Duckstation/src/util/d3d11_device.h

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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "d3d11_stream_buffer.h"
#include "gpu_device.h"
#include "common/windows_headers.h"
#include <d3d11_1.h>
#include <dxgi1_5.h>
#include <memory>
#include <string>
#include <string_view>
#include <unordered_map>
#include <vector>
#include <wrl/client.h>
class D3D11Pipeline;
class D3D11Shader;
class D3D11Texture;
class D3D11TextureBuffer;
class D3D11Device final : public GPUDevice
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
D3D11Device();
~D3D11Device();
ALWAYS_INLINE static D3D11Device& GetInstance() { return *static_cast<D3D11Device*>(g_gpu_device.get()); }
ALWAYS_INLINE static ID3D11Device* GetD3DDevice() { return GetInstance().m_device.Get(); }
ALWAYS_INLINE static ID3D11DeviceContext1* GetD3DContext() { return GetInstance().m_context.Get(); }
ALWAYS_INLINE static D3D_FEATURE_LEVEL GetMaxFeatureLevel() { return GetInstance().m_max_feature_level; }
RenderAPI GetRenderAPI() const override;
bool HasSurface() const override;
bool UpdateWindow() override;
void ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) override;
bool SupportsExclusiveFullscreen() const override;
AdapterAndModeList GetAdapterAndModeList() override;
void DestroySurface() override;
std::string GetDriverInfo() const override;
std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
GPUTexture::Type type, GPUTexture::Format format,
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const void* data = nullptr, u32 data_stride = 0) override;
std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format,
void* memory, size_t memory_size,
u32 memory_stride) override;
bool SupportsTextureFormat(GPUTexture::Format format) const override;
void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
void ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 width, u32 height) override;
void ClearRenderTarget(GPUTexture* t, u32 c) override;
void ClearDepth(GPUTexture* t, float d) override;
void InvalidateRenderTarget(GPUTexture* t) override;
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std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data) override;
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, std::string_view source,
const char* entry_point, DynamicHeapArray<u8>* binary) override;
std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
void PushDebugGroup(const char* name) override;
void PopDebugGroup() override;
void InsertDebugMessage(const char* msg) override;
void MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
u32* map_base_vertex) override;
void UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) override;
void MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) override;
void UnmapIndexBuffer(u32 used_index_count) override;
void PushUniformBuffer(const void* data, u32 data_size) override;
void* MapUniformBuffer(u32 size) override;
void UnmapUniformBuffer(u32 size) override;
void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
GPUPipeline::RenderPassFlag feedback_loop = GPUPipeline::NoRenderPassFlags) override;
void SetPipeline(GPUPipeline* pipeline) override;
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
void Draw(u32 vertex_count, u32 base_vertex) override;
void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
void SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle) override;
bool SetGPUTimingEnabled(bool enabled) override;
float GetAndResetAccumulatedGPUTime() override;
bool BeginPresent(bool skip_present) override;
void EndPresent(bool explicit_present) override;
void SubmitPresent() override;
void UnbindPipeline(D3D11Pipeline* pl);
void UnbindTexture(D3D11Texture* tex);
static AdapterAndModeList StaticGetAdapterAndModeList();
protected:
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bool CreateDevice(std::string_view adapter, bool threaded_presentation,
std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features,
Error* error) override;
void DestroyDevice() override;
private:
using RasterizationStateMap = std::unordered_map<u8, ComPtr<ID3D11RasterizerState>>;
using DepthStateMap = std::unordered_map<u8, ComPtr<ID3D11DepthStencilState>>;
using BlendStateMap = std::unordered_map<u64, ComPtr<ID3D11BlendState>>;
using InputLayoutMap =
std::unordered_map<GPUPipeline::InputLayout, ComPtr<ID3D11InputLayout>, GPUPipeline::InputLayoutHash>;
static constexpr u32 VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
static constexpr u32 INDEX_BUFFER_SIZE = 4 * 1024 * 1024;
static constexpr u32 MAX_UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
static constexpr u32 MIN_UNIFORM_BUFFER_SIZE = 16;
static constexpr u32 UNIFORM_BUFFER_ALIGNMENT = 256;
static constexpr u32 UNIFORM_BUFFER_ALIGNMENT_DISCARD = 16;
static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
static void GetAdapterAndModeList(AdapterAndModeList* ret, IDXGIFactory5* factory);
void SetFeatures(FeatureMask disabled_features);
u32 GetSwapChainBufferCount() const;
bool CreateSwapChain();
bool CreateSwapChainRTV();
void DestroySwapChain();
bool CreateBuffers();
void DestroyBuffers();
bool IsRenderTargetBound(const GPUTexture* tex) const;
ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs);
ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds);
ComPtr<ID3D11BlendState> GetBlendState(const GPUPipeline::BlendState& bs);
ComPtr<ID3D11InputLayout> GetInputLayout(const GPUPipeline::InputLayout& il, const D3D11Shader* vs);
bool CreateTimestampQueries();
void DestroyTimestampQueries();
void PopTimestampQuery();
void KickTimestampQuery();
ComPtr<ID3D11Device1> m_device;
ComPtr<ID3D11DeviceContext1> m_context;
ComPtr<ID3DUserDefinedAnnotation> m_annotation;
ComPtr<IDXGIFactory5> m_dxgi_factory;
ComPtr<IDXGISwapChain1> m_swap_chain;
ComPtr<ID3D11RenderTargetView> m_swap_chain_rtv;
RasterizationStateMap m_rasterization_states;
DepthStateMap m_depth_states;
BlendStateMap m_blend_states;
InputLayoutMap m_input_layouts;
D3D_FEATURE_LEVEL m_max_feature_level = D3D_FEATURE_LEVEL_10_0;
bool m_allow_tearing_supported = false;
bool m_using_flip_model_swap_chain = true;
bool m_using_allow_tearing = false;
bool m_is_exclusive_fullscreen = false;
D3D11StreamBuffer m_vertex_buffer;
D3D11StreamBuffer m_index_buffer;
D3D11StreamBuffer m_uniform_buffer;
D3D11Pipeline* m_current_pipeline = nullptr;
std::array<D3D11Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
u32 m_num_current_render_targets = 0;
D3D11Texture* m_current_depth_target = nullptr;
ID3D11InputLayout* m_current_input_layout = nullptr;
ID3D11VertexShader* m_current_vertex_shader = nullptr;
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ID3D11GeometryShader* m_current_geometry_shader = nullptr;
ID3D11PixelShader* m_current_pixel_shader = nullptr;
ID3D11RasterizerState* m_current_rasterizer_state = nullptr;
ID3D11DepthStencilState* m_current_depth_state = nullptr;
ID3D11BlendState* m_current_blend_state = nullptr;
D3D_PRIMITIVE_TOPOLOGY m_current_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
u32 m_current_vertex_stride = 0;
u32 m_current_blend_factor = 0;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
std::array<ID3D11SamplerState*, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
std::array<std::array<ComPtr<ID3D11Query>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
u8 m_read_timestamp_query = 0;
u8 m_write_timestamp_query = 0;
u8 m_waiting_timestamp_queries = 0;
bool m_timestamp_query_started = false;
float m_accumulated_gpu_time = 0.0f;
};
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void SetD3DDebugObjectName(ID3D11DeviceChild* obj, std::string_view name);