D3D11 window up and spinning.

This commit is contained in:
Ben Vanik
2013-10-11 20:23:58 -07:00
parent 611d3bbbeb
commit 6e4fb87992
33 changed files with 1184 additions and 62 deletions

View File

@@ -19,11 +19,15 @@ using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
D3D11GraphicsDriver::D3D11GraphicsDriver(xe_memory_ref memory) :
D3D11GraphicsDriver::D3D11GraphicsDriver(
xe_memory_ref memory, ID3D11Device* device) :
GraphicsDriver(memory) {
device_ = device;
device_->AddRef();
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
device_->Release();
}
void D3D11GraphicsDriver::Initialize() {

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@@ -16,6 +16,8 @@
#include <xenia/gpu/d3d11/d3d11-private.h>
#include <xenia/gpu/xenos/xenos.h>
#include <d3d11.h>
namespace xe {
namespace gpu {
@@ -24,7 +26,7 @@ namespace d3d11 {
class D3D11GraphicsDriver : public GraphicsDriver {
public:
D3D11GraphicsDriver(xe_memory_ref memory);
D3D11GraphicsDriver(xe_memory_ref memory, ID3D11Device* device);
virtual ~D3D11GraphicsDriver();
virtual void Initialize();
@@ -40,7 +42,8 @@ public:
xenos::XE_GPU_PRIMITIVE_TYPE prim_type,
uint32_t index_count);
protected:
private:
ID3D11Device* device_;
};

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@@ -11,6 +11,7 @@
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
#include <xenia/gpu/d3d11/d3d11_window.h>
using namespace xe;
@@ -18,14 +19,120 @@ using namespace xe::gpu;
using namespace xe::gpu::d3d11;
namespace {
}
D3D11GraphicsSystem::D3D11GraphicsSystem(const CreationParams* params) :
window_(0), dxgi_factory_(0), device_(0),
GraphicsSystem(params) {
}
D3D11GraphicsSystem::~D3D11GraphicsSystem() {
if (device_) device_->Release();
if (dxgi_factory_) dxgi_factory_->Release();
delete window_;
}
void D3D11GraphicsSystem::Initialize() {
GraphicsSystem::Initialize();
// Create DXGI factory so we can get a swap chain/etc.
HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1),
(void**)&dxgi_factory_);
if (FAILED(hr)) {
XELOGE("CreateDXGIFactory1 failed with %.8X", hr);
exit(1);
return;
}
// Find the best adapter.
// TODO(benvanik): enable nvperfhud/etc.
IDXGIAdapter1* adapter = 0;
UINT n = 0;
while (dxgi_factory_->EnumAdapters1(n, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
adapter->Release();
n++;
}
// Just go with the default for now.
adapter = 0;
D3D_DRIVER_TYPE driver_type =
adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE;
UINT flags = 0;
// TODO(benvanik): runtime flag
flags |= D3D11_CREATE_DEVICE_DEBUG;
// Feature level 11.0+ only.
D3D_FEATURE_LEVEL feature_levels[] = {
D3D_FEATURE_LEVEL_11_0,
};
// Create device.
D3D_FEATURE_LEVEL actual_feature_level;
ID3D11DeviceContext* immediate_context;
hr = D3D11CreateDevice(
adapter,
driver_type,
0, // software driver HMODULE
flags,
feature_levels,
XECOUNT(feature_levels),
D3D11_SDK_VERSION,
&device_,
&actual_feature_level,
&immediate_context);
if (adapter) {
adapter->Release();
adapter = 0;
}
if (immediate_context) {
immediate_context->Release();
immediate_context = 0;
}
if (FAILED(hr)) {
XELOGE("D3D11CreateDevice failed with %.8X", hr);
exit(1);
return;
}
// Create the window.
// This will pump through the run-loop and and be where our swapping
// will take place.
XEASSERTNULL(window_);
window_ = new D3D11Window(run_loop_, dxgi_factory_, device_);
window_->set_title(XETEXT("Xenia D3D11"));
// Listen for alt-enter/etc.
dxgi_factory_->MakeWindowAssociation(window_->handle(), 0);
// Create the driver.
// This runs in the worker thread and builds command lines to present
// in the window.
XEASSERTNULL(driver_);
driver_ = new D3D11GraphicsDriver(memory_);
driver_ = new D3D11GraphicsDriver(memory_, device_);
// Initial vsync kick.
DispatchInterruptCallback();
}
void D3D11GraphicsSystem::Pump() {
if (swap_pending_) {
swap_pending_ = false;
// Swap window.
// If we are set to vsync this will block.
window_->Swap();
// Dispatch interrupt callback to let the game know it can keep drawing.
DispatchInterruptCallback();
}
}
void D3D11GraphicsSystem::Shutdown() {
GraphicsSystem::Shutdown();
}

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@@ -15,11 +15,15 @@
#include <xenia/gpu/graphics_system.h>
#include <xenia/gpu/d3d11/d3d11-private.h>
#include <d3d11.h>
namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11Window;
GraphicsSystem* Create(const CreationParams* params);
@@ -29,7 +33,15 @@ public:
D3D11GraphicsSystem(const CreationParams* params);
virtual ~D3D11GraphicsSystem();
protected:
virtual void Initialize();
virtual void Pump();
virtual void Shutdown();
private:
IDXGIFactory1* dxgi_factory_;
ID3D11Device* device_;
D3D11Window* window_;
};

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@@ -0,0 +1,22 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_shader.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
D3D11Shader::D3D11Shader() {
}
D3D11Shader::~D3D11Shader() {
}

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@@ -0,0 +1,35 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D11_D3D11_SHADER_H_
#define XENIA_GPU_D3D11_D3D11_SHADER_H_
#include <xenia/core.h>
#include <xenia/gpu/shader.h>
namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11Shader : public Shader {
public:
D3D11Shader();
virtual ~D3D11Shader();
};
} // namespace d3d11
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D11_D3D11_SHADER_H_

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@@ -0,0 +1,22 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
D3D11ShaderCache::D3D11ShaderCache() {
}
D3D11ShaderCache::~D3D11ShaderCache() {
}

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@@ -0,0 +1,35 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_
#define XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_
#include <xenia/core.h>
#include <xenia/gpu/shader_cache.h>
namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11ShaderCache : public ShaderCache {
public:
D3D11ShaderCache();
virtual ~D3D11ShaderCache();
};
} // namespace d3d11
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_

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@@ -0,0 +1,124 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_window.h>
using namespace xe;
using namespace xe::core;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
D3D11Window::D3D11Window(
xe_run_loop_ref run_loop,
IDXGIFactory1* dxgi_factory, ID3D11Device* device) :
Win32Window(run_loop) {
dxgi_factory_ = dxgi_factory;
dxgi_factory_->AddRef();
device_ = device;
device_->AddRef();
device_->GetImmediateContext(&context_);
swap_chain_ = 0;
render_target_view_ = 0;
// Setup swap chain.
DXGI_SWAP_CHAIN_DESC desc;
xe_zero_struct(&desc, sizeof(desc));
desc.OutputWindow = handle_;
desc.Windowed = TRUE;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// Setup buffers.
desc.BufferCount = 2;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferDesc.Width = width_;
desc.BufferDesc.Height = height_;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
// Disable multisampling.
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
// Create!
HRESULT hr = dxgi_factory_->CreateSwapChain(
device_,
&desc,
&swap_chain_);
if (FAILED(hr)) {
XELOGE("CreateSwapChain failed with %.8X", hr);
exit(1);
return;
}
// Create a render target view to draw into.
ID3D11Texture2D* back_buffer = 0;
hr = swap_chain_->GetBuffer(
0, __uuidof(ID3D11Texture2D), (void**)&back_buffer);
if (FAILED(hr)) {
XELOGE("GetBuffer (back_buffer) failed with %.8X", hr);
exit(1);
return;
}
hr = device_->CreateRenderTargetView(
back_buffer, NULL, &render_target_view_);
back_buffer->Release();
if (FAILED(hr)) {
XELOGE("CreateRenderTargetView (back_buffer) failed with %.8X", hr);
exit(1);
return;
}
context_->OMSetRenderTargets(1, &render_target_view_, NULL);
}
D3D11Window::~D3D11Window() {
if (render_target_view_) render_target_view_->Release();
if (context_) {
context_->ClearState();
context_->Release();
}
if (swap_chain_) swap_chain_->Release();
if (device_) device_->Release();
if (dxgi_factory_) dxgi_factory_->Release();
}
void D3D11Window::Swap() {
// Setup the viewport.
//D3D11_VIEWPORT viewport;
//viewport.MinDepth = 0.0f;
//viewport.MaxDepth = 1.0f;
//viewport.TopLeftX = 0;
//viewport.TopLeftY = 0;
//viewport.Width = (FLOAT)width_;
//viewport.Height = (FLOAT)height_;
//context_->RSSetViewports(1, &viewport);
// Swap buffers.
// TODO(benvanik): control vsync with flag.
bool vsync = true;
HRESULT hr = swap_chain_->Present(vsync ? 1 : 0, 0);
if (FAILED(hr)) {
XELOGE("Present failed with %.8X", hr);
}
}
void D3D11Window::OnResize(uint32_t width, uint32_t height) {
Win32Window::OnResize(width, height);
// TODO(benvanik): resize swap buffers?
}
void D3D11Window::OnClose() {
// We are the master window - if they close us, quit!
xe_run_loop_quit(run_loop_);
}

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@@ -0,0 +1,50 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D11_D3D11_WINDOW_H_
#define XENIA_GPU_D3D11_D3D11_WINDOW_H_
#include <xenia/core.h>
#include <d3d11.h>
namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11Window : public xe::core::Win32Window {
public:
D3D11Window(
xe_run_loop_ref run_loop,
IDXGIFactory1* dxgi_factory, ID3D11Device* device);
virtual ~D3D11Window();
void Swap();
protected:
virtual void OnResize(uint32_t width, uint32_t height);
virtual void OnClose();
private:
IDXGIFactory1* dxgi_factory_;
ID3D11Device* device_;
IDXGISwapChain* swap_chain_;
ID3D11DeviceContext* context_;
ID3D11RenderTargetView* render_target_view_;
};
} // namespace d3d11
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D11_D3D11_WINDOW_H_

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@@ -8,5 +8,11 @@
'd3d11_graphics_driver.h',
'd3d11_graphics_system.cc',
'd3d11_graphics_system.h',
'd3d11_shader.cc',
'd3d11_shader.h',
'd3d11_shader_cache.cc',
'd3d11_shader_cache.h',
'd3d11_window.cc',
'd3d11_window.h',
],
}