#include "d3d11_host_display.h" #include "common/assert.h" #include "common/d3d11/shader_compiler.h" #include "common/log.h" #include "display_ps.hlsl.h" #include "display_vs.hlsl.h" #include #include #include #include Log_SetChannel(D3D11HostDisplay); namespace FrontendCommon { class D3D11HostDisplayTexture : public HostDisplayTexture { public: template using ComPtr = Microsoft::WRL::ComPtr; D3D11HostDisplayTexture(ComPtr texture, ComPtr srv, u32 width, u32 height, bool dynamic) : m_texture(std::move(texture)), m_srv(std::move(srv)), m_width(width), m_height(height), m_dynamic(dynamic) { } ~D3D11HostDisplayTexture() override = default; void* GetHandle() const override { return m_srv.Get(); } u32 GetWidth() const override { return m_width; } u32 GetHeight() const override { return m_height; } ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); } ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); } ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); } bool IsDynamic() const { return m_dynamic; } static std::unique_ptr Create(ID3D11Device* device, u32 width, u32 height, const void* data, u32 data_stride, bool dynamic) { const CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE, dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT, dynamic ? D3D11_CPU_ACCESS_WRITE : 0, 1, 0, 0); const D3D11_SUBRESOURCE_DATA srd{data, data_stride, data_stride * height}; ComPtr texture; HRESULT hr = device->CreateTexture2D(&desc, data ? &srd : nullptr, texture.GetAddressOf()); if (FAILED(hr)) return {}; const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 1, 0, 1); ComPtr srv; hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.GetAddressOf()); if (FAILED(hr)) return {}; return std::make_unique(std::move(texture), std::move(srv), width, height, dynamic); } private: ComPtr m_texture; ComPtr m_srv; u32 m_width; u32 m_height; bool m_dynamic; }; D3D11HostDisplay::D3D11HostDisplay() = default; D3D11HostDisplay::~D3D11HostDisplay() = default; std::unique_ptr D3D11HostDisplay::CreateTexture(u32 width, u32 height, const void* initial_data, u32 initial_data_stride, bool dynamic) { return D3D11HostDisplayTexture::Create(m_device.Get(), width, height, initial_data, initial_data_stride, dynamic); } void D3D11HostDisplay::UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data, u32 texture_data_stride) { D3D11HostDisplayTexture* d3d11_texture = static_cast(texture); if (!d3d11_texture->IsDynamic()) { const CD3D11_BOX dst_box(x, y, 0, x + width, y + height, 1); m_context->UpdateSubresource(d3d11_texture->GetD3DTexture(), 0, &dst_box, texture_data, texture_data_stride, texture_data_stride * height); } else { D3D11_MAPPED_SUBRESOURCE sr; HRESULT hr = m_context->Map(d3d11_texture->GetD3DTexture(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr); if (FAILED(hr)) Panic("Failed to map dynamic host display texture"); char* dst_ptr = static_cast(sr.pData) + (y * sr.RowPitch) + (x * sizeof(u32)); const char* src_ptr = static_cast(texture_data); if (sr.RowPitch == texture_data_stride) { std::memcpy(dst_ptr, src_ptr, texture_data_stride * height); } else { for (u32 row = 0; row < height; row++) { std::memcpy(dst_ptr, src_ptr, width * sizeof(u32)); src_ptr += texture_data_stride; dst_ptr += sr.RowPitch; } } m_context->Unmap(d3d11_texture->GetD3DTexture(), 0); } } bool D3D11HostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) { ID3D11ShaderResourceView* srv = const_cast(static_cast(texture_handle)); ID3D11Resource* srv_resource; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; srv->GetResource(&srv_resource); srv->GetDesc(&srv_desc); if (!m_readback_staging_texture.EnsureSize(m_context.Get(), width, height, srv_desc.Format, false)) return false; m_readback_staging_texture.CopyFromTexture(m_context.Get(), srv_resource, 0, x, y, 0, 0, width, height); return m_readback_staging_texture.ReadPixels(m_context.Get(), 0, 0, width, height, out_data_stride / sizeof(u32), static_cast(out_data)); } void D3D11HostDisplay::SetVSync(bool enabled) { m_vsync = enabled; } bool D3D11HostDisplay::HasContext() const { return static_cast(m_device); } bool D3D11HostDisplay::CreateContextAndSwapChain(const WindowInfo& wi, bool use_flip_model, bool debug_device) { UINT create_flags = 0; if (debug_device) create_flags |= D3D11_CREATE_DEVICE_DEBUG; HRESULT hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, create_flags, nullptr, 0, D3D11_SDK_VERSION, m_device.GetAddressOf(), nullptr, m_context.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("Failed to create D3D device: 0x%08X", hr); return false; } if (debug_device && IsDebuggerPresent()) { ComPtr info; hr = m_device.As(&info); if (SUCCEEDED(hr)) { info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE); info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, TRUE); } } // we need the specific factory for the device, otherwise MakeWindowAssociation() is flaky. ComPtr dxgi_device; ComPtr dxgi_adapter; if (FAILED(m_device.As(&dxgi_device)) || FAILED(dxgi_device->GetParent(IID_PPV_ARGS(dxgi_adapter.GetAddressOf()))) || FAILED(dxgi_adapter->GetParent(IID_PPV_ARGS(m_dxgi_factory.GetAddressOf())))) { Log_WarningPrint("Failed to get parent adapter/device/factory"); return false; } DXGI_ADAPTER_DESC adapter_desc; if (SUCCEEDED(dxgi_adapter->GetDesc(&adapter_desc))) { char adapter_name_buffer[128]; const int name_length = WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description, static_cast(std::wcslen(adapter_desc.Description)), adapter_name_buffer, countof(adapter_name_buffer), 0, nullptr); if (name_length >= 0) { adapter_name_buffer[name_length] = 0; Log_InfoPrintf("D3D Adapter: %s", adapter_name_buffer); } } m_allow_tearing_supported = false; ComPtr dxgi_factory5; hr = m_dxgi_factory.As(&dxgi_factory5); if (SUCCEEDED(hr)) { BOOL allow_tearing_supported = false; hr = dxgi_factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported, sizeof(allow_tearing_supported)); if (SUCCEEDED(hr)) m_allow_tearing_supported = (allow_tearing_supported == TRUE); } return CreateSwapChain(wi, use_flip_model); } void D3D11HostDisplay::DestroyContext() { Assert(!m_swap_chain); m_context.Reset(); m_device.Reset(); } bool D3D11HostDisplay::CreateSwapChain(const WindowInfo& new_wi, bool use_flip_model) { if (new_wi.type != WindowInfo::Type::Win32) return false; m_using_flip_model_swap_chain = use_flip_model; const HWND window_hwnd = reinterpret_cast(new_wi.window_handle); RECT client_rc{}; GetClientRect(window_hwnd, &client_rc); const u32 width = static_cast(client_rc.right - client_rc.left); const u32 height = static_cast(client_rc.bottom - client_rc.top); DXGI_SWAP_CHAIN_DESC swap_chain_desc = {}; swap_chain_desc.BufferDesc.Width = width; swap_chain_desc.BufferDesc.Height = height; swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swap_chain_desc.SampleDesc.Count = 1; swap_chain_desc.BufferCount = 3; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.OutputWindow = window_hwnd; swap_chain_desc.Windowed = TRUE; swap_chain_desc.SwapEffect = m_using_flip_model_swap_chain ? DXGI_SWAP_EFFECT_FLIP_DISCARD : DXGI_SWAP_EFFECT_DISCARD; m_using_allow_tearing = (m_allow_tearing_supported && m_using_flip_model_swap_chain); if (m_using_allow_tearing) swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; Log_InfoPrintf("Creating a %dx%d %s %s swap chain", width, height, m_using_flip_model_swap_chain ? "flip-discard" : "discard", swap_chain_desc.Windowed ? "windowed" : "full-screen"); HRESULT hr = m_dxgi_factory->CreateSwapChain(m_device.Get(), &swap_chain_desc, m_swap_chain.GetAddressOf()); if (FAILED(hr) && m_using_flip_model_swap_chain) { Log_WarningPrintf("Failed to create a flip-discard swap chain, trying discard."); swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; swap_chain_desc.Flags = 0; m_using_flip_model_swap_chain = false; m_using_allow_tearing = false; hr = m_dxgi_factory->CreateSwapChain(m_device.Get(), &swap_chain_desc, m_swap_chain.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateSwapChain failed: 0x%08X", hr); return false; } } hr = m_dxgi_factory->MakeWindowAssociation(swap_chain_desc.OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES); if (FAILED(hr)) Log_WarningPrintf("MakeWindowAssociation() to disable ALT+ENTER failed"); return CreateSwapChainRTV(); } bool D3D11HostDisplay::CreateSwapChainRTV() { ComPtr backbuffer; HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(backbuffer.GetAddressOf())); if (FAILED(hr)) { Log_ErrorPrintf("GetBuffer for RTV failed: 0x%08X", hr); return false; } D3D11_TEXTURE2D_DESC backbuffer_desc; backbuffer->GetDesc(&backbuffer_desc); CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, backbuffer_desc.Format, 0, 0, backbuffer_desc.ArraySize); hr = m_device->CreateRenderTargetView(backbuffer.Get(), &rtv_desc, m_swap_chain_rtv.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateRenderTargetView for swap chain failed: 0x%08X", hr); return false; } m_swap_chain_width = backbuffer_desc.Width; m_swap_chain_height = backbuffer_desc.Height; return true; } bool D3D11HostDisplay::RecreateSwapChain(const WindowInfo& new_wi, bool use_flip_model) { return CreateSwapChain(new_wi, use_flip_model); } void D3D11HostDisplay::DestroySwapChain() { m_swap_chain_rtv.Reset(); m_swap_chain.Reset(); } void D3D11HostDisplay::ResizeSwapChain(u32 new_width, u32 new_height) { if (!m_swap_chain) return; m_swap_chain_rtv.Reset(); HRESULT hr = m_swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, m_using_allow_tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0); if (FAILED(hr)) Log_ErrorPrintf("ResizeBuffers() failed: 0x%08X", hr); if (!CreateSwapChainRTV()) Panic("Failed to recreate swap chain RTV after resize"); } bool D3D11HostDisplay::CreateResources() { HRESULT hr; m_display_vertex_shader = D3D11::ShaderCompiler::CreateVertexShader(m_device.Get(), s_display_vs_bytecode, sizeof(s_display_vs_bytecode)); m_display_pixel_shader = D3D11::ShaderCompiler::CreatePixelShader(m_device.Get(), s_display_ps_bytecode, sizeof(s_display_ps_bytecode)); if (!m_display_vertex_shader || !m_display_pixel_shader) return false; if (!m_display_uniform_buffer.Create(m_device.Get(), D3D11_BIND_CONSTANT_BUFFER, DISPLAY_UNIFORM_BUFFER_SIZE)) return false; CD3D11_RASTERIZER_DESC rasterizer_desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT()); rasterizer_desc.CullMode = D3D11_CULL_NONE; hr = m_device->CreateRasterizerState(&rasterizer_desc, m_display_rasterizer_state.GetAddressOf()); if (FAILED(hr)) return false; CD3D11_DEPTH_STENCIL_DESC depth_stencil_desc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); depth_stencil_desc.DepthEnable = FALSE; depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; hr = m_device->CreateDepthStencilState(&depth_stencil_desc, m_display_depth_stencil_state.GetAddressOf()); if (FAILED(hr)) return false; CD3D11_BLEND_DESC blend_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); hr = m_device->CreateBlendState(&blend_desc, m_display_blend_state.GetAddressOf()); if (FAILED(hr)) return false; CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler.GetAddressOf()); if (FAILED(hr)) return false; sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; hr = m_device->CreateSamplerState(&sampler_desc, m_linear_sampler.GetAddressOf()); if (FAILED(hr)) return false; return true; } void D3D11HostDisplay::DestroyResources() { m_display_uniform_buffer.Release(); m_swap_chain_rtv.Reset(); m_linear_sampler.Reset(); m_point_sampler.Reset(); m_display_pixel_shader.Reset(); m_display_vertex_shader.Reset(); m_display_blend_state.Reset(); m_display_depth_stencil_state.Reset(); m_display_rasterizer_state.Reset(); } bool D3D11HostDisplay::CreateImGuiContext() { ImGui::GetIO().DisplaySize.x = static_cast(m_swap_chain_width); ImGui::GetIO().DisplaySize.y = static_cast(m_swap_chain_height); if (!ImGui_ImplDX11_Init(m_device.Get(), m_context.Get())) return false; ImGui_ImplDX11_NewFrame(); return true; } void D3D11HostDisplay::DestroyImGuiContext() { ImGui_ImplDX11_Shutdown(); } bool D3D11HostDisplay::BeginRender() { static constexpr std::array clear_color = {}; m_context->ClearRenderTargetView(m_swap_chain_rtv.Get(), clear_color.data()); m_context->OMSetRenderTargets(1, m_swap_chain_rtv.GetAddressOf(), nullptr); return true; } void D3D11HostDisplay::RenderImGui() { ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } void D3D11HostDisplay::EndRenderAndPresent() { if (!m_vsync && m_using_allow_tearing) m_swap_chain->Present(0, DXGI_PRESENT_ALLOW_TEARING); else m_swap_chain->Present(BoolToUInt32(m_vsync), 0); ImGui::NewFrame(); ImGui_ImplDX11_NewFrame(); } void D3D11HostDisplay::RenderDisplay(s32 left, s32 top, s32 width, s32 height, void* texture_handle, u32 texture_width, u32 texture_height, u32 texture_view_x, u32 texture_view_y, u32 texture_view_width, u32 texture_view_height, bool linear_filter) { m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0); m_context->PSSetShader(m_display_pixel_shader.Get(), nullptr, 0); m_context->PSSetShaderResources(0, 1, reinterpret_cast(&texture_handle)); m_context->PSSetSamplers(0, 1, linear_filter ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf()); const float uniforms[4] = {static_cast(texture_view_x) / static_cast(texture_width), static_cast(texture_view_y) / static_cast(texture_height), (static_cast(texture_view_width) - 0.5f) / static_cast(texture_width), (static_cast(texture_view_height) - 0.5f) / static_cast(texture_height)}; const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms)); std::memcpy(map.pointer, uniforms, sizeof(uniforms)); m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms)); m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray()); const CD3D11_VIEWPORT vp(static_cast(left), static_cast(top), static_cast(width), static_cast(height)); m_context->RSSetViewports(1, &vp); m_context->RSSetState(m_display_rasterizer_state.Get()); m_context->OMSetDepthStencilState(m_display_depth_stencil_state.Get(), 0); m_context->OMSetBlendState(m_display_blend_state.Get(), nullptr, 0xFFFFFFFFu); m_context->Draw(3, 0); } void D3D11HostDisplay::RenderSoftwareCursor(s32 left, s32 top, s32 width, s32 height, HostDisplayTexture* texture_handle) { m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0); m_context->PSSetShader(m_display_pixel_shader.Get(), nullptr, 0); m_context->PSSetShaderResources(0, 1, static_cast(texture_handle)->GetD3DSRVArray()); m_context->PSSetSamplers(0, 1, m_linear_sampler.GetAddressOf()); const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f}; const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms)); std::memcpy(map.pointer, uniforms, sizeof(uniforms)); m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms)); m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray()); const CD3D11_VIEWPORT vp(static_cast(left), static_cast(top), static_cast(width), static_cast(height)); m_context->RSSetViewports(1, &vp); m_context->RSSetState(m_display_rasterizer_state.Get()); m_context->OMSetDepthStencilState(m_display_depth_stencil_state.Get(), 0); m_context->OMSetBlendState(m_software_cursor_blend_state.Get(), nullptr, 0xFFFFFFFFu); m_context->Draw(3, 0); } } // namespace FrontendCommon