[D3D12] ID3D12Device creation
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165
src/xenia/ui/d3d12/d3d12_provider.cc
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165
src/xenia/ui/d3d12/d3d12_provider.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/d3d12_provider.h"
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#include <gflags/gflags.h>
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#include <algorithm>
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#include "xenia/base/logging.h"
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DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.");
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DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. "
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"-1 for any physical adapter, -2 for WARP software rendering.");
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namespace xe {
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namespace ui {
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namespace d3d12 {
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std::unique_ptr<D3D12Provider> D3D12Provider::Create(Window* main_window) {
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std::unique_ptr<D3D12Provider> provider(new D3D12Provider(main_window));
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if (!provider->Initialize()) {
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xe::FatalError(
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"Unable to initialize Direct3D 12 graphics subsystem.\n"
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"\n"
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"Ensure that you have the latest drivers for your GPU and it supports "
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"Direct3D 12 feature level 11_0 and typed UAV loads.\n"
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"\n"
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"See http://xenia.jp/faq/ for more information and a list of supported "
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"GPUs.");
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return nullptr;
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}
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return provider;
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}
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D3D12Provider::D3D12Provider(Window* main_window)
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: GraphicsProvider(main_window) {}
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D3D12Provider::~D3D12Provider() {
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if (direct_queue_ != nullptr) {
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direct_queue_->Release();
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}
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if (device_ != nullptr) {
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device_->Release();
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}
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if (dxgi_factory_ != nullptr) {
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dxgi_factory_->Release();
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}
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}
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bool D3D12Provider::Initialize() {
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// Enable the debug layer.
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bool debug = FLAGS_d3d12_debug;
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if (debug) {
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ID3D12Debug* debug_interface;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_interface)))) {
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debug_interface->EnableDebugLayer();
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debug_interface->Release();
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} else {
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XELOGW("Failed to enable the Direct3D 12 debug layer");
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debug = false;
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}
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}
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// Create the DXGI factory.
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IDXGIFactory2* dxgi_factory;
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if (FAILED(CreateDXGIFactory2(debug ? DXGI_CREATE_FACTORY_DEBUG : 0,
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IID_PPV_ARGS(&dxgi_factory)))) {
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XELOGE("Failed to create a DXGI factory");
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return false;
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}
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// Choose the adapter and create a device with required features.
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// TODO(Triang3l): Log adapter info (contains a wide string).
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uint32_t adapter_index = 0;
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IDXGIAdapter1* adapter = nullptr;
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ID3D12Device* device = nullptr;
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while (dxgi_factory->EnumAdapters1(adapter_index, &adapter) == S_OK) {
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DXGI_ADAPTER_DESC1 adapter_desc;
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if (SUCCEEDED(adapter->GetDesc1(&adapter_desc))) {
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if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
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IID_PPV_ARGS(&device)))) {
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if (IsDeviceSupported(device)) {
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if (FLAGS_d3d12_adapter_index >= 0) {
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if (adapter_index == FLAGS_d3d12_adapter_index) {
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break;
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}
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} else if (FLAGS_d3d12_adapter_index == -2) {
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if (adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
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break;
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}
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} else {
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if (!(adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)) {
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break;
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}
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}
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}
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device->Release();
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device = nullptr;
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}
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}
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adapter->Release();
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adapter = nullptr;
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++adapter_index;
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}
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if (adapter != nullptr) {
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adapter->Release();
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}
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if (device == nullptr) {
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XELOGE("Failed to get an adapter supporting Direct3D feature level 11_0 "
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"and typed UAV loads, or failed to create a Direct3D 12 device.");
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dxgi_factory->Release();
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return false;
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}
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// Create the command queue for graphics.
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D3D12_COMMAND_QUEUE_DESC queue_desc;
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queue_desc.NodeMask = 0;
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ID3D12CommandQueue* direct_queue;
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if (FAILED(device->CreateCommandQueue(&queue_desc,
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IID_PPV_ARGS(&direct_queue)))) {
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XELOGE("Failed to create a direct command queue");
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device->Release();
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dxgi_factory->Release();
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}
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dxgi_factory_ = dxgi_factory;
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device_ = device;
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direct_queue_ = direct_queue;
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// Get descriptor sizes for each type.
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descriptor_size_view_ = device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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descriptor_size_sampler_ = device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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descriptor_size_rtv_ =
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device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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descriptor_size_dsv_ =
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device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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return true;
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}
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bool D3D12Provider::IsDeviceSupported(ID3D12Device* device) {
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D3D12_FEATURE_DATA_D3D12_OPTIONS options;
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if (FAILED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options,
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sizeof(options)))) {
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return false;
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}
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// Typed UAV loads required for vertex fetch and post-resolve tiling.
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return !!options.TypedUAVLoadAdditionalFormats;
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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