forked from MoonsideGames/Refresh
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2 Commits
8fca9089ec
...
ed280eeec7
Author | SHA1 | Date |
---|---|---|
Caleb Cornett | ed280eeec7 | |
Caleb Cornett | a98fccf8f9 |
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@ -43,7 +43,10 @@
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#define D3D11_DLL "d3d11.dll"
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#define DXGI_DLL "dxgi.dll"
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#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
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#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
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#define D3DCOMPILE_FUNC "D3DCompile"
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#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
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#define WINDOW_DATA "Refresh_D3D11WindowData"
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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@ -80,7 +83,7 @@ typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
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/* Conversions */
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static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
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static DXGI_FORMAT RefreshToD3D11_TextureFormat[] =
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{
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DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */
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DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */
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@ -230,133 +233,36 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
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/* Structs */
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typedef struct D3D11Texture
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typedef struct SwapchainData
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{
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/* D3D Handles */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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IDXGISwapChain *swapchain;
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ID3D11RenderTargetView *swapchainRTView;
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} SwapchainData;
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/* Basic Info */
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int32_t levelCount;
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uint8_t isRenderTarget;
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/* Dimensions */
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#define REFRESH_D3D11_RENDERTARGET_2D 0
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#define REFRESH_D3D11_RENDERTARGET_3D 1
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#define REFRESH_D3D11_RENDERTARGET_CUBE 2
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uint8_t rtType;
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REFRESHNAMELESS union
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{
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struct
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{
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int32_t width;
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int32_t height;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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} twod;
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struct
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{
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int32_t width;
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int32_t height;
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int32_t depth;
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} threed;
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struct
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{
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int32_t size;
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ID3D11RenderTargetView **rtViews;
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} cube;
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};
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} D3D11Texture;
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typedef struct D3D11Buffer
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typedef struct WindowData
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{
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ID3D11Buffer *handle;
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} D3D11Buffer;
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typedef struct D3D11SwapchainData
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{
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IDXGISwapChain* swapchain;
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D3D11Texture refreshTexture;
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void* windowHandle;
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} D3D11SwapchainData;
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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ID3D11DeviceContext *context;
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ID3D11CommandList *commandList;
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D3D11SwapchainData *swapchainData;
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/* Render Pass */
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uint8_t numBoundColorAttachments;
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView* dsView;
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/* State */
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SDL_threadID threadID;
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uint8_t recording;
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} D3D11CommandBuffer;
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typedef struct D3D11CommandBufferPool
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{
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D3D11CommandBuffer **elements;
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uint32_t count;
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11ShaderModule
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{
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ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob *blob;
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char *shaderSource;
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size_t shaderSourceLength;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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int32_t colorAttachmentSampleCounts[MAX_COLOR_TARGET_BINDINGS];
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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ID3D11InputLayout *inputLayout;
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Refresh_MultisampleState multisampleState;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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uint8_t allowTearing;
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SwapchainData *swapchainData;
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} WindowData;
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typedef struct D3D11Renderer
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{
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ID3D11Device *device;
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ID3D11DeviceContext *immediateContext;
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IDXGIFactory1 *factory;
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IDXGIAdapter1* adapter;
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IDXGIAdapter1 *adapter;
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void *d3d11_dll;
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void *dxgi_dll;
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void *d3dcompiler_dll;
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SDL_mutex *contextLock;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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D3D11SwapchainData** swapchainDatas;
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uint32_t swapchainDataCount;
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uint32_t swapchainDataCapacity;
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Refresh_Vec4 blendFactor;
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
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PFN_D3DCOMPILE D3DCompileFunc;
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WindowData **claimedWindows;
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uint32_t claimedWindowCount;
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uint32_t claimedWindowCapacity;
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} D3D11Renderer;
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/* Logging */
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@ -804,13 +710,195 @@ static void D3D11_BindComputeTextures(
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/* Window and Swapchain Management */
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static WindowData* D3D11_INTERNAL_FetchWindowData(
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void *windowHandle
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) {
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return (WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
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}
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static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
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IUnknown *device,
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IDXGIAdapter *adapter,
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IDXGIFactory1 *factory,
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HWND window,
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DXGI_MODE_DESC *modeDescription,
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DXGI_MODE_DESC *swapChainDescription
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) {
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HMONITOR monitor;
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int iAdapter = 0, iOutput;
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IDXGIAdapter1* pAdapter;
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IDXGIOutput *output;
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DXGI_OUTPUT_DESC description;
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/* Find the output (on any adapter) attached to the monitor that holds our window */
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monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
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while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
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{
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iOutput = 0;
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while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
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{
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IDXGIOutput_GetDesc(output, &description);
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if (description.Monitor == monitor)
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{
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if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
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{
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IDXGIOutput_Release(output);
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IDXGIAdapter1_Release(pAdapter);
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return;
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}
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}
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IDXGIOutput_Release(output);
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}
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IDXGIAdapter1_Release(pAdapter);
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}
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}
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static uint8_t D3D11_INTERNAL_CreateSwapchain(
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D3D11Renderer *renderer,
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WindowData *windowData
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) {
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SDL_SysWMinfo info;
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HWND dxgiHandle;
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DXGI_MODE_DESC swapchainBufferDesc;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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IDXGIFactory1 *pParent;
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IDXGISwapChain *swapchain;
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SwapchainData *swapchainData;
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HRESULT res;
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/* Get the DXGI handle */
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo((SDL_Window*) windowData->windowHandle, &info);
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dxgiHandle = info.info.win.window;
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/* Initialize the swapchain buffer descriptor */
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swapchainBufferDesc.Width = 0;
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swapchainBufferDesc.Height = 0;
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swapchainBufferDesc.RefreshRate.Numerator = 0;
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swapchainBufferDesc.RefreshRate.Denominator = 0;
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swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
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swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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/* Get the closest matching mode we can from the current monitor */
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D3D11_INTERNAL_ResolveSwapChainModeDescription(
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(IUnknown*) renderer->device,
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(IDXGIAdapter*) renderer->adapter,
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(IDXGIFactory1*) renderer->factory,
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dxgiHandle,
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&swapchainBufferDesc,
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&swapchainDesc.BufferDesc
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);
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/* Initialize the swapchain descriptor */
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swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
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swapchainDesc.SampleDesc.Count = 1;
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swapchainDesc.SampleDesc.Quality = 0;
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swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapchainDesc.BufferCount = 3;
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swapchainDesc.OutputWindow = dxgiHandle;
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swapchainDesc.Windowed = 1;
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swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swapchainDesc.Flags = 0;
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/* Create the swapchain! */
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res = IDXGIFactory1_CreateSwapChain(
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(IDXGIFactory1*) renderer->factory,
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(IUnknown*) renderer->device,
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&swapchainDesc,
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&swapchain
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);
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ERROR_CHECK("Could not create swapchain");
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/*
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* The swapchain's parent is a separate factory from the factory that
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* we used to create the swapchain, and only that parent can be used to
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* set the window association. Trying to set an association on our factory
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* will silently fail and doesn't even verify arguments or return errors.
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* See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/
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*/
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res = IDXGISwapChain_GetParent(
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swapchain,
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&D3D_IID_IDXGIFactory1,
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(void**) &pParent
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);
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if (FAILED(res))
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{
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Refresh_LogWarn(
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"Could not get swapchain parent! Error Code: %08X",
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res
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);
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}
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else
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{
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/* Disable DXGI window crap */
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res = IDXGIFactory1_MakeWindowAssociation(
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pParent,
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dxgiHandle,
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DXGI_MWA_NO_WINDOW_CHANGES
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);
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if (FAILED(res))
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{
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Refresh_LogWarn(
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"MakeWindowAssociation failed! Error Code: %08X",
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res
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);
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}
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}
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/* Create the swapchain data */
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swapchainData = (SwapchainData*) SDL_malloc(sizeof(SwapchainData));
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swapchainData->swapchain = swapchain;
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swapchainData->swapchainRTView = NULL;
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windowData->swapchainData = swapchainData;
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return 1;
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}
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static uint8_t D3D11_ClaimWindow(
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Refresh_Renderer *driverData,
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void *windowHandle,
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Refresh_PresentMode presentMode
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) {
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NOT_IMPLEMENTED
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return 0;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
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if (windowData == NULL)
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{
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windowData = (WindowData*) SDL_malloc(sizeof(WindowData));
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windowData->windowHandle = windowHandle;
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windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
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if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData))
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{
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SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
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if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity)
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{
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renderer->claimedWindowCapacity *= 2;
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renderer->claimedWindows = SDL_realloc(
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renderer->claimedWindows,
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renderer->claimedWindowCapacity * sizeof(WindowData*)
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);
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}
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renderer->claimedWindows[renderer->claimedWindowCount] = windowData;
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renderer->claimedWindowCount += 1;
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return 1;
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}
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else
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{
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Refresh_LogError("Could not create swapchain, failed to claim window!");
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SDL_free(windowData);
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return 0;
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}
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}
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else
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{
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Refresh_LogWarn("Window already claimed!");
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return 0;
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}
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}
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static uint8_t D3D11_UnclaimWindow(
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@ -836,7 +924,6 @@ static Refresh_TextureFormat D3D11_GetSwapchainFormat(
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Refresh_Renderer *driverData,
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void *windowHandle
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) {
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NOT_IMPLEMENTED
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return REFRESH_TEXTUREFORMAT_R8G8B8A8;
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}
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|
@ -900,7 +987,99 @@ static void D3D11_ReleaseFence(
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static uint8_t D3D11_PrepareDriver(
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uint32_t *flags
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) {
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/* Nothing to do here. */
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void *d3d11_dll, *d3dcompiler_dll, *dxgi_dll;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
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PFN_D3DCOMPILE D3DCompileFunc;
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PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
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HRESULT res;
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/* Can we load D3D11? */
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d3d11_dll = SDL_LoadObject(D3D11_DLL);
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if (d3d11_dll == NULL)
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{
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Refresh_LogWarn("D3D11: Could not find " D3D11_DLL);
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return 0;
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}
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D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
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d3d11_dll,
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D3D11_CREATE_DEVICE_FUNC
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);
|
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if (D3D11CreateDeviceFunc == NULL)
|
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{
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Refresh_LogWarn("D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL);
|
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SDL_UnloadObject(d3d11_dll);
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return 0;
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}
|
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|
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/* Can we create a device? */
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res = D3D11CreateDeviceFunc(
|
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NULL,
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D3D_DRIVER_TYPE_HARDWARE,
|
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NULL,
|
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D3D11_CREATE_DEVICE_BGRA_SUPPORT,
|
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levels,
|
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SDL_arraysize(levels),
|
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D3D11_SDK_VERSION,
|
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NULL,
|
||||
NULL,
|
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NULL
|
||||
);
|
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|
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SDL_UnloadObject(d3d11_dll);
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|
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if (FAILED(res))
|
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{
|
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Refresh_LogWarn("D3D11: Could not create D3D11Device with feature level 11_0");
|
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return 0;
|
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}
|
||||
|
||||
/* Can we load D3DCompiler? */
|
||||
|
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d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL);
|
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if (d3dcompiler_dll == NULL)
|
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{
|
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Refresh_LogWarn("D3D11: Could not find " D3DCOMPILER_DLL);
|
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return 0;
|
||||
}
|
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|
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D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
|
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d3dcompiler_dll,
|
||||
D3DCOMPILE_FUNC
|
||||
);
|
||||
SDL_UnloadObject(d3dcompiler_dll); /* We're not going to call this function, so we can just unload now. */
|
||||
if (D3DCompileFunc == NULL)
|
||||
{
|
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Refresh_LogWarn("D3D11: Could not find function " D3DCOMPILE_FUNC " in " D3DCOMPILER_DLL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Can we load DXGI? */
|
||||
|
||||
dxgi_dll = SDL_LoadObject(DXGI_DLL);
|
||||
if (dxgi_dll == NULL)
|
||||
{
|
||||
Refresh_LogWarn("D3D11: Could not find " DXGI_DLL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
|
||||
dxgi_dll,
|
||||
CREATE_DXGI_FACTORY1_FUNC
|
||||
);
|
||||
SDL_UnloadObject(dxgi_dll); /* We're not going to call this function, so we can just unload now. */
|
||||
if (CreateDXGIFactoryFunc == NULL)
|
||||
{
|
||||
Refresh_LogWarn("D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* No window flags required */
|
||||
SDL_SetHint(SDL_HINT_VIDEO_EXTERNAL_CONTEXT, "1");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -908,10 +1087,10 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
uint8_t debugMode
|
||||
) {
|
||||
D3D11Renderer *renderer;
|
||||
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
|
||||
PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
|
||||
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
|
||||
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
|
||||
void* factory6;
|
||||
IDXGIFactory6 *factory6;
|
||||
uint32_t flags;
|
||||
DXGI_ADAPTER_DESC1 adapterDesc;
|
||||
HRESULT res;
|
||||
|
@ -931,11 +1110,11 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
/* Load the D3DCompile function pointer */
|
||||
renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
|
||||
renderer->d3dcompiler_dll,
|
||||
"D3DCompile"
|
||||
D3DCOMPILE_FUNC
|
||||
);
|
||||
if (renderer->D3DCompileFunc == NULL)
|
||||
{
|
||||
Refresh_LogError("Could not load D3DCompile function!");
|
||||
Refresh_LogError("Could not load function: " D3DCOMPILE_FUNC);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -947,14 +1126,14 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
return NULL;
|
||||
}
|
||||
|
||||
/* Load the CreateDXGIFactory function */
|
||||
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY) SDL_LoadFunction(
|
||||
/* Load the CreateDXGIFactory1 function */
|
||||
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1) SDL_LoadFunction(
|
||||
renderer->dxgi_dll,
|
||||
"CreateDXGIFactory1"
|
||||
CREATE_DXGI_FACTORY1_FUNC
|
||||
);
|
||||
if (CreateDXGIFactoryFunc == NULL)
|
||||
{
|
||||
Refresh_LogError("Could not load CreateDXGIFactory1 function!");
|
||||
Refresh_LogError("Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -974,7 +1153,7 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
if (SUCCEEDED(res))
|
||||
{
|
||||
IDXGIFactory6_EnumAdapterByGpuPreference(
|
||||
(IDXGIFactory6*) factory6,
|
||||
factory6,
|
||||
0,
|
||||
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
|
||||
&D3D_IID_IDXGIAdapter1,
|
||||
|
@ -1004,11 +1183,11 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
/* Load the CreateDevice function */
|
||||
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE) SDL_LoadFunction(
|
||||
renderer->d3d11_dll,
|
||||
"D3D11CreateDevice"
|
||||
D3D11_CREATE_DEVICE_FUNC
|
||||
);
|
||||
if (D3D11CreateDeviceFunc == NULL)
|
||||
{
|
||||
Refresh_LogError("Could not load D3D11CreateDevice function!");
|
||||
Refresh_LogError("Could not load function: " D3D11_CREATE_DEVICE_FUNC);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -1022,7 +1201,7 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
/* Create the device */
|
||||
tryCreateDevice:
|
||||
res = D3D11CreateDeviceFunc(
|
||||
(IDXGIAdapter*)renderer->adapter,
|
||||
(IDXGIAdapter*) renderer->adapter,
|
||||
D3D_DRIVER_TYPE_UNKNOWN, /* Must be UNKNOWN if adapter is non-null according to spec */
|
||||
NULL,
|
||||
flags,
|
||||
|
@ -1048,27 +1227,12 @@ tryCreateDevice:
|
|||
Refresh_LogInfo("Refresh Driver: D3D11");
|
||||
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
|
||||
|
||||
/* Create the command buffer pool */
|
||||
renderer->commandBufferPool = (D3D11CommandBufferPool*) SDL_calloc(
|
||||
1,
|
||||
sizeof(D3D11CommandBufferPool)
|
||||
);
|
||||
|
||||
/* Create mutexes */
|
||||
renderer->contextLock = SDL_CreateMutex();
|
||||
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
|
||||
|
||||
/* Initialize miscellaneous renderer members */
|
||||
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
|
||||
renderer->blendFactor.x = 1.0f;
|
||||
renderer->blendFactor.y = 1.0f;
|
||||
renderer->blendFactor.z = 1.0f;
|
||||
renderer->blendFactor.w = 1.0f;
|
||||
|
||||
/* Create the Refresh Device */
|
||||
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
|
||||
ASSIGN_DRIVER(D3D11)
|
||||
|
||||
result->driverData = (Refresh_Renderer*) renderer;
|
||||
|
||||
return result;
|
||||
|
|
|
@ -25,7 +25,7 @@
|
|||
*/
|
||||
|
||||
/* Function Pointer Signatures */
|
||||
typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY)(const GUID* riid, void** ppFactory);
|
||||
typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY1)(const GUID* riid, void** ppFactory);
|
||||
|
||||
/* IIDs (from https://magnumdb.com) */
|
||||
|
||||
|
|
Loading…
Reference in New Issue