349 lines
9.0 KiB
C++
349 lines
9.0 KiB
C++
/******************************************************************************
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Copyright (C) 2016 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "d3d11-subsystem.hpp"
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inline void gs_vertex_buffer::Rebuild()
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{
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uvBuffers.clear();
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uvSizes.clear();
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BuildBuffers();
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}
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inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
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if (FAILED(hr))
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throw HRError("Failed to create buffer", hr);
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}
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void gs_texture_2d::RebuildSharedTextureFallback()
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{
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td = {};
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td.Width = 2;
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td.Height = 2;
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td.MipLevels = 1;
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td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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td.ArraySize = 1;
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td.SampleDesc.Count = 1;
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width = td.Width;
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height = td.Height;
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dxgiFormat = td.Format;
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levels = 1;
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resourceDesc = {};
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resourceDesc.Format = td.Format;
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resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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resourceDesc.Texture2D.MipLevels = 1;
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isShared = false;
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}
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inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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if (isShared) {
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hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
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__uuidof(ID3D11Texture2D), (void**)&texture);
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if (FAILED(hr)) {
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blog(LOG_WARNING, "Failed to rebuild shared texture: ",
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"0x%08lX", hr);
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RebuildSharedTextureFallback();
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}
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}
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if (!isShared) {
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hr = dev->CreateTexture2D(&td,
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data.size() ? srd.data() : nullptr,
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&texture);
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if (FAILED(hr))
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throw HRError("Failed to create 2D texture", hr);
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}
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hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
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if (FAILED(hr))
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throw HRError("Failed to create resource view", hr);
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if (isRenderTarget)
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InitRenderTargets();
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if (isGDICompatible) {
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hr = texture->QueryInterface(__uuidof(IDXGISurface1),
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(void**)&gdiSurface);
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if (FAILED(hr))
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throw HRError("Failed to create GDI surface", hr);
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}
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}
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inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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hr = dev->CreateTexture2D(&td, nullptr, &texture);
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if (FAILED(hr))
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throw HRError("Failed to create depth stencil texture", hr);
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hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
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if (FAILED(hr))
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throw HRError("Failed to create depth stencil view", hr);
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}
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inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
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if (FAILED(hr))
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throw HRError("Failed to create staging surface", hr);
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}
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inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create sampler state", hr);
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}
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inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
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if (FAILED(hr))
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throw HRError("Failed to create vertex shader", hr);
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hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
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data.data(), data.size(), &layout);
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if (FAILED(hr))
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throw HRError("Failed to create input layout", hr);
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if (constantSize) {
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hr = dev->CreateBuffer(&bd, NULL, &constants);
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if (FAILED(hr))
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throw HRError("Failed to create constant buffer", hr);
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}
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for (gs_shader_param ¶m : params) {
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param.nextSampler = nullptr;
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param.curValue.clear();
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gs_shader_set_default(¶m);
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}
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}
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inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
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&shader);
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if (FAILED(hr))
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throw HRError("Failed to create pixel shader", hr);
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if (constantSize) {
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hr = dev->CreateBuffer(&bd, NULL, &constants);
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if (FAILED(hr))
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throw HRError("Failed to create constant buffer", hr);
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}
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for (gs_shader_param ¶m : params) {
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param.nextSampler = nullptr;
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param.curValue.clear();
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gs_shader_set_default(¶m);
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}
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}
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inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
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if (FAILED(hr))
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throw HRError("Failed to create swap chain", hr);
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Init();
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}
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inline void SavedBlendState::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateBlendState(&bd, &state);
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if (FAILED(hr))
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throw HRError("Failed to create blend state", hr);
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}
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inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
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if (FAILED(hr))
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throw HRError("Failed to create depth stencil state", hr);
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}
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inline void SavedRasterState::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr = dev->CreateRasterizerState(&rd, &state);
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if (FAILED(hr))
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throw HRError("Failed to create rasterizer state", hr);
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}
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const static D3D_FEATURE_LEVEL featureLevels[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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};
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void gs_device::RebuildDevice()
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try {
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ID3D11Device *dev = nullptr;
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HRESULT hr;
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blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
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/* ----------------------------------------------------------------- */
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gs_obj *obj = first_obj;
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while (obj) {
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switch (obj->obj_type) {
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case gs_type::gs_vertex_buffer:
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((gs_vertex_buffer*)obj)->Release();
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break;
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case gs_type::gs_index_buffer:
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((gs_index_buffer*)obj)->Release();
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break;
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case gs_type::gs_texture_2d:
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((gs_texture_2d*)obj)->Release();
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break;
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case gs_type::gs_zstencil_buffer:
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((gs_zstencil_buffer*)obj)->Release();
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break;
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case gs_type::gs_stage_surface:
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((gs_stage_surface*)obj)->Release();
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break;
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case gs_type::gs_sampler_state:
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((gs_sampler_state*)obj)->Release();
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break;
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case gs_type::gs_vertex_shader:
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((gs_vertex_shader*)obj)->Release();
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break;
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case gs_type::gs_pixel_shader:
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((gs_pixel_shader*)obj)->Release();
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break;
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case gs_type::gs_duplicator:
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((gs_duplicator*)obj)->Release();
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break;
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case gs_type::gs_swap_chain:
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((gs_swap_chain*)obj)->Release();
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break;
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}
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obj = obj->next;
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}
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for (auto &state : zstencilStates)
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state.Release();
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for (auto &state : rasterStates)
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state.Release();
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for (auto &state : blendStates)
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state.Release();
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context->ClearState();
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context.Release();
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device.Release();
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adapter.Release();
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factory.Release();
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/* ----------------------------------------------------------------- */
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InitFactory(adpIdx);
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uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
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nullptr, createFlags, featureLevels,
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sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
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D3D11_SDK_VERSION, &device, nullptr, &context);
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if (FAILED(hr))
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throw HRError("Failed to create device", hr);
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dev = device;
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obj = first_obj;
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while (obj) {
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switch (obj->obj_type) {
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case gs_type::gs_vertex_buffer:
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((gs_vertex_buffer*)obj)->Rebuild();
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break;
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case gs_type::gs_index_buffer:
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((gs_index_buffer*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_texture_2d:
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((gs_texture_2d*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_zstencil_buffer:
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((gs_zstencil_buffer*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_stage_surface:
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((gs_stage_surface*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_sampler_state:
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((gs_sampler_state*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_vertex_shader:
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((gs_vertex_shader*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_pixel_shader:
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((gs_pixel_shader*)obj)->Rebuild(dev);
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break;
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case gs_type::gs_duplicator:
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((gs_duplicator*)obj)->Start();
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break;
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case gs_type::gs_swap_chain:
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((gs_swap_chain*)obj)->Rebuild(dev);
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break;
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}
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obj = obj->next;
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}
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curRenderTarget = nullptr;
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curZStencilBuffer = nullptr;
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curRenderSide = 0;
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memset(&curTextures, 0, sizeof(curTextures));
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memset(&curSamplers, 0, sizeof(curSamplers));
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curVertexBuffer = nullptr;
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curIndexBuffer = nullptr;
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curVertexShader = nullptr;
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curPixelShader = nullptr;
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curSwapChain = nullptr;
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zstencilStateChanged = true;
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rasterStateChanged = true;
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blendStateChanged = true;
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curDepthStencilState = nullptr;
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curRasterState = nullptr;
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curBlendState = nullptr;
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curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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for (auto &state : zstencilStates)
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state.Rebuild(dev);
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for (auto &state : rasterStates)
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state.Rebuild(dev);
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for (auto &state : blendStates)
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state.Rebuild(dev);
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} catch (const char *error) {
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bcrash("Failed to recreate D3D11: %s", error);
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} catch (HRError error) {
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bcrash("Failed to recreate D3D11: %s (%08lX)",
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error.str, error.hr);
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}
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