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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"
- void gs_vertex_buffer::Rebuild()
- {
- uvBuffers.clear();
- uvSizes.clear();
- BuildBuffers();
- }
- 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;
- }
- 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);
- }
- acquired = false;
- if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
- ComQIPtr<IDXGIResource> dxgi_res(texture);
- if (dxgi_res)
- GetSharedHandle(dxgi_res);
- device_texture_acquire_sync(this, 0, INFINITE);
- }
- }
- void gs_texture_2d::RebuildNV12_Y(ID3D11Device *dev)
- {
- gs_texture_2d *tex_uv = pairedNV12texture;
- HRESULT hr;
- hr = dev->CreateTexture2D(&td, 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();
- tex_uv->RebuildNV12_UV(dev);
- acquired = false;
- if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
- ComQIPtr<IDXGIResource> dxgi_res(texture);
- if (dxgi_res)
- GetSharedHandle(dxgi_res);
- device_texture_acquire_sync(this, 0, INFINITE);
- }
- }
- void gs_texture_2d::RebuildNV12_UV(ID3D11Device *dev)
- {
- gs_texture_2d *tex_y = pairedNV12texture;
- HRESULT hr;
- texture = tex_y->texture;
- hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
- if (FAILED(hr))
- throw HRError("Failed to create resource view", hr);
- if (isRenderTarget)
- InitRenderTargets();
- }
- 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);
- }
- 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);
- }
- 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);
- }
- 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);
- }
- }
- 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);
- }
- }
- 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();
- }
- void SavedBlendState::Rebuild(ID3D11Device *dev)
- {
- HRESULT hr = dev->CreateBlendState(&bd, &state);
- if (FAILED(hr))
- throw HRError("Failed to create blend state", hr);
- }
- void SavedZStencilState::Rebuild(ID3D11Device *dev)
- {
- HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
- if (FAILED(hr))
- throw HRError("Failed to create depth stencil state", hr);
- }
- 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 *tex = (gs_texture_2d*)obj;
- if (!tex->nv12) {
- tex->Rebuild(dev);
- } else if (!tex->chroma) {
- tex->RebuildNV12_Y(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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