d3d11-rebuild.cpp 15 KB

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  1. /******************************************************************************
  2. Copyright (C) 2023 by Lain 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. static const gs_color_format format = GS_BGRA;
  30. static const DXGI_FORMAT dxgi_format_resource =
  31. ConvertGSTextureFormatResource(format);
  32. static const DXGI_FORMAT dxgi_format_view =
  33. ConvertGSTextureFormatView(format);
  34. static const DXGI_FORMAT dxgi_format_view_linear =
  35. ConvertGSTextureFormatViewLinear(format);
  36. td = {};
  37. td.Width = 2;
  38. td.Height = 2;
  39. td.MipLevels = 1;
  40. td.Format = dxgi_format_resource;
  41. td.ArraySize = 1;
  42. td.SampleDesc.Count = 1;
  43. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  44. width = td.Width;
  45. height = td.Height;
  46. dxgiFormatResource = dxgi_format_resource;
  47. dxgiFormatView = dxgi_format_view;
  48. dxgiFormatViewLinear = dxgi_format_view_linear;
  49. levels = 1;
  50. viewDesc = {};
  51. viewDesc.Format = dxgi_format_view;
  52. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  53. viewDesc.Texture2D.MipLevels = 1;
  54. viewDescLinear = viewDesc;
  55. viewDescLinear.Format = dxgi_format_view_linear;
  56. isShared = false;
  57. }
  58. void gs_texture_2d::Rebuild(ID3D11Device *dev)
  59. {
  60. HRESULT hr;
  61. if (isShared) {
  62. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  63. __uuidof(ID3D11Texture2D),
  64. (void **)&texture);
  65. if (FAILED(hr)) {
  66. blog(LOG_WARNING,
  67. "Failed to rebuild shared texture: 0x%08lX", hr);
  68. RebuildSharedTextureFallback();
  69. }
  70. }
  71. if (!isShared) {
  72. hr = dev->CreateTexture2D(
  73. &td, data.size() ? srd.data() : nullptr, &texture);
  74. if (FAILED(hr))
  75. throw HRError("Failed to create 2D texture", hr);
  76. }
  77. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  78. if (FAILED(hr))
  79. throw HRError("Failed to create SRV", hr);
  80. if (viewDesc.Format == viewDescLinear.Format) {
  81. shaderResLinear = shaderRes;
  82. } else {
  83. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  84. &shaderResLinear);
  85. if (FAILED(hr))
  86. throw HRError("Failed to create linear SRV", hr);
  87. }
  88. if (isRenderTarget)
  89. InitRenderTargets();
  90. if (isGDICompatible) {
  91. hr = texture->QueryInterface(__uuidof(IDXGISurface1),
  92. (void **)&gdiSurface);
  93. if (FAILED(hr))
  94. throw HRError("Failed to create GDI surface", hr);
  95. }
  96. acquired = false;
  97. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  98. ComQIPtr<IDXGIResource> dxgi_res(texture);
  99. if (dxgi_res)
  100. GetSharedHandle(dxgi_res);
  101. device_texture_acquire_sync(this, 0, INFINITE);
  102. }
  103. }
  104. void gs_texture_2d::RebuildPaired_Y(ID3D11Device *dev)
  105. {
  106. gs_texture_2d *tex_uv = pairedTexture;
  107. HRESULT hr;
  108. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  109. if (FAILED(hr))
  110. throw HRError("Failed to create 2D texture", hr);
  111. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  112. if (FAILED(hr))
  113. throw HRError("Failed to create Y SRV", hr);
  114. if (viewDesc.Format == viewDescLinear.Format) {
  115. shaderResLinear = shaderRes;
  116. } else {
  117. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  118. &shaderResLinear);
  119. if (FAILED(hr))
  120. throw HRError("Failed to create linear Y SRV", hr);
  121. }
  122. if (isRenderTarget)
  123. InitRenderTargets();
  124. tex_uv->RebuildPaired_UV(dev);
  125. acquired = false;
  126. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  127. ComQIPtr<IDXGIResource> dxgi_res(texture);
  128. if (dxgi_res)
  129. GetSharedHandle(dxgi_res);
  130. device_texture_acquire_sync(this, 0, INFINITE);
  131. }
  132. }
  133. void gs_texture_2d::RebuildPaired_UV(ID3D11Device *dev)
  134. {
  135. gs_texture_2d *tex_y = pairedTexture;
  136. HRESULT hr;
  137. texture = tex_y->texture;
  138. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  139. if (FAILED(hr))
  140. throw HRError("Failed to create UV SRV", hr);
  141. if (viewDesc.Format == viewDescLinear.Format) {
  142. shaderResLinear = shaderRes;
  143. } else {
  144. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  145. &shaderResLinear);
  146. if (FAILED(hr))
  147. throw HRError("Failed to create linear UV SRV", hr);
  148. }
  149. if (isRenderTarget)
  150. InitRenderTargets();
  151. }
  152. void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
  153. {
  154. HRESULT hr;
  155. hr = dev->CreateTexture2D(&td, nullptr, &texture);
  156. if (FAILED(hr))
  157. throw HRError("Failed to create depth stencil texture", hr);
  158. hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
  159. if (FAILED(hr))
  160. throw HRError("Failed to create depth stencil view", hr);
  161. }
  162. void gs_stage_surface::Rebuild(ID3D11Device *dev)
  163. {
  164. HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
  165. if (FAILED(hr))
  166. throw HRError("Failed to create staging surface", hr);
  167. }
  168. void gs_sampler_state::Rebuild(ID3D11Device *dev)
  169. {
  170. HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
  171. if (FAILED(hr))
  172. throw HRError("Failed to create sampler state", hr);
  173. }
  174. void gs_vertex_shader::Rebuild(ID3D11Device *dev)
  175. {
  176. HRESULT hr;
  177. hr = dev->CreateVertexShader(data.data(), data.size(), nullptr,
  178. &shader);
  179. if (FAILED(hr))
  180. throw HRError("Failed to create vertex shader", hr);
  181. const UINT layoutSize = (UINT)layoutData.size();
  182. if (layoutSize > 0) {
  183. hr = dev->CreateInputLayout(layoutData.data(), layoutSize,
  184. data.data(), data.size(), &layout);
  185. if (FAILED(hr))
  186. throw HRError("Failed to create input layout", hr);
  187. }
  188. if (constantSize) {
  189. hr = dev->CreateBuffer(&bd, NULL, &constants);
  190. if (FAILED(hr))
  191. throw HRError("Failed to create constant buffer", hr);
  192. }
  193. for (gs_shader_param &param : params) {
  194. param.nextSampler = nullptr;
  195. param.curValue.clear();
  196. gs_shader_set_default(&param);
  197. }
  198. }
  199. void gs_pixel_shader::Rebuild(ID3D11Device *dev)
  200. {
  201. HRESULT hr;
  202. hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
  203. if (FAILED(hr))
  204. throw HRError("Failed to create pixel shader", hr);
  205. if (constantSize) {
  206. hr = dev->CreateBuffer(&bd, NULL, &constants);
  207. if (FAILED(hr))
  208. throw HRError("Failed to create constant buffer", hr);
  209. }
  210. for (gs_shader_param &param : params) {
  211. param.nextSampler = nullptr;
  212. param.curValue.clear();
  213. gs_shader_set_default(&param);
  214. }
  215. }
  216. void gs_swap_chain::Rebuild(ID3D11Device *dev)
  217. {
  218. HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
  219. if (FAILED(hr))
  220. throw HRError("Failed to create swap chain", hr);
  221. Init();
  222. }
  223. void gs_timer::Rebuild(ID3D11Device *dev)
  224. {
  225. D3D11_QUERY_DESC desc;
  226. desc.Query = D3D11_QUERY_TIMESTAMP;
  227. desc.MiscFlags = 0;
  228. HRESULT hr = dev->CreateQuery(&desc, &query_begin);
  229. if (FAILED(hr))
  230. throw HRError("Failed to create timer", hr);
  231. hr = dev->CreateQuery(&desc, &query_end);
  232. if (FAILED(hr))
  233. throw HRError("Failed to create timer", hr);
  234. }
  235. void gs_timer_range::Rebuild(ID3D11Device *dev)
  236. {
  237. D3D11_QUERY_DESC desc;
  238. desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  239. desc.MiscFlags = 0;
  240. HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
  241. if (FAILED(hr))
  242. throw HRError("Failed to create timer", hr);
  243. }
  244. void gs_texture_3d::RebuildSharedTextureFallback()
  245. {
  246. static const gs_color_format format = GS_BGRA;
  247. static const DXGI_FORMAT dxgi_format_resource =
  248. ConvertGSTextureFormatResource(format);
  249. static const DXGI_FORMAT dxgi_format_view =
  250. ConvertGSTextureFormatView(format);
  251. static const DXGI_FORMAT dxgi_format_view_linear =
  252. ConvertGSTextureFormatViewLinear(format);
  253. td = {};
  254. td.Width = 2;
  255. td.Height = 2;
  256. td.Depth = 2;
  257. td.MipLevels = 1;
  258. td.Format = dxgi_format_resource;
  259. td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  260. width = td.Width;
  261. height = td.Height;
  262. depth = td.Depth;
  263. dxgiFormatResource = dxgi_format_resource;
  264. dxgiFormatView = dxgi_format_view;
  265. dxgiFormatViewLinear = dxgi_format_view_linear;
  266. levels = 1;
  267. viewDesc = {};
  268. viewDesc.Format = dxgi_format_view;
  269. viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  270. viewDesc.Texture3D.MostDetailedMip = 0;
  271. viewDesc.Texture3D.MipLevels = 1;
  272. viewDescLinear = viewDesc;
  273. viewDescLinear.Format = dxgi_format_view_linear;
  274. isShared = false;
  275. }
  276. void gs_texture_3d::Rebuild(ID3D11Device *dev)
  277. {
  278. HRESULT hr;
  279. if (isShared) {
  280. hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
  281. __uuidof(ID3D11Texture3D),
  282. (void **)&texture);
  283. if (FAILED(hr)) {
  284. blog(LOG_WARNING,
  285. "Failed to rebuild shared texture: 0x%08lX", hr);
  286. RebuildSharedTextureFallback();
  287. }
  288. }
  289. if (!isShared) {
  290. hr = dev->CreateTexture3D(
  291. &td, data.size() ? srd.data() : nullptr, &texture);
  292. if (FAILED(hr))
  293. throw HRError("Failed to create 3D texture", hr);
  294. }
  295. hr = dev->CreateShaderResourceView(texture, &viewDesc, &shaderRes);
  296. if (FAILED(hr))
  297. throw HRError("Failed to create 3D SRV", hr);
  298. if (viewDesc.Format == viewDescLinear.Format) {
  299. shaderResLinear = shaderRes;
  300. } else {
  301. hr = dev->CreateShaderResourceView(texture, &viewDescLinear,
  302. &shaderResLinear);
  303. if (FAILED(hr))
  304. throw HRError("Failed to create linear 3D SRV", hr);
  305. }
  306. acquired = false;
  307. if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
  308. ComQIPtr<IDXGIResource> dxgi_res(texture);
  309. if (dxgi_res)
  310. GetSharedHandle(dxgi_res);
  311. device_texture_acquire_sync(this, 0, INFINITE);
  312. }
  313. }
  314. void SavedBlendState::Rebuild(ID3D11Device *dev)
  315. {
  316. HRESULT hr = dev->CreateBlendState(&bd, &state);
  317. if (FAILED(hr))
  318. throw HRError("Failed to create blend state", hr);
  319. }
  320. void SavedZStencilState::Rebuild(ID3D11Device *dev)
  321. {
  322. HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
  323. if (FAILED(hr))
  324. throw HRError("Failed to create depth stencil state", hr);
  325. }
  326. void SavedRasterState::Rebuild(ID3D11Device *dev)
  327. {
  328. HRESULT hr = dev->CreateRasterizerState(&rd, &state);
  329. if (FAILED(hr))
  330. throw HRError("Failed to create rasterizer state", hr);
  331. }
  332. const static D3D_FEATURE_LEVEL featureLevels[] = {
  333. D3D_FEATURE_LEVEL_11_0,
  334. D3D_FEATURE_LEVEL_10_1,
  335. D3D_FEATURE_LEVEL_10_0,
  336. };
  337. void gs_device::RebuildDevice()
  338. try {
  339. ID3D11Device *dev = nullptr;
  340. HRESULT hr;
  341. blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
  342. /* ----------------------------------------------------------------- */
  343. for (gs_device_loss &callback : loss_callbacks)
  344. callback.device_loss_release(callback.data);
  345. gs_obj *obj = first_obj;
  346. while (obj) {
  347. switch (obj->obj_type) {
  348. case gs_type::gs_vertex_buffer:
  349. ((gs_vertex_buffer *)obj)->Release();
  350. break;
  351. case gs_type::gs_index_buffer:
  352. ((gs_index_buffer *)obj)->Release();
  353. break;
  354. case gs_type::gs_texture_2d:
  355. ((gs_texture_2d *)obj)->Release();
  356. break;
  357. case gs_type::gs_zstencil_buffer:
  358. ((gs_zstencil_buffer *)obj)->Release();
  359. break;
  360. case gs_type::gs_stage_surface:
  361. ((gs_stage_surface *)obj)->Release();
  362. break;
  363. case gs_type::gs_sampler_state:
  364. ((gs_sampler_state *)obj)->Release();
  365. break;
  366. case gs_type::gs_vertex_shader:
  367. ((gs_vertex_shader *)obj)->Release();
  368. break;
  369. case gs_type::gs_pixel_shader:
  370. ((gs_pixel_shader *)obj)->Release();
  371. break;
  372. case gs_type::gs_duplicator:
  373. ((gs_duplicator *)obj)->Release();
  374. break;
  375. case gs_type::gs_swap_chain:
  376. ((gs_swap_chain *)obj)->Release();
  377. break;
  378. case gs_type::gs_timer:
  379. ((gs_timer *)obj)->Release();
  380. break;
  381. case gs_type::gs_timer_range:
  382. ((gs_timer_range *)obj)->Release();
  383. break;
  384. case gs_type::gs_texture_3d:
  385. ((gs_texture_3d *)obj)->Release();
  386. break;
  387. }
  388. obj = obj->next;
  389. }
  390. for (auto &state : zstencilStates)
  391. state.Release();
  392. for (auto &state : rasterStates)
  393. state.Release();
  394. for (auto &state : blendStates)
  395. state.Release();
  396. context->ClearState();
  397. context->Flush();
  398. context.Clear();
  399. device.Clear();
  400. adapter.Clear();
  401. factory.Clear();
  402. /* ----------------------------------------------------------------- */
  403. InitFactory();
  404. InitAdapter(adpIdx);
  405. uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  406. hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
  407. createFlags, featureLevels,
  408. sizeof(featureLevels) /
  409. sizeof(D3D_FEATURE_LEVEL),
  410. D3D11_SDK_VERSION, &device, nullptr, &context);
  411. if (FAILED(hr))
  412. throw HRError("Failed to create device", hr);
  413. dev = device;
  414. obj = first_obj;
  415. while (obj) {
  416. switch (obj->obj_type) {
  417. case gs_type::gs_vertex_buffer:
  418. ((gs_vertex_buffer *)obj)->Rebuild();
  419. break;
  420. case gs_type::gs_index_buffer:
  421. ((gs_index_buffer *)obj)->Rebuild(dev);
  422. break;
  423. case gs_type::gs_texture_2d: {
  424. gs_texture_2d *tex = (gs_texture_2d *)obj;
  425. if (!tex->pairedTexture) {
  426. tex->Rebuild(dev);
  427. } else if (!tex->chroma) {
  428. tex->RebuildPaired_Y(dev);
  429. }
  430. } break;
  431. case gs_type::gs_zstencil_buffer:
  432. ((gs_zstencil_buffer *)obj)->Rebuild(dev);
  433. break;
  434. case gs_type::gs_stage_surface:
  435. ((gs_stage_surface *)obj)->Rebuild(dev);
  436. break;
  437. case gs_type::gs_sampler_state:
  438. ((gs_sampler_state *)obj)->Rebuild(dev);
  439. break;
  440. case gs_type::gs_vertex_shader:
  441. ((gs_vertex_shader *)obj)->Rebuild(dev);
  442. break;
  443. case gs_type::gs_pixel_shader:
  444. ((gs_pixel_shader *)obj)->Rebuild(dev);
  445. break;
  446. case gs_type::gs_duplicator:
  447. try {
  448. ((gs_duplicator *)obj)->Start();
  449. } catch (...) {
  450. ((gs_duplicator *)obj)->Release();
  451. }
  452. break;
  453. case gs_type::gs_swap_chain:
  454. ((gs_swap_chain *)obj)->Rebuild(dev);
  455. break;
  456. case gs_type::gs_timer:
  457. ((gs_timer *)obj)->Rebuild(dev);
  458. break;
  459. case gs_type::gs_timer_range:
  460. ((gs_timer_range *)obj)->Rebuild(dev);
  461. break;
  462. case gs_type::gs_texture_3d:
  463. ((gs_texture_3d *)obj)->Rebuild(dev);
  464. break;
  465. }
  466. obj = obj->next;
  467. }
  468. curRenderTarget = nullptr;
  469. curZStencilBuffer = nullptr;
  470. curRenderSide = 0;
  471. memset(&curTextures, 0, sizeof(curTextures));
  472. memset(&curSamplers, 0, sizeof(curSamplers));
  473. curVertexBuffer = nullptr;
  474. curIndexBuffer = nullptr;
  475. curVertexShader = nullptr;
  476. curPixelShader = nullptr;
  477. curSwapChain = nullptr;
  478. zstencilStateChanged = true;
  479. rasterStateChanged = true;
  480. blendStateChanged = true;
  481. curDepthStencilState = nullptr;
  482. curRasterState = nullptr;
  483. curBlendState = nullptr;
  484. curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
  485. for (auto &state : zstencilStates)
  486. state.Rebuild(dev);
  487. for (auto &state : rasterStates)
  488. state.Rebuild(dev);
  489. for (auto &state : blendStates)
  490. state.Rebuild(dev);
  491. for (gs_device_loss &callback : loss_callbacks)
  492. callback.device_loss_rebuild(device.Get(), callback.data);
  493. } catch (const char *error) {
  494. bcrash("Failed to recreate D3D11: %s", error);
  495. } catch (const HRError &error) {
  496. bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
  497. }