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							- /******************************************************************************
 
-     Copyright (C) 2016 by Hugh Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #include "d3d11-subsystem.hpp"
 
- inline void gs_vertex_buffer::Rebuild()
 
- {
 
- 	uvBuffers.clear();
 
- 	uvSizes.clear();
 
- 	BuildBuffers();
 
- }
 
- inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create buffer", hr);
 
- }
 
- void gs_texture_2d::RebuildSharedTextureFallback()
 
- {
 
- 	td                  = {};
 
- 	td.Width            = 2;
 
- 	td.Height           = 2;
 
- 	td.MipLevels        = 1;
 
- 	td.Format           = DXGI_FORMAT_B8G8R8A8_UNORM;
 
- 	td.ArraySize        = 1;
 
- 	td.SampleDesc.Count = 1;
 
- 	td.BindFlags        = D3D11_BIND_SHADER_RESOURCE;
 
- 	width      = td.Width;
 
- 	height     = td.Height;
 
- 	dxgiFormat = td.Format;
 
- 	levels     = 1;
 
- 	resourceDesc = {};
 
- 	resourceDesc.Format              = td.Format;
 
- 	resourceDesc.ViewDimension       = D3D11_SRV_DIMENSION_TEXTURE2D;
 
- 	resourceDesc.Texture2D.MipLevels = 1;
 
- 	isShared = false;
 
- }
 
- inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr;
 
- 	if (isShared) {
 
- 		hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
 
- 				__uuidof(ID3D11Texture2D), (void**)&texture);
 
- 		if (FAILED(hr)) {
 
- 			blog(LOG_WARNING, "Failed to rebuild shared texture: ",
 
- 					"0x%08lX", hr);
 
- 			RebuildSharedTextureFallback();
 
- 		}
 
- 	}
 
- 	if (!isShared) {
 
- 		hr = dev->CreateTexture2D(&td,
 
- 				data.size() ? srd.data() : nullptr,
 
- 				&texture);
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create 2D texture", hr);
 
- 	}
 
- 	hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create resource view", hr);
 
- 	if (isRenderTarget)
 
- 		InitRenderTargets();
 
- 	if (isGDICompatible) {
 
- 		hr = texture->QueryInterface(__uuidof(IDXGISurface1),
 
- 				(void**)&gdiSurface);
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create GDI surface", hr);
 
- 	}
 
- }
 
- inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr;
 
- 	hr = dev->CreateTexture2D(&td, nullptr, &texture);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create depth stencil texture", hr);
 
- 	hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create depth stencil view", hr);
 
- }
 
- inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create staging surface", hr);
 
- }
 
- inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create sampler state", hr);
 
- }
 
- inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr;
 
- 	hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create vertex shader", hr);
 
- 	hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
 
- 			data.data(), data.size(), &layout);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create input layout", hr);
 
- 	if (constantSize) {
 
- 		hr = dev->CreateBuffer(&bd, NULL, &constants);
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create constant buffer", hr);
 
- 	}
 
- 	for (gs_shader_param ¶m : params) {
 
- 		param.nextSampler = nullptr;
 
- 		param.curValue.clear();
 
- 		gs_shader_set_default(¶m);
 
- 	}
 
- }
 
- inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr;
 
- 	
 
- 	hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
 
- 			&shader);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create pixel shader", hr);
 
- 	if (constantSize) {
 
- 		hr = dev->CreateBuffer(&bd, NULL, &constants);
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create constant buffer", hr);
 
- 	}
 
- 	for (gs_shader_param ¶m : params) {
 
- 		param.nextSampler = nullptr;
 
- 		param.curValue.clear();
 
- 		gs_shader_set_default(¶m);
 
- 	}
 
- }
 
- inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create swap chain", hr);
 
- 	Init();
 
- }
 
- inline void SavedBlendState::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateBlendState(&bd, &state);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create blend state", hr);
 
- }
 
- inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create depth stencil state", hr);
 
- }
 
- inline void SavedRasterState::Rebuild(ID3D11Device *dev)
 
- {
 
- 	HRESULT hr = dev->CreateRasterizerState(&rd, &state);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create rasterizer state", hr);
 
- }
 
- const static D3D_FEATURE_LEVEL featureLevels[] =
 
- {
 
- 	D3D_FEATURE_LEVEL_11_0,
 
- 	D3D_FEATURE_LEVEL_10_1,
 
- 	D3D_FEATURE_LEVEL_10_0,
 
- 	D3D_FEATURE_LEVEL_9_3,
 
- };
 
- void gs_device::RebuildDevice()
 
- try {
 
- 	ID3D11Device *dev = nullptr;
 
- 	HRESULT hr;
 
- 	blog(LOG_WARNING, "Device Remove/Reset!  Rebuilding all assets...");
 
- 	/* ----------------------------------------------------------------- */
 
- 	gs_obj *obj = first_obj;
 
- 	while (obj) {
 
- 		switch (obj->obj_type) {
 
- 		case gs_type::gs_vertex_buffer:
 
- 			((gs_vertex_buffer*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_index_buffer:
 
- 			((gs_index_buffer*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_texture_2d:
 
- 			((gs_texture_2d*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_zstencil_buffer:
 
- 			((gs_zstencil_buffer*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_stage_surface:
 
- 			((gs_stage_surface*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_sampler_state:
 
- 			((gs_sampler_state*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_vertex_shader:
 
- 			((gs_vertex_shader*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_pixel_shader:
 
- 			((gs_pixel_shader*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_duplicator:
 
- 			((gs_duplicator*)obj)->Release();
 
- 			break;
 
- 		case gs_type::gs_swap_chain:
 
- 			((gs_swap_chain*)obj)->Release();
 
- 			break;
 
- 		}
 
- 		obj = obj->next;
 
- 	}
 
- 	for (auto &state : zstencilStates)
 
- 		state.Release();
 
- 	for (auto &state : rasterStates)
 
- 		state.Release();
 
- 	for (auto &state : blendStates)
 
- 		state.Release();
 
- 	context->ClearState();
 
- 	context.Release();
 
- 	device.Release();
 
- 	adapter.Release();
 
- 	factory.Release();
 
- 	/* ----------------------------------------------------------------- */
 
- 	InitFactory(adpIdx);
 
- 	uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
 
- 	hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
 
- 			nullptr, createFlags, featureLevels,
 
- 			sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
 
- 			D3D11_SDK_VERSION, &device, nullptr, &context);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create device", hr);
 
- 	dev = device;
 
- 	obj = first_obj;
 
- 	while (obj) {
 
- 		switch (obj->obj_type) {
 
- 		case gs_type::gs_vertex_buffer:
 
- 			((gs_vertex_buffer*)obj)->Rebuild();
 
- 			break;
 
- 		case gs_type::gs_index_buffer:
 
- 			((gs_index_buffer*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_texture_2d:
 
- 			((gs_texture_2d*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_zstencil_buffer:
 
- 			((gs_zstencil_buffer*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_stage_surface:
 
- 			((gs_stage_surface*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_sampler_state:
 
- 			((gs_sampler_state*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_vertex_shader:
 
- 			((gs_vertex_shader*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_pixel_shader:
 
- 			((gs_pixel_shader*)obj)->Rebuild(dev);
 
- 			break;
 
- 		case gs_type::gs_duplicator:
 
- 			try {
 
- 				((gs_duplicator*)obj)->Start();
 
- 			} catch (...) {
 
- 				((gs_duplicator*)obj)->Release();
 
- 			}
 
- 			break;
 
- 		case gs_type::gs_swap_chain:
 
- 			((gs_swap_chain*)obj)->Rebuild(dev);
 
- 			break;
 
- 		}
 
- 		obj = obj->next;
 
- 	}
 
- 	curRenderTarget = nullptr;
 
- 	curZStencilBuffer = nullptr;
 
- 	curRenderSide = 0;
 
- 	memset(&curTextures, 0, sizeof(curTextures));
 
- 	memset(&curSamplers, 0, sizeof(curSamplers));
 
- 	curVertexBuffer = nullptr;
 
- 	curIndexBuffer = nullptr;
 
- 	curVertexShader = nullptr;
 
- 	curPixelShader = nullptr;
 
- 	curSwapChain = nullptr;
 
- 	zstencilStateChanged = true;
 
- 	rasterStateChanged = true;
 
- 	blendStateChanged = true;
 
- 	curDepthStencilState = nullptr;
 
- 	curRasterState = nullptr;
 
- 	curBlendState = nullptr;
 
- 	curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
 
- 	for (auto &state : zstencilStates)
 
- 		state.Rebuild(dev);
 
- 	for (auto &state : rasterStates)
 
- 		state.Rebuild(dev);
 
- 	for (auto &state : blendStates)
 
- 		state.Rebuild(dev);
 
- } catch (const char *error) {
 
- 	bcrash("Failed to recreate D3D11: %s", error);
 
- } catch (HRError error) {
 
- 	bcrash("Failed to recreate D3D11: %s (%08lX)",
 
- 			error.str, error.hr);
 
- }
 
 
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