSize,
  185. data.data(), data.size(), &layout);
  186. if (FAILED(hr))
  187. throw HRError("Failed to create input layout", hr);
  188. }
  189. if (constantSize) {
  190. hr = dev->CreateBuffer(&bd, NULL, &constants);
  191. if (FAILED(hr))
  192. throw HRError("Failed to create constant buffer", hr);
  193. }
  194. for (gs_shader_param &param : params) {
  195. param.nextSampler = nullptr;
  196. param.curValue.clear();
  197. gs_shader_set_default(&param);
  198. }
  199. }
  200. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  201. {
  202. HRESULT hr;
  203. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
  204. if (FAILED(hr))
  205. throw HRError("Failed to create pixel shader", hr);
  206. if (constantSize) {
  207. hr = dev->CreateBuffer(&bd, NULL, &constants);
  208. if (FAILED(hr))
  209. throw HRError("Failed to create constant buffer", hr);
  210. }
  211. for (gs_shader_param &param : params) {
  212. param.nextSampler = nullptr;
  213. param.curValue.clear();
  214. gs_shader_set_default(&param);
  215. }
  216. }
  217. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  218. {
  219. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  220. if (FAILED(hr))
  221. throw HRError("Failed to create swap chain", hr);
  222. Init();
  223. }
  224. void gs_timer::Rebuild(ID3D11Device *dev)
  225. {
  226. D3D11_QUERY_DESC desc;
  227. desc.Query = D3D11_QUERY_TIMESTAMP;
  228. desc.MiscFlags = 0;
  229. HRESULT hr = dev->CreateQuery(&desc, &query_begin);
  230. if (FAILED(hr))
  231. throw HRError("Failed to create timer", hr);
  232. hr = dev->CreateQuery(&desc, &query_end);
  233. if (FAILED(hr))
  234. throw HRError("Failed to create timer", hr);
  235. }
  236. void gs_timer_range::Rebuild(ID3D11Device *dev)
  237. {
  238. D3D11_QUERY_DESC desc;
  239. desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  240. desc.MiscFlags = 0;
  241. HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
  242. if (FAILED(hr))
  243. throw HRError("Failed to create timer", hr);
  244. }
  245. void gs_texture_3d::RebuildSharedTextureFallback()
  246. {
  247. static const gs_color_format format = GS_BGRA;
  248. static const DXGI_FORMAT dxgi_format_resource =
  249. ConvertGSTextureFormatResource(format);
  250. static const DXGI_FORMAT dxgi_format_view =
  251. ConvertGSTextureFormatView(format);
  252. static const DXGI_FORMAT dxgi_format_view_linear =
  253. ConvertGSTextureFormatViewLinear(format);
  254. td = {};
  255. td.Width = 2;
  256. td.Height = 2;
  257. td.Depth = 2;
  258. td.MipLevels = 1;
  259. td.Format = dxgi_format_resource;
  260. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  261. width = td.Width;
  262. height = td.Height;
  263. depth = td.Depth;
  264. dxgiFormatResource = dxgi_format_resource;
  265. dxgiFormatView = dxgi_format_view;
  266. dxgiFormatViewLinear = dxgi_format_view_linear;
  267. levels = 1;
  268. viewDesc = {};
  269. viewDesc.Format = dxgi_format_view;
  270. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  271. viewDesc.Texture3D.MostDetailedMip = 0;
  272. viewDesc.Texture3D.MipLevels = 1;
  273. viewDescLinear = viewDesc;
  274. viewDescLinear.Format = dxgi_format_view_linear;
  275. isShared = false;
  276. }
  277. void gs_texture_3d::Rebuild(ID3D11Device *dev)
  278. {
  279. HRESULT hr;
  280. if (isShared) {
  281. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  282. __uuidof(ID3D11Texture3D),
  283. (void **)&texture);
  284. if (FAILED(hr)) {
  285. blog(LOG_WARNING,
  286. "Failed to rebuild shared texture: 0x%08lX",
  287. hr);
  288. RebuildSharedTextureFallback();
  289. }
  290. }
  291. if (!isShared) {
  292. hr = dev->CreateTexture3D(
  293. &td, data.size() ? srd.data() : nullptr, &texture);
  294. if (FAILED(hr))
  295. throw HRError("Failed to create 3D texture", hr);
  296. }
  297. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  298. if (FAILED(hr))
  299. throw HRError("Failed to create 3D SRV", hr);
  300. if (viewDesc.Format == viewDescLinear.Format) {
  301. shaderResLinear = shaderRes;
  302. } else {
  303. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  304. &shaderResLinear);
  305. if (FAILED(hr))
  306. throw HRError("Failed to create linear 3D SRV", hr);
  307. }
  308. acquired = false;
  309. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  310. ComQIPtr<IDXGIResource> dxgi_res(texture);
  311. if (dxgi_res)
  312. GetSharedHandle(dxgi_res);
  313. device_texture_acquire_sync(this, 0, INFINITE);
  314. }
  315. }
  316. void SavedBlendState::Rebuild(ID3D11Device *dev)
  317. {
  318. HRESULT hr = dev->CreateBlendState(&bd, &state);
  319. if (FAILED(hr))
  320. throw HRError("Failed to create blend state", hr);
  321. }
  322. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  323. {
  324. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  325. if (FAILED(hr))
  326. throw HRError("Failed to create depth stencil state", hr);
  327. }
  328. void SavedRasterState::Rebuild(ID3D11Device *dev)
  329. {
  330. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  331. if (FAILED(hr))
  332. throw HRError("Failed to create rasterizer state", hr);
  333. }
  334. const static D3D_FEATURE_LEVEL featureLevels[] = {
  335. D3D_FEATURE_LEVEL_11_0,
  336. D3D_FEATURE_LEVEL_10_1,
  337. D3D_FEATURE_LEVEL_10_0,
  338. };
  339. void gs_device::RebuildDevice()
  340. try {
  341. ID3D11Device *dev = nullptr;
  342. HRESULT hr;
  343. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  344. /* ----------------------------------------------------------------- */
  345. for (gs_device_loss &callback : loss_callbacks)
  346. callback.device_loss_release(callback.data);
  347. gs_obj *obj = first_obj;
  348. while (obj) {
  349. switch (obj->obj_type) {
  350. case gs_type::gs_vertex_buffer:
  351. ((gs_vertex_buffer *)obj)->Release();
  352. break;
  353. case gs_type::gs_index_buffer:
  354. ((gs_index_buffer *)obj)->Release();
  355. break;
  356. case gs_type::gs_texture_2d:
  357. ((gs_texture_2d *)obj)->Release();
  358. break;
  359. case gs_type::gs_zstencil_buffer:
  360. ((gs_zstencil_buffer *)obj)->Release();
  361. break;
  362. case gs_type::gs_stage_surface:
  363. ((gs_stage_surface *)obj)->Release();
  364. break;
  365. case gs_type::gs_sampler_state:
  366. ((gs_sampler_state *)obj)->Release();
  367. break;
  368. case gs_type::gs_vertex_shader:
  369. ((gs_vertex_shader *)obj)->Release();
  370. break;
  371. case gs_type::gs_pixel_shader:
  372. ((gs_pixel_shader *)obj)->Release();
  373. break;
  374. case gs_type::gs_duplicator:
  375. ((gs_duplicator *)obj)->Release();
  376. break;
  377. case gs_type::gs_swap_chain:
  378. ((gs_swap_chain *)obj)->Release();
  379. break;
  380. case gs_type::gs_timer:
  381. ((gs_timer *)obj)->Release();
  382. break;
  383. case gs_type::gs_timer_range:
  384. ((gs_timer_range *)obj)->Release();
  385. break;
  386. case gs_type::gs_texture_3d:
  387. ((gs_texture_3d *)obj)->Release();
  388. break;
  389. }
  390. obj = obj->next;
  391. }
  392. for (auto &state : zstencilStates)
  393. state.Release();
  394. for (auto &state : rasterStates)
  395. state.Release();
  396. for (auto &state : blendStates)
  397. state.Release();
  398. context->ClearState();
  399. context->Flush();
  400. context.Clear();
  401. device.Clear();
  402. adapter.Clear();
  403. factory.Clear();
  404. /* ----------------------------------------------------------------- */
  405. InitFactory();
  406. InitAdapter(adpIdx);
  407. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  408. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
  409. createFlags, featureLevels,
  410. sizeof(featureLevels) /
  411. sizeof(D3D_FEATURE_LEVEL),
  412. D3D11_SDK_VERSION, &device, nullptr, &context);
  413. if (FAILED(hr))
  414. throw HRError("Failed to create device", hr);
  415. dev = device;
  416. obj = first_obj;
  417. while (obj) {
  418. switch (obj->obj_type) {
  419. case gs_type::gs_vertex_buffer:
  420. ((gs_vertex_buffer *)obj)->Rebuild();
  421. break;
  422. case gs_type::gs_index_buffer:
  423. ((gs_index_buffer *)obj)->Rebuild(dev);
  424. break;
  425. case gs_type::gs_texture_2d: {
  426. gs_texture_2d *tex = (gs_texture_2d *)obj;
  427. if (!tex->nv12) {
  428. tex->Rebuild(dev);
  429. } else if (!tex->chroma) {
  430. tex->RebuildNV12_Y(dev);
  431. }
  432. } break;
  433. case gs_type::gs_zstencil_buffer:
  434. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  435. break;
  436. case gs_type::gs_stage_surface:
  437. ((gs_stage_surface *)obj)->Rebuild(dev);
  438. break;
  439. case gs_type::gs_sampler_state:
  440. ((gs_sampler_state *)obj)->Rebuild(dev);
  441. break;
  442. case gs_type::gs_vertex_shader:
  443. ((gs_vertex_shader *)obj)->Rebuild(dev);
  444. break;
  445. case gs_type::gs_pixel_shader:
  446. ((gs_pixel_shader *)obj)->Rebuild(dev);
  447. break;
  448. case gs_type::gs_duplicator:
  449. try {
  450. ((gs_duplicator *)obj)->Start();
  451. } catch (...) {
  452. ((gs_duplicator *)obj)->Release();
  453. }
  454. break;
  455. case gs_type::gs_swap_chain:
  456. ((gs_swap_chain *)obj)->Rebuild(dev);
  457. break;
  458. case gs_type::gs_timer:
  459. ((gs_timer *)obj)->Rebuild(dev);
  460. break;
  461. case gs_type::gs_timer_range:
  462. ((gs_timer_range *)obj)->Rebuild(dev);
  463. break;
  464. case gs_type::gs_texture_3d:
  465. ((gs_texture_3d *)obj)->Rebuild(dev);
  466. break;
  467. }
  468. obj = obj->next;
  469. }
  470. curRenderTarget = nullptr;
  471. curZStencilBuffer = nullptr;
  472. curRenderSide = 0;
  473. memset(&curTextures, 0, sizeof(curTextures));
  474. memset(&curSamplers, 0, sizeof(curSamplers));
  475. curVertexBuffer = nullptr;
  476. curIndexBuffer = nullptr;
  477. curVertexShader = nullptr;
  478. curPixelShader = nullptr;
  479. curSwapChain = nullptr;
  480. zstencilStateChanged = true;
  481. rasterStateChanged = true;
  482. blendStateChanged = true;
  483. curDepthStencilState = nullptr;
  484. curRasterState = nullptr;
  485. curBlendState = nullptr;
  486. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  487. for (auto &state : zstencilStates)
  488. state.Rebuild(dev);
  489. for (auto &state : rasterStates)
  490. state.Rebuild(dev);
  491. for (auto &state : blendStates)
  492. state.Rebuild(dev);
  493. for (gs_device_loss &callback : loss_callbacks)
  494. callback.device_loss_rebuild(device.Get(), callback.data);
  495. } catch (const char *error) {
  496. bcrash("Failed to recreate D3D11: %s", error);
  497. } catch (const HRError &error) {
  498. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  499. }