d3d11-rebuild.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445
  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. hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
  148. data.data(), data.size(), &layout);
  149. if (FAILED(hr))
  150. throw HRError("Failed to create input layout", hr);
  151. if (constantSize) {
  152. hr = dev->CreateBuffer(&bd, NULL, &constants);
  153. if (FAILED(hr))
  154. throw HRError("Failed to create constant buffer", hr);
  155. }
  156. for (gs_shader_param &param : params) {
  157. param.nextSampler = nullptr;
  158. param.curValue.clear();
  159. gs_shader_set_default(&param);
  160. }
  161. }
  162. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  163. {
  164. HRESULT hr;
  165. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
  166. if (FAILED(hr))
  167. throw HRError("Failed to create pixel shader", hr);
  168. if (constantSize) {
  169. hr = dev->CreateBuffer(&bd, NULL, &constants);
  170. if (FAILED(hr))
  171. throw HRError("Failed to create constant buffer", hr);
  172. }
  173. for (gs_shader_param &param : params) {
  174. param.nextSampler = nullptr;
  175. param.curValue.clear();
  176. gs_shader_set_default(&param);
  177. }
  178. }
  179. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  180. {
  181. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  182. if (FAILED(hr))
  183. throw HRError("Failed to create swap chain", hr);
  184. Init();
  185. }
  186. void gs_timer::Rebuild(ID3D11Device *dev)
  187. {
  188. D3D11_QUERY_DESC desc;
  189. desc.Query = D3D11_QUERY_TIMESTAMP;
  190. desc.MiscFlags = 0;
  191. HRESULT hr = dev->CreateQuery(&desc, &query_begin);
  192. if (FAILED(hr))
  193. throw HRError("Failed to create timer", hr);
  194. hr = dev->CreateQuery(&desc, &query_end);
  195. if (FAILED(hr))
  196. throw HRError("Failed to create timer", hr);
  197. }
  198. void gs_timer_range::Rebuild(ID3D11Device *dev)
  199. {
  200. D3D11_QUERY_DESC desc;
  201. desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  202. desc.MiscFlags = 0;
  203. HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
  204. if (FAILED(hr))
  205. throw HRError("Failed to create timer", hr);
  206. }
  207. void SavedBlendState::Rebuild(ID3D11Device *dev)
  208. {
  209. HRESULT hr = dev->CreateBlendState(&bd, &state);
  210. if (FAILED(hr))
  211. throw HRError("Failed to create blend state", hr);
  212. }
  213. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  214. {
  215. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  216. if (FAILED(hr))
  217. throw HRError("Failed to create depth stencil state", hr);
  218. }
  219. void SavedRasterState::Rebuild(ID3D11Device *dev)
  220. {
  221. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  222. if (FAILED(hr))
  223. throw HRError("Failed to create rasterizer state", hr);
  224. }
  225. const static D3D_FEATURE_LEVEL featureLevels[] = {
  226. D3D_FEATURE_LEVEL_11_0,
  227. D3D_FEATURE_LEVEL_10_1,
  228. D3D_FEATURE_LEVEL_10_0,
  229. D3D_FEATURE_LEVEL_9_3,
  230. };
  231. void gs_device::RebuildDevice()
  232. try {
  233. ID3D11Device *dev = nullptr;
  234. HRESULT hr;
  235. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  236. /* ----------------------------------------------------------------- */
  237. gs_obj *obj = first_obj;
  238. while (obj) {
  239. switch (obj->obj_type) {
  240. case gs_type::gs_vertex_buffer:
  241. ((gs_vertex_buffer *)obj)->Release();
  242. break;
  243. case gs_type::gs_index_buffer:
  244. ((gs_index_buffer *)obj)->Release();
  245. break;
  246. case gs_type::gs_texture_2d:
  247. ((gs_texture_2d *)obj)->Release();
  248. break;
  249. case gs_type::gs_zstencil_buffer:
  250. ((gs_zstencil_buffer *)obj)->Release();
  251. break;
  252. case gs_type::gs_stage_surface:
  253. ((gs_stage_surface *)obj)->Release();
  254. break;
  255. case gs_type::gs_sampler_state:
  256. ((gs_sampler_state *)obj)->Release();
  257. break;
  258. case gs_type::gs_vertex_shader:
  259. ((gs_vertex_shader *)obj)->Release();
  260. break;
  261. case gs_type::gs_pixel_shader:
  262. ((gs_pixel_shader *)obj)->Release();
  263. break;
  264. case gs_type::gs_duplicator:
  265. ((gs_duplicator *)obj)->Release();
  266. break;
  267. case gs_type::gs_swap_chain:
  268. ((gs_swap_chain *)obj)->Release();
  269. break;
  270. case gs_type::gs_timer:
  271. ((gs_timer *)obj)->Release();
  272. break;
  273. case gs_type::gs_timer_range:
  274. ((gs_timer_range *)obj)->Release();
  275. break;
  276. }
  277. obj = obj->next;
  278. }
  279. for (auto &state : zstencilStates)
  280. state.Release();
  281. for (auto &state : rasterStates)
  282. state.Release();
  283. for (auto &state : blendStates)
  284. state.Release();
  285. context->ClearState();
  286. context.Release();
  287. device.Release();
  288. adapter.Release();
  289. factory.Release();
  290. /* ----------------------------------------------------------------- */
  291. InitFactory(adpIdx);
  292. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  293. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
  294. createFlags, featureLevels,
  295. sizeof(featureLevels) /
  296. sizeof(D3D_FEATURE_LEVEL),
  297. D3D11_SDK_VERSION, &device, nullptr, &context);
  298. if (FAILED(hr))
  299. throw HRError("Failed to create device", hr);
  300. dev = device;
  301. obj = first_obj;
  302. while (obj) {
  303. switch (obj->obj_type) {
  304. case gs_type::gs_vertex_buffer:
  305. ((gs_vertex_buffer *)obj)->Rebuild();
  306. break;
  307. case gs_type::gs_index_buffer:
  308. ((gs_index_buffer *)obj)->Rebuild(dev);
  309. break;
  310. case gs_type::gs_texture_2d: {
  311. gs_texture_2d *tex = (gs_texture_2d *)obj;
  312. if (!tex->nv12) {
  313. tex->Rebuild(dev);
  314. } else if (!tex->chroma) {
  315. tex->RebuildNV12_Y(dev);
  316. }
  317. } break;
  318. case gs_type::gs_zstencil_buffer:
  319. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  320. break;
  321. case gs_type::gs_stage_surface:
  322. ((gs_stage_surface *)obj)->Rebuild(dev);
  323. break;
  324. case gs_type::gs_sampler_state:
  325. ((gs_sampler_state *)obj)->Rebuild(dev);
  326. break;
  327. case gs_type::gs_vertex_shader:
  328. ((gs_vertex_shader *)obj)->Rebuild(dev);
  329. break;
  330. case gs_type::gs_pixel_shader:
  331. ((gs_pixel_shader *)obj)->Rebuild(dev);
  332. break;
  333. case gs_type::gs_duplicator:
  334. try {
  335. ((gs_duplicator *)obj)->Start();
  336. } catch (...) {
  337. ((gs_duplicator *)obj)->Release();
  338. }
  339. break;
  340. case gs_type::gs_swap_chain:
  341. ((gs_swap_chain *)obj)->Rebuild(dev);
  342. break;
  343. case gs_type::gs_timer:
  344. ((gs_timer *)obj)->Rebuild(dev);
  345. break;
  346. case gs_type::gs_timer_range:
  347. ((gs_timer_range *)obj)->Rebuild(dev);
  348. break;
  349. }
  350. obj = obj->next;
  351. }
  352. curRenderTarget = nullptr;
  353. curZStencilBuffer = nullptr;
  354. curRenderSide = 0;
  355. memset(&curTextures, 0, sizeof(curTextures));
  356. memset(&curSamplers, 0, sizeof(curSamplers));
  357. curVertexBuffer = nullptr;
  358. curIndexBuffer = nullptr;
  359. curVertexShader = nullptr;
  360. curPixelShader = nullptr;
  361. curSwapChain = nullptr;
  362. zstencilStateChanged = true;
  363. rasterStateChanged = true;
  364. blendStateChanged = true;
  365. curDepthStencilState = nullptr;
  366. curRasterState = nullptr;
  367. curBlendState = nullptr;
  368. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  369. for (auto &state : zstencilStates)
  370. state.Rebuild(dev);
  371. for (auto &state : rasterStates)
  372. state.Rebuild(dev);
  373. for (auto &state : blendStates)
  374. state.Rebuild(dev);
  375. } catch (const char *error) {
  376. bcrash("Failed to recreate D3D11: %s", error);
  377. } catch (const HRError &error) {
  378. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  379. }