/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2018 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/ui/d3d12/d3d12_provider.h" #include #include "xenia/base/logging.h" #include "xenia/ui/d3d12/d3d12_context.h" DEFINE_bool(d3d12_debug, true, "Enable Direct3D 12 and DXGI debug layer."); DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. " "-1 for any physical adapter, -2 for WARP software rendering."); namespace xe { namespace ui { namespace d3d12 { std::unique_ptr D3D12Provider::Create(Window* main_window) { std::unique_ptr provider(new D3D12Provider(main_window)); if (!provider->Initialize()) { xe::FatalError( "Unable to initialize Direct3D 12 graphics subsystem.\n" "\n" "Ensure that you have the latest drivers for your GPU and it supports " "Direct3D 12 feature level 11_0, tiled resources tier 1 and typed UAV " "loads.\n" "\n" "See http://xenia.jp/faq/ for more information and a list of supported " "GPUs."); return nullptr; } return provider; } D3D12Provider::D3D12Provider(Window* main_window) : GraphicsProvider(main_window) {} D3D12Provider::~D3D12Provider() { if (direct_queue_ != nullptr) { direct_queue_->Release(); } if (device_ != nullptr) { device_->Release(); } if (dxgi_factory_ != nullptr) { dxgi_factory_->Release(); } } bool D3D12Provider::Initialize() { // Enable the debug layer. bool debug = FLAGS_d3d12_debug; if (debug) { ID3D12Debug* debug_interface; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_interface)))) { debug_interface->EnableDebugLayer(); debug_interface->Release(); } else { XELOGW("Failed to enable the Direct3D 12 debug layer"); debug = false; } } // Create the DXGI factory. IDXGIFactory2* dxgi_factory; if (FAILED(CreateDXGIFactory2(debug ? DXGI_CREATE_FACTORY_DEBUG : 0, IID_PPV_ARGS(&dxgi_factory)))) { XELOGE("Failed to create a DXGI factory"); return false; } // Choose the adapter and create a device with required features. // TODO(Triang3l): Log adapter info (contains a wide string). uint32_t adapter_index = 0; IDXGIAdapter1* adapter = nullptr; ID3D12Device* device = nullptr; while (dxgi_factory->EnumAdapters1(adapter_index, &adapter) == S_OK) { DXGI_ADAPTER_DESC1 adapter_desc; if (SUCCEEDED(adapter->GetDesc1(&adapter_desc))) { if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)))) { if (IsDeviceSupported(device)) { if (FLAGS_d3d12_adapter_index >= 0) { if (adapter_index == FLAGS_d3d12_adapter_index) { break; } } else if (FLAGS_d3d12_adapter_index == -2) { if (adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) { break; } } else { if (!(adapter_desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)) { break; } } } device->Release(); device = nullptr; } } adapter->Release(); adapter = nullptr; ++adapter_index; } if (adapter != nullptr) { adapter->Release(); } if (device == nullptr) { XELOGE("Failed to get an adapter supporting Direct3D feature level 11_0 " "with required options, or failed to create a Direct3D 12 device."); dxgi_factory->Release(); return false; } // Create the command queue for graphics. D3D12_COMMAND_QUEUE_DESC queue_desc; queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queue_desc.NodeMask = 0; ID3D12CommandQueue* direct_queue; if (FAILED(device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&direct_queue)))) { XELOGE("Failed to create a direct command queue"); device->Release(); dxgi_factory->Release(); } dxgi_factory_ = dxgi_factory; device_ = device; direct_queue_ = direct_queue; // Get descriptor sizes for each type. descriptor_size_view_ = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); descriptor_size_sampler_ = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); descriptor_size_rtv_ = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); descriptor_size_dsv_ = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); return true; } bool D3D12Provider::IsDeviceSupported(ID3D12Device* device) { D3D12_FEATURE_DATA_D3D12_OPTIONS options; if (FAILED(device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)))) { return false; } // Tiled resources required for virtual memory. if (options.TiledResourcesTier < D3D12_TILED_RESOURCES_TIER_1) { return false; } // Typed UAV loads required for EDRAM storing and potentially texture tiling. return !!options.TypedUAVLoadAdditionalFormats; } std::unique_ptr D3D12Provider::CreateContext( Window* target_window) { auto new_context = std::unique_ptr(new D3D12Context(this, target_window)); if (!new_context->Initialize()) { return nullptr; } return std::unique_ptr(new_context.release()); } std::unique_ptr D3D12Provider::CreateOffscreenContext() { auto new_context = std::unique_ptr(new D3D12Context(this, nullptr)); if (!new_context->Initialize()) { return nullptr; } return std::unique_ptr(new_context.release()); } } // namespace d3d12 } // namespace ui } // namespace xe