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2026-07-10 16:01:42 +02:00

196 lines
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C++

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