mirror of
https://github.com/thejerf/baijiSteamVR.git
synced 2026-10-18 10:01:32 +02:00
196 lines
6.2 KiB
C++
196 lines
6.2 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/VideoBackend.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12BoundingBox.h"
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#include "VideoBackends/D3D12/D3D12Gfx.h"
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#include "VideoBackends/D3D12/D3D12PerfQuery.h"
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#include "VideoBackends/D3D12/D3D12SwapChain.h"
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#include "VideoBackends/D3D12/D3D12VertexManager.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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#ifdef ENABLE_VR
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#include "VideoBackends/D3D12/D3D12OpenXR.h"
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#endif
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#ifdef ENABLE_VR
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#include "VideoCommon/VR/OpenXRManager.h"
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#endif
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namespace DX12
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{
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std::string VideoBackend::GetConfigName() const
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{
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return CONFIG_NAME;
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}
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std::string VideoBackend::GetDisplayName() const
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{
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return "Direct3D 12";
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}
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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if (!D3DCommon::LoadLibraries())
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return;
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FillBackendInfo();
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D3DCommon::UnloadLibraries();
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}
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void VideoBackend::FillBackendInfo()
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{
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g_backend_info.api_type = APIType::D3D;
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g_backend_info.bUsesLowerLeftOrigin = false;
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g_backend_info.bSupportsExclusiveFullscreen = true;
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g_backend_info.bSupportsDualSourceBlend = true;
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g_backend_info.bSupportsPrimitiveRestart = true;
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g_backend_info.bSupportsGeometryShaders = true;
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g_backend_info.bSupports3DVision = false;
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g_backend_info.bSupportsEarlyZ = true;
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g_backend_info.bSupportsBindingLayout = false;
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g_backend_info.bSupportsBBox = true;
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g_backend_info.bSupportsGSInstancing = true;
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g_backend_info.bSupportsPaletteConversion = true;
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g_backend_info.bSupportsPostProcessing = true;
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g_backend_info.bSupportsClipControl = true;
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g_backend_info.bSupportsSSAA = true;
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g_backend_info.bSupportsFragmentStoresAndAtomics = true;
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g_backend_info.bSupportsDepthClamp = true;
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g_backend_info.bSupportsReversedDepthRange = false;
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g_backend_info.bSupportsComputeShaders = true;
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g_backend_info.bSupportsLogicOp = true;
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g_backend_info.bSupportsMultithreading = false;
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g_backend_info.bSupportsGPUTextureDecoding = true;
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g_backend_info.bSupportsST3CTextures = false;
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g_backend_info.bSupportsCopyToVram = true;
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g_backend_info.bSupportsBitfield = false;
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g_backend_info.bSupportsDynamicSamplerIndexing = false;
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g_backend_info.bSupportsBPTCTextures = false;
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g_backend_info.bSupportsFramebufferFetch = false;
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g_backend_info.bSupportsBackgroundCompiling = true;
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g_backend_info.bSupportsLargePoints = false;
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g_backend_info.bSupportsDepthReadback = true;
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g_backend_info.bSupportsPartialDepthCopies = false;
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g_backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_backend_info.AAModes = DXContext::GetAAModes(g_Config.iAdapter);
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g_backend_info.bSupportsShaderBinaries = true;
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g_backend_info.bSupportsPipelineCacheData = true;
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g_backend_info.bSupportsCoarseDerivatives = true;
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g_backend_info.bSupportsTextureQueryLevels = true;
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g_backend_info.bSupportsLodBiasInSampler = true;
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g_backend_info.bSupportsSettingObjectNames = true;
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g_backend_info.bSupportsPartialMultisampleResolve = true;
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g_backend_info.bSupportsDynamicVertexLoader = true;
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g_backend_info.bSupportsVSLinePointExpand = true;
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g_backend_info.bSupportsHDROutput = true;
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// We can only check texture support once we have a device.
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if (g_dx_context)
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{
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g_backend_info.bSupportsST3CTextures =
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g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
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g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
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g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
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g_backend_info.bSupportsBPTCTextures =
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g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
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}
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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if (!DXContext::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
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{
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PanicAlertFmtT("Failed to create D3D12 context");
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return false;
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}
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FillBackendInfo();
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UpdateActiveConfig();
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if (!g_dx_context->CreateGlobalResources())
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{
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PanicAlertFmtT("Failed to create D3D12 global resources");
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DXContext::Destroy();
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ShutdownShared();
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return false;
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}
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#ifdef ENABLE_VR
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INFO_LOG_FMT(VIDEO, "VR: stereo_mode={} (session_active={}, flat={})",
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static_cast<int>(g_ActiveConfig.stereo_mode),
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g_ActiveConfig.VRSessionActive() ? "YES" : "NO",
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g_ActiveConfig.vr_flat_screen ? "YES" : "NO");
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if (g_ActiveConfig.VRSessionActive())
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{
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auto openxr = std::make_unique<DX12::D3D12OpenXR>();
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if (!openxr->Initialize())
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{
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WARN_LOG_FMT(VIDEO, "OpenXR initialization failed; continuing without VR.");
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}
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else
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{
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DX12::g_openxr_d3d12 = std::move(openxr);
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}
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}
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#endif
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std::unique_ptr<SwapChain> swap_chain;
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if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
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{
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PanicAlertFmtT("Failed to create D3D swap chain");
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#ifdef ENABLE_VR
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DX12::g_openxr_d3d12.reset();
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VR::g_openxr.reset();
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#endif
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DXContext::Destroy();
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ShutdownShared();
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return false;
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}
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// Create main wrapper instances.
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auto gfx = std::make_unique<DX12::Gfx>(std::move(swap_chain), wsi.render_surface_scale);
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auto vertex_manager = std::make_unique<DX12::VertexManager>();
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auto perf_query = std::make_unique<DX12::PerfQuery>();
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auto bounding_box = std::make_unique<DX12::D3D12BoundingBox>();
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return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
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std::move(bounding_box));
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}
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void VideoBackend::Shutdown()
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{
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// Keep the debug runtime happy...
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if (g_gfx)
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Gfx::GetInstance()->ExecuteCommandList(true);
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#ifdef ENABLE_VR
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// Shut down VR before the D3D12 context is destroyed.
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// g_openxr_d3d12 first (releases the DXTexture/DXFramebuffer wrappers and waits for the
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// GPU so the deferred references on the runtime-owned textures are dropped), then
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// g_openxr (calls xrDestroySession/Instance — releases the runtime's D3D12 refs).
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DX12::g_openxr_d3d12.reset();
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VR::g_openxr.reset();
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#endif
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ShutdownShared();
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DXContext::Destroy();
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}
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} // namespace DX12
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