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d3d11-rebuild.cpp 10 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), (void**)&texture);
  53. if (FAILED(hr)) {
  54. blog(LOG_WARNING, "Failed to rebuild shared texture: ",
  55. "0x%08lX", hr);
  56. RebuildSharedTextureFallback();
  57. }
  58. }
  59. if (!isShared) {
  60. hr = dev->CreateTexture2D(&td,
  61. data.size() ? srd.data() : nullptr,
  62. &texture);
  63. if (FAILED(hr))
  64. throw HRError("Failed to create 2D texture", hr);
  65. }
  66. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  67. if (FAILED(hr))
  68. throw HRError("Failed to create resource view", hr);
  69. if (isRenderTarget)
  70. InitRenderTargets();
  71. if (isGDICompatible) {
  72. hr = texture->QueryInterface(__uuidof(IDXGISurface1),
  73. (void**)&gdiSurface);
  74. if (FAILED(hr))
  75. throw HRError("Failed to create GDI surface", hr);
  76. }
  77. acquired = false;
  78. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  79. ComQIPtr<IDXGIResource> dxgi_res(texture);
  80. if (dxgi_res)
  81. GetSharedHandle(dxgi_res);
  82. device_texture_acquire_sync(this, 0, INFINITE);
  83. }
  84. }
  85. void gs_texture_2d::RebuildNV12_Y(ID3D11Device *dev)
  86. {
  87. gs_texture_2d *tex_uv = pairedNV12texture;
  88. HRESULT hr;
  89. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  90. if (FAILED(hr))
  91. throw HRError("Failed to create 2D texture", hr);
  92. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  93. if (FAILED(hr))
  94. throw HRError("Failed to create resource view", hr);
  95. if (isRenderTarget)
  96. InitRenderTargets();
  97. tex_uv->RebuildNV12_UV(dev);
  98. acquired = false;
  99. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  100. ComQIPtr<IDXGIResource> dxgi_res(texture);
  101. if (dxgi_res)
  102. GetSharedHandle(dxgi_res);
  103. device_texture_acquire_sync(this, 0, INFINITE);
  104. }
  105. }
  106. void gs_texture_2d::RebuildNV12_UV(ID3D11Device *dev)
  107. {
  108. gs_texture_2d *tex_y = pairedNV12texture;
  109. HRESULT hr;
  110. texture = tex_y->texture;
  111. hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
  112. if (FAILED(hr))
  113. throw HRError("Failed to create resource view", hr);
  114. if (isRenderTarget)
  115. InitRenderTargets();
  116. }
  117. void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
  118. {
  119. HRESULT hr;
  120. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  121. if (FAILED(hr))
  122. throw HRError("Failed to create depth stencil texture", hr);
  123. hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
  124. if (FAILED(hr))
  125. throw HRError("Failed to create depth stencil view", hr);
  126. }
  127. void gs_stage_surface::Rebuild(ID3D11Device *dev)
  128. {
  129. HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
  130. if (FAILED(hr))
  131. throw HRError("Failed to create staging surface", hr);
  132. }
  133. void gs_sampler_state::Rebuild(ID3D11Device *dev)
  134. {
  135. HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
  136. if (FAILED(hr))
  137. throw HRError("Failed to create sampler state", hr);
  138. }
  139. void gs_vertex_shader::Rebuild(ID3D11Device *dev)
  140. {
  141. HRESULT hr;
  142. hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
  143. if (FAILED(hr))
  144. throw HRError("Failed to create vertex shader", hr);
  145. hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
  146. data.data(), data.size(), &layout);
  147. if (FAILED(hr))
  148. throw HRError("Failed to create input layout", hr);
  149. if (constantSize) {
  150. hr = dev->CreateBuffer(&bd, NULL, &constants);
  151. if (FAILED(hr))
  152. throw HRError("Failed to create constant buffer", hr);
  153. }
  154. for (gs_shader_param &param : params) {
  155. param.nextSampler = nullptr;
  156. param.curValue.clear();
  157. gs_shader_set_default(&param);
  158. }
  159. }
  160. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  161. {
  162. HRESULT hr;
  163. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
  164. &shader);
  165. if (FAILED(hr))
  166. throw HRError("Failed to create pixel shader", hr);
  167. if (constantSize) {
  168. hr = dev->CreateBuffer(&bd, NULL, &constants);
  169. if (FAILED(hr))
  170. throw HRError("Failed to create constant buffer", hr);
  171. }
  172. for (gs_shader_param &param : params) {
  173. param.nextSampler = nullptr;
  174. param.curValue.clear();
  175. gs_shader_set_default(&param);
  176. }
  177. }
  178. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  179. {
  180. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  181. if (FAILED(hr))
  182. throw HRError("Failed to create swap chain", hr);
  183. Init();
  184. }
  185. void SavedBlendState::Rebuild(ID3D11Device *dev)
  186. {
  187. HRESULT hr = dev->CreateBlendState(&bd, &state);
  188. if (FAILED(hr))
  189. throw HRError("Failed to create blend state", hr);
  190. }
  191. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  192. {
  193. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  194. if (FAILED(hr))
  195. throw HRError("Failed to create depth stencil state", hr);
  196. }
  197. void SavedRasterState::Rebuild(ID3D11Device *dev)
  198. {
  199. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  200. if (FAILED(hr))
  201. throw HRError("Failed to create rasterizer state", hr);
  202. }
  203. const static D3D_FEATURE_LEVEL featureLevels[] =
  204. {
  205. D3D_FEATURE_LEVEL_11_0,
  206. D3D_FEATURE_LEVEL_10_1,
  207. D3D_FEATURE_LEVEL_10_0,
  208. D3D_FEATURE_LEVEL_9_3,
  209. };
  210. void gs_device::RebuildDevice()
  211. try {
  212. ID3D11Device *dev = nullptr;
  213. HRESULT hr;
  214. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  215. /* ----------------------------------------------------------------- */
  216. gs_obj *obj = first_obj;
  217. while (obj) {
  218. switch (obj->obj_type) {
  219. case gs_type::gs_vertex_buffer:
  220. ((gs_vertex_buffer*)obj)->Release();
  221. break;
  222. case gs_type::gs_index_buffer:
  223. ((gs_index_buffer*)obj)->Release();
  224. break;
  225. case gs_type::gs_texture_2d:
  226. ((gs_texture_2d*)obj)->Release();
  227. break;
  228. case gs_type::gs_zstencil_buffer:
  229. ((gs_zstencil_buffer*)obj)->Release();
  230. break;
  231. case gs_type::gs_stage_surface:
  232. ((gs_stage_surface*)obj)->Release();
  233. break;
  234. case gs_type::gs_sampler_state:
  235. ((gs_sampler_state*)obj)->Release();
  236. break;
  237. case gs_type::gs_vertex_shader:
  238. ((gs_vertex_shader*)obj)->Release();
  239. break;
  240. case gs_type::gs_pixel_shader:
  241. ((gs_pixel_shader*)obj)->Release();
  242. break;
  243. case gs_type::gs_duplicator:
  244. ((gs_duplicator*)obj)->Release();
  245. break;
  246. case gs_type::gs_swap_chain:
  247. ((gs_swap_chain*)obj)->Release();
  248. break;
  249. }
  250. obj = obj->next;
  251. }
  252. for (auto &state : zstencilStates)
  253. state.Release();
  254. for (auto &state : rasterStates)
  255. state.Release();
  256. for (auto &state : blendStates)
  257. state.Release();
  258. context->ClearState();
  259. context.Release();
  260. device.Release();
  261. adapter.Release();
  262. factory.Release();
  263. /* ----------------------------------------------------------------- */
  264. InitFactory(adpIdx);
  265. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  266. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
  267. nullptr, createFlags, featureLevels,
  268. sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
  269. D3D11_SDK_VERSION, &device, nullptr, &context);
  270. if (FAILED(hr))
  271. throw HRError("Failed to create device", hr);
  272. dev = device;
  273. obj = first_obj;
  274. while (obj) {
  275. switch (obj->obj_type) {
  276. case gs_type::gs_vertex_buffer:
  277. ((gs_vertex_buffer*)obj)->Rebuild();
  278. break;
  279. case gs_type::gs_index_buffer:
  280. ((gs_index_buffer*)obj)->Rebuild(dev);
  281. break;
  282. case gs_type::gs_texture_2d:
  283. {
  284. gs_texture_2d *tex = (gs_texture_2d*)obj;
  285. if (!tex->nv12) {
  286. tex->Rebuild(dev);
  287. } else if (!tex->chroma) {
  288. tex->RebuildNV12_Y(dev);
  289. }
  290. }
  291. break;
  292. case gs_type::gs_zstencil_buffer:
  293. ((gs_zstencil_buffer*)obj)->Rebuild(dev);
  294. break;
  295. case gs_type::gs_stage_surface:
  296. ((gs_stage_surface*)obj)->Rebuild(dev);
  297. break;
  298. case gs_type::gs_sampler_state:
  299. ((gs_sampler_state*)obj)->Rebuild(dev);
  300. break;
  301. case gs_type::gs_vertex_shader:
  302. ((gs_vertex_shader*)obj)->Rebuild(dev);
  303. break;
  304. case gs_type::gs_pixel_shader:
  305. ((gs_pixel_shader*)obj)->Rebuild(dev);
  306. break;
  307. case gs_type::gs_duplicator:
  308. try {
  309. ((gs_duplicator*)obj)->Start();
  310. } catch (...) {
  311. ((gs_duplicator*)obj)->Release();
  312. }
  313. break;
  314. case gs_type::gs_swap_chain:
  315. ((gs_swap_chain*)obj)->Rebuild(dev);
  316. break;
  317. }
  318. obj = obj->next;
  319. }
  320. curRenderTarget = nullptr;
  321. curZStencilBuffer = nullptr;
  322. curRenderSide = 0;
  323. memset(&curTextures, 0, sizeof(curTextures));
  324. memset(&curSamplers, 0, sizeof(curSamplers));
  325. curVertexBuffer = nullptr;
  326. curIndexBuffer = nullptr;
  327. curVertexShader = nullptr;
  328. curPixelShader = nullptr;
  329. curSwapChain = nullptr;
  330. zstencilStateChanged = true;
  331. rasterStateChanged = true;
  332. blendStateChanged = true;
  333. curDepthStencilState = nullptr;
  334. curRasterState = nullptr;
  335. curBlendState = nullptr;
  336. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  337. for (auto &state : zstencilStates)
  338. state.Rebuild(dev);
  339. for (auto &state : rasterStates)
  340. state.Rebuild(dev);
  341. for (auto &state : blendStates)
  342. state.Rebuild(dev);
  343. } catch (const char *error) {
  344. bcrash("Failed to recreate D3D11: %s", error);
  345. } catch (HRError error) {
  346. bcrash("Failed to recreate D3D11: %s (%08lX)",
  347. error.str, error.hr);
  348. }