d3d11-rebuild.cpp 13 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 gs_texture_3d::RebuildSharedTextureFallback()
  211. {
  212. td = {};
  213. td.Width = 2;
  214. td.Height = 2;
  215. td.Depth = 2;
  216. td.MipLevels = 1;
  217. td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  218. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  219. width = td.Width;
  220. height = td.Height;
  221. depth = td.Depth;
  222. dxgiFormat = td.Format;
  223. levels = 1;
  224. resourceDesc = {};
  225. resourceDesc.Format = td.Format;
  226. resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  227. resourceDesc.Texture3D.MostDetailedMip = 0;
  228. resourceDesc.Texture3D.MipLevels = 1;
  229. isShared = false;
  230. }
  231. void gs_texture_3d::Rebuild(ID3D11Device *dev)
  232. {
  233. HRESULT hr;
  234. if (isShared) {
  235. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  236. __uuidof(ID3D11Texture3D),
  237. (void **)&texture);
  238. if (FAILED(hr)) {
  239. blog(LOG_WARNING,
  240. "Failed to rebuild shared texture: ", "0x%08lX",
  241. hr);
  242. RebuildSharedTextureFallback();
  243. }
  244. }
  245. if (!isShared) {
  246. hr = dev->CreateTexture3D(
  247. &td, data.size() ? srd.data() : nullptr, &texture);
  248. if (FAILED(hr))
  249. throw HRError("Failed to create 3D texture", hr);
  250. }
  251. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  252. if (FAILED(hr))
  253. throw HRError("Failed to create resource view", hr);
  254. acquired = false;
  255. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  256. ComQIPtr<IDXGIResource> dxgi_res(texture);
  257. if (dxgi_res)
  258. GetSharedHandle(dxgi_res);
  259. device_texture_acquire_sync(this, 0, INFINITE);
  260. }
  261. }
  262. void SavedBlendState::Rebuild(ID3D11Device *dev)
  263. {
  264. HRESULT hr = dev->CreateBlendState(&bd, &state);
  265. if (FAILED(hr))
  266. throw HRError("Failed to create blend state", hr);
  267. }
  268. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  269. {
  270. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  271. if (FAILED(hr))
  272. throw HRError("Failed to create depth stencil state", hr);
  273. }
  274. void SavedRasterState::Rebuild(ID3D11Device *dev)
  275. {
  276. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  277. if (FAILED(hr))
  278. throw HRError("Failed to create rasterizer state", hr);
  279. }
  280. const static D3D_FEATURE_LEVEL featureLevels[] = {
  281. D3D_FEATURE_LEVEL_11_0,
  282. D3D_FEATURE_LEVEL_10_1,
  283. D3D_FEATURE_LEVEL_10_0,
  284. };
  285. void gs_device::RebuildDevice()
  286. try {
  287. ID3D11Device *dev = nullptr;
  288. HRESULT hr;
  289. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  290. /* ----------------------------------------------------------------- */
  291. for (gs_device_loss &callback : loss_callbacks)
  292. callback.device_loss_release(callback.data);
  293. gs_obj *obj = first_obj;
  294. while (obj) {
  295. switch (obj->obj_type) {
  296. case gs_type::gs_vertex_buffer:
  297. ((gs_vertex_buffer *)obj)->Release();
  298. break;
  299. case gs_type::gs_index_buffer:
  300. ((gs_index_buffer *)obj)->Release();
  301. break;
  302. case gs_type::gs_texture_2d:
  303. ((gs_texture_2d *)obj)->Release();
  304. break;
  305. case gs_type::gs_zstencil_buffer:
  306. ((gs_zstencil_buffer *)obj)->Release();
  307. break;
  308. case gs_type::gs_stage_surface:
  309. ((gs_stage_surface *)obj)->Release();
  310. break;
  311. case gs_type::gs_sampler_state:
  312. ((gs_sampler_state *)obj)->Release();
  313. break;
  314. case gs_type::gs_vertex_shader:
  315. ((gs_vertex_shader *)obj)->Release();
  316. break;
  317. case gs_type::gs_pixel_shader:
  318. ((gs_pixel_shader *)obj)->Release();
  319. break;
  320. case gs_type::gs_duplicator:
  321. ((gs_duplicator *)obj)->Release();
  322. break;
  323. case gs_type::gs_swap_chain:
  324. ((gs_swap_chain *)obj)->Release();
  325. break;
  326. case gs_type::gs_timer:
  327. ((gs_timer *)obj)->Release();
  328. break;
  329. case gs_type::gs_timer_range:
  330. ((gs_timer_range *)obj)->Release();
  331. break;
  332. case gs_type::gs_texture_3d:
  333. ((gs_texture_3d *)obj)->Release();
  334. break;
  335. }
  336. obj = obj->next;
  337. }
  338. for (auto &state : zstencilStates)
  339. state.Release();
  340. for (auto &state : rasterStates)
  341. state.Release();
  342. for (auto &state : blendStates)
  343. state.Release();
  344. context->ClearState();
  345. context->Flush();
  346. context.Release();
  347. device.Release();
  348. adapter.Release();
  349. factory.Release();
  350. /* ----------------------------------------------------------------- */
  351. InitFactory(adpIdx);
  352. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  353. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
  354. createFlags, featureLevels,
  355. sizeof(featureLevels) /
  356. sizeof(D3D_FEATURE_LEVEL),
  357. D3D11_SDK_VERSION, &device, nullptr, &context);
  358. if (FAILED(hr))
  359. throw HRError("Failed to create device", hr);
  360. dev = device;
  361. obj = first_obj;
  362. while (obj) {
  363. switch (obj->obj_type) {
  364. case gs_type::gs_vertex_buffer:
  365. ((gs_vertex_buffer *)obj)->Rebuild();
  366. break;
  367. case gs_type::gs_index_buffer:
  368. ((gs_index_buffer *)obj)->Rebuild(dev);
  369. break;
  370. case gs_type::gs_texture_2d: {
  371. gs_texture_2d *tex = (gs_texture_2d *)obj;
  372. if (!tex->nv12) {
  373. tex->Rebuild(dev);
  374. } else if (!tex->chroma) {
  375. tex->RebuildNV12_Y(dev);
  376. }
  377. } break;
  378. case gs_type::gs_zstencil_buffer:
  379. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  380. break;
  381. case gs_type::gs_stage_surface:
  382. ((gs_stage_surface *)obj)->Rebuild(dev);
  383. break;
  384. case gs_type::gs_sampler_state:
  385. ((gs_sampler_state *)obj)->Rebuild(dev);
  386. break;
  387. case gs_type::gs_vertex_shader:
  388. ((gs_vertex_shader *)obj)->Rebuild(dev);
  389. break;
  390. case gs_type::gs_pixel_shader:
  391. ((gs_pixel_shader *)obj)->Rebuild(dev);
  392. break;
  393. case gs_type::gs_duplicator:
  394. try {
  395. ((gs_duplicator *)obj)->Start();
  396. } catch (...) {
  397. ((gs_duplicator *)obj)->Release();
  398. }
  399. break;
  400. case gs_type::gs_swap_chain:
  401. ((gs_swap_chain *)obj)->Rebuild(dev);
  402. break;
  403. case gs_type::gs_timer:
  404. ((gs_timer *)obj)->Rebuild(dev);
  405. break;
  406. case gs_type::gs_timer_range:
  407. ((gs_timer_range *)obj)->Rebuild(dev);
  408. break;
  409. case gs_type::gs_texture_3d:
  410. ((gs_texture_3d *)obj)->Rebuild(dev);
  411. break;
  412. }
  413. obj = obj->next;
  414. }
  415. curRenderTarget = nullptr;
  416. curZStencilBuffer = nullptr;
  417. curRenderSide = 0;
  418. memset(&curTextures, 0, sizeof(curTextures));
  419. memset(&curSamplers, 0, sizeof(curSamplers));
  420. curVertexBuffer = nullptr;
  421. curIndexBuffer = nullptr;
  422. curVertexShader = nullptr;
  423. curPixelShader = nullptr;
  424. curSwapChain = nullptr;
  425. zstencilStateChanged = true;
  426. rasterStateChanged = true;
  427. blendStateChanged = true;
  428. curDepthStencilState = nullptr;
  429. curRasterState = nullptr;
  430. curBlendState = nullptr;
  431. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  432. for (auto &state : zstencilStates)
  433. state.Rebuild(dev);
  434. for (auto &state : rasterStates)
  435. state.Rebuild(dev);
  436. for (auto &state : blendStates)
  437. state.Rebuild(dev);
  438. for (gs_device_loss &callback : loss_callbacks)
  439. callback.device_loss_rebuild(device.Get(), callback.data);
  440. } catch (const char *error) {
  441. bcrash("Failed to recreate D3D11: %s", error);
  442. } catch (const HRError &error) {
  443. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  444. }