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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
dxvk/src/d3d11/d3d11_device.cpp
Philip Rebohle f8dc5612f7
[d3d11] Added option to limit tessellation factors
d3d11.maxTessFactor accepts values ranging from 8 to 64, and limits
the maximum tessellation factor accordingly.
2018-09-09 23:14:00 +02:00

1602 lines
56 KiB
C++

#include <algorithm>
#include <cstring>
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_instance.h"
#include "d3d11_buffer.h"
#include "d3d11_class_linkage.h"
#include "d3d11_context_def.h"
#include "d3d11_context_imm.h"
#include "d3d11_device.h"
#include "d3d11_input_layout.h"
#include "d3d11_interop.h"
#include "d3d11_present.h"
#include "d3d11_query.h"
#include "d3d11_resource.h"
#include "d3d11_sampler.h"
#include "d3d11_shader.h"
#include "d3d11_texture.h"
namespace dxvk {
D3D11DeviceContainer::D3D11DeviceContainer() {
}
D3D11DeviceContainer::~D3D11DeviceContainer() {
delete m_d3d11VkInterop;
delete m_d3d11Presenter;
delete m_d3d11Device;
delete m_dxgiDevice;
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContainer::QueryInterface(REFIID riid, void** ppvObject) {
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(IDXGIObject)) {
*ppvObject = ref(this);
return S_OK;
}
if (riid == __uuidof(IDXGIDevice)
|| riid == __uuidof(IDXGIDevice1)
|| riid == __uuidof(IDXGIDevice2)
|| riid == __uuidof(IDXGIVkDevice)) {
*ppvObject = ref(m_dxgiDevice);
return S_OK;
}
if (riid == __uuidof(IDXGIVkInteropDevice)) {
*ppvObject = ref(m_d3d11VkInterop);
return S_OK;
}
if (riid == __uuidof(ID3D10Device)
|| riid == __uuidof(ID3D10Device1)) {
*ppvObject = ref(m_d3d11Device->GetD3D10Interface());
return S_OK;
}
if (riid == __uuidof(ID3D11Device)
|| riid == __uuidof(ID3D11Device1)) {
*ppvObject = ref(m_d3d11Device);
return S_OK;
}
if (riid == __uuidof(IDXGIVkPresenter)) {
*ppvObject = ref(m_d3d11Presenter);
return S_OK;
}
if (riid == __uuidof(ID3D11Debug))
return E_NOINTERFACE;
// Undocumented interfaces that are queried by some games
if (riid == GUID{0xd56e2a4c,0x5127,0x8437,{0x65,0x8a,0x98,0xc5,0xbb,0x78,0x94,0x98}})
return E_NOINTERFACE;
Logger::warn("D3D11DeviceContainer::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
return E_NOINTERFACE;
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContainer::GetParent(
REFIID riid,
void** ppParent) {
return m_dxgiDevice->GetParent(riid, ppParent);
}
D3D11Device::D3D11Device(
IDXGIObject* pContainer,
IDXGIVkDevice* pDxgiDevice,
D3D_FEATURE_LEVEL FeatureLevel,
UINT FeatureFlags)
: m_container (pContainer),
m_featureLevel (FeatureLevel),
m_featureFlags (FeatureFlags),
m_dxvkDevice (pDxgiDevice->GetDXVKDevice()),
m_dxvkAdapter (m_dxvkDevice->adapter()),
m_d3d11Options (m_dxvkAdapter->instance()->config()),
m_dxbcOptions (getDxbcAppOptions(env::getExeName()) |
getDxbcDeviceOptions(m_dxvkDevice)) {
Com<IDXGIAdapter> adapter;
if (FAILED(pDxgiDevice->GetAdapter(&adapter))
|| FAILED(adapter->QueryInterface(__uuidof(IDXGIVkAdapter),
reinterpret_cast<void**>(&m_dxgiAdapter))))
throw DxvkError("D3D11Device: Failed to query adapter");
m_initializer = new D3D11Initializer(m_dxvkDevice);
m_context = new D3D11ImmediateContext(this, m_dxvkDevice);
m_d3d10Device = new D3D10Device(this, m_context);
m_uavCounters = CreateUAVCounterBuffer();
}
D3D11Device::~D3D11Device() {
delete m_d3d10Device;
delete m_context;
delete m_initializer;
}
ULONG STDMETHODCALLTYPE D3D11Device::AddRef() {
return m_container->AddRef();
}
ULONG STDMETHODCALLTYPE D3D11Device::Release() {
return m_container->Release();
}
HRESULT STDMETHODCALLTYPE D3D11Device::QueryInterface(REFIID riid, void** ppvObject) {
return m_container->QueryInterface(riid, ppvObject);
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateBuffer(
const D3D11_BUFFER_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Buffer** ppBuffer) {
InitReturnPtr(ppBuffer);
if (ppBuffer == nullptr)
return S_FALSE;
try {
const Com<D3D11Buffer> buffer
= new D3D11Buffer(this, pDesc);
m_initializer->InitBuffer(buffer.ptr(), pInitialData);
*ppBuffer = buffer.ref();
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture1D(
const D3D11_TEXTURE1D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture1D** ppTexture1D) {
InitReturnPtr(ppTexture1D);
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pDesc->Width;
desc.Height = 1;
desc.Depth = 1;
desc.MipLevels = pDesc->MipLevels;
desc.ArraySize = pDesc->ArraySize;
desc.Format = pDesc->Format;
desc.SampleDesc = DXGI_SAMPLE_DESC { 1, 0 };
desc.Usage = pDesc->Usage;
desc.BindFlags = pDesc->BindFlags;
desc.CPUAccessFlags = pDesc->CPUAccessFlags;
desc.MiscFlags = pDesc->MiscFlags;
if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc)))
return E_INVALIDARG;
if (ppTexture1D == nullptr)
return S_FALSE;
try {
const Com<D3D11Texture1D> texture = new D3D11Texture1D(this, &desc);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture1D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture2D(
const D3D11_TEXTURE2D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture2D** ppTexture2D) {
InitReturnPtr(ppTexture2D);
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pDesc->Width;
desc.Height = pDesc->Height;
desc.Depth = 1;
desc.MipLevels = pDesc->MipLevels;
desc.ArraySize = pDesc->ArraySize;
desc.Format = pDesc->Format;
desc.SampleDesc = pDesc->SampleDesc;
desc.Usage = pDesc->Usage;
desc.BindFlags = pDesc->BindFlags;
desc.CPUAccessFlags = pDesc->CPUAccessFlags;
desc.MiscFlags = pDesc->MiscFlags;
if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc)))
return E_INVALIDARG;
if (ppTexture2D == nullptr)
return S_FALSE;
try {
const Com<D3D11Texture2D> texture = new D3D11Texture2D(this, &desc);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture2D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture3D(
const D3D11_TEXTURE3D_DESC* pDesc,
const D3D11_SUBRESOURCE_DATA* pInitialData,
ID3D11Texture3D** ppTexture3D) {
InitReturnPtr(ppTexture3D);
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pDesc->Width;
desc.Height = pDesc->Height;
desc.Depth = pDesc->Depth;
desc.MipLevels = pDesc->MipLevels;
desc.ArraySize = 1;
desc.Format = pDesc->Format;
desc.SampleDesc = DXGI_SAMPLE_DESC { 1, 0 };
desc.Usage = pDesc->Usage;
desc.BindFlags = pDesc->BindFlags;
desc.CPUAccessFlags = pDesc->CPUAccessFlags;
desc.MiscFlags = pDesc->MiscFlags;
if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc)))
return E_INVALIDARG;
if (ppTexture3D == nullptr)
return S_FALSE;
try {
const Com<D3D11Texture3D> texture = new D3D11Texture3D(this, &desc);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture3D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateShaderResourceView(
ID3D11Resource* pResource,
const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D11ShaderResourceView** ppSRView) {
InitReturnPtr(ppSRView);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The description is optional. If omitted, we'll create
// a view that covers all subresources of the image.
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
if (pDesc == nullptr) {
if (FAILED(D3D11ShaderResourceView::GetDescFromResource(pResource, &desc)))
return E_INVALIDARG;
} else {
desc = *pDesc;
if (FAILED(D3D11ShaderResourceView::NormalizeDesc(pResource, &desc)))
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_SHADER_RESOURCE, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create shader resource view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.BindFlags,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppSRView == nullptr)
return S_FALSE;
try {
*ppSRView = ref(new D3D11ShaderResourceView(this, pResource, &desc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateUnorderedAccessView(
ID3D11Resource* pResource,
const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,
ID3D11UnorderedAccessView** ppUAView) {
InitReturnPtr(ppUAView);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The description is optional. If omitted, we'll create
// a view that covers all subresources of the image.
D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
if (pDesc == nullptr) {
if (FAILED(D3D11UnorderedAccessView::GetDescFromResource(pResource, &desc)))
return E_INVALIDARG;
} else {
desc = *pDesc;
if (FAILED(D3D11UnorderedAccessView::NormalizeDesc(pResource, &desc)))
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_UNORDERED_ACCESS, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create unordered access view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.BindFlags,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppUAView == nullptr)
return S_FALSE;
try {
*ppUAView = ref(new D3D11UnorderedAccessView(this, pResource, &desc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateRenderTargetView(
ID3D11Resource* pResource,
const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,
ID3D11RenderTargetView** ppRTView) {
InitReturnPtr(ppRTView);
// DXVK only supports render target views for image resources
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
Logger::warn("D3D11: Cannot create render target view for a buffer");
return S_OK; // It is required to run Battlefield 3 and Battlefield 4.
}
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The view description is optional. If not defined, it
// will use the resource's format and all array layers.
D3D11_RENDER_TARGET_VIEW_DESC desc;
if (pDesc == nullptr) {
if (FAILED(D3D11RenderTargetView::GetDescFromResource(pResource, &desc)))
return E_INVALIDARG;
} else {
desc = *pDesc;
if (FAILED(D3D11RenderTargetView::NormalizeDesc(pResource, &desc)))
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_RENDER_TARGET, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create render target view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.BindFlags,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppRTView == nullptr)
return S_FALSE;
try {
*ppRTView = ref(new D3D11RenderTargetView(this, pResource, &desc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDepthStencilView(
ID3D11Resource* pResource,
const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,
ID3D11DepthStencilView** ppDepthStencilView) {
InitReturnPtr(ppDepthStencilView);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The view description is optional. If not defined, it
// will use the resource's format and all array layers.
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
if (pDesc == nullptr) {
if (FAILED(D3D11DepthStencilView::GetDescFromResource(pResource, &desc)))
return E_INVALIDARG;
} else {
desc = *pDesc;
if (FAILED(D3D11DepthStencilView::NormalizeDesc(pResource, &desc)))
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_DEPTH_STENCIL, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create depth-stencil view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.BindFlags,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppDepthStencilView == nullptr)
return S_FALSE;
try {
*ppDepthStencilView = ref(new D3D11DepthStencilView(this, pResource, &desc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateInputLayout(
const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,
UINT NumElements,
const void* pShaderBytecodeWithInputSignature,
SIZE_T BytecodeLength,
ID3D11InputLayout** ppInputLayout) {
InitReturnPtr(ppInputLayout);
try {
DxbcReader dxbcReader(reinterpret_cast<const char*>(
pShaderBytecodeWithInputSignature), BytecodeLength);
DxbcModule dxbcModule(dxbcReader);
const Rc<DxbcIsgn> inputSignature = dxbcModule.isgn();
uint32_t attrMask = 0;
uint32_t bindMask = 0;
std::array<DxvkVertexAttribute, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> attrList;
std::array<DxvkVertexBinding, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> bindList;
for (uint32_t i = 0; i < NumElements; i++) {
const DxbcSgnEntry* entry = inputSignature->find(
pInputElementDescs[i].SemanticName,
pInputElementDescs[i].SemanticIndex, 0);
if (entry == nullptr) {
Logger::debug(str::format(
"D3D11Device: No such vertex shader semantic: ",
pInputElementDescs[i].SemanticName,
pInputElementDescs[i].SemanticIndex));
}
// Create vertex input attribute description
DxvkVertexAttribute attrib;
attrib.location = entry != nullptr ? entry->registerId : 0;
attrib.binding = pInputElementDescs[i].InputSlot;
attrib.format = m_dxgiAdapter->LookupFormat(
pInputElementDescs[i].Format, DXGI_VK_FORMAT_MODE_COLOR).Format;
attrib.offset = pInputElementDescs[i].AlignedByteOffset;
// The application may choose to let the implementation
// generate the exact vertex layout. In that case we'll
// pack attributes on the same binding in the order they
// are declared, aligning each attribute to four bytes.
if (attrib.offset == D3D11_APPEND_ALIGNED_ELEMENT) {
attrib.offset = 0;
for (uint32_t j = 1; j <= i; j++) {
const DxvkVertexAttribute& prev = attrList.at(i - j);
if (prev.binding == attrib.binding) {
const DxvkFormatInfo* formatInfo = imageFormatInfo(prev.format);
attrib.offset = align(prev.offset + formatInfo->elementSize, 4);
break;
}
}
}
attrList.at(i) = attrib;
// Create vertex input binding description. The
// stride is dynamic state in D3D11 and will be
// set by D3D11DeviceContext::IASetVertexBuffers.
DxvkVertexBinding binding;
binding.binding = pInputElementDescs[i].InputSlot;
binding.fetchRate = pInputElementDescs[i].InstanceDataStepRate;
binding.inputRate = pInputElementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA
? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX;
// Check if the binding was already defined. If so, the
// parameters must be identical (namely, the input rate).
bool bindingDefined = false;
for (uint32_t j = 0; j < i; j++) {
uint32_t bindingId = attrList.at(j).binding;
if (binding.binding == bindingId) {
bindingDefined = true;
if (binding.inputRate != bindList.at(bindingId).inputRate) {
Logger::err(str::format(
"D3D11Device: Conflicting input rate for binding ",
binding.binding));
return E_INVALIDARG;
}
}
}
if (!bindingDefined)
bindList.at(binding.binding) = binding;
if (entry != nullptr) {
attrMask |= 1u << i;
bindMask |= 1u << binding.binding;
}
}
// Compact the attribute and binding lists to filter
// out attributes and bindings not used by the shader
uint32_t attrCount = CompactSparseList(attrList.data(), attrMask);
uint32_t bindCount = CompactSparseList(bindList.data(), bindMask);
// Check if there are any semantics defined in the
// shader that are not included in the current input
// layout.
for (auto i = inputSignature->begin(); i != inputSignature->end(); i++) {
bool found = i->systemValue != DxbcSystemValue::None;
for (uint32_t j = 0; j < attrCount && !found; j++)
found = attrList.at(j).location == i->registerId;
if (!found) {
Logger::warn(str::format(
"D3D11Device: Vertex input '",
i->semanticName, i->semanticIndex,
"' not defined by input layout"));
}
}
// Create the actual input layout object
// if the application requests it.
if (ppInputLayout != nullptr) {
*ppInputLayout = ref(
new D3D11InputLayout(this,
attrCount, attrList.data(),
bindCount, bindList.data()));
}
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateVertexShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11VertexShader** ppVertexShader) {
InitReturnPtr(ppVertexShader);
D3D11CommonShader module;
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::VertexShader)))
return E_INVALIDARG;
if (ppVertexShader == nullptr)
return S_FALSE;
*ppVertexShader = ref(new D3D11VertexShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateGeometryShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) {
InitReturnPtr(ppGeometryShader);
D3D11CommonShader module;
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::GeometryShader)))
return E_INVALIDARG;
if (ppGeometryShader == nullptr)
return S_FALSE;
*ppGeometryShader = ref(new D3D11GeometryShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateGeometryShaderWithStreamOutput(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,
UINT NumEntries,
const UINT* pBufferStrides,
UINT NumStrides,
UINT RasterizedStream,
ID3D11ClassLinkage* pClassLinkage,
ID3D11GeometryShader** ppGeometryShader) {
InitReturnPtr(ppGeometryShader);
Logger::err("D3D11Device::CreateGeometryShaderWithStreamOutput: Not implemented");
// Returning S_OK instead of an error fixes some issues
// with Overwatch until this is properly implemented
return m_d3d11Options.fakeStreamOutSupport ? S_OK : E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreatePixelShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11PixelShader** ppPixelShader) {
InitReturnPtr(ppPixelShader);
D3D11CommonShader module;
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::PixelShader)))
return E_INVALIDARG;
if (ppPixelShader == nullptr)
return S_FALSE;
*ppPixelShader = ref(new D3D11PixelShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateHullShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11HullShader** ppHullShader) {
InitReturnPtr(ppHullShader);
D3D11CommonShader module;
DxbcTessInfo tessInfo;
tessInfo.maxTessFactor = float(m_d3d11Options.maxTessFactor);
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (tessInfo.maxTessFactor >= 8.0f)
moduleInfo.tess = &tessInfo;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::HullShader)))
return E_INVALIDARG;
if (ppHullShader == nullptr)
return S_FALSE;
*ppHullShader = ref(new D3D11HullShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDomainShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11DomainShader** ppDomainShader) {
InitReturnPtr(ppDomainShader);
D3D11CommonShader module;
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::DomainShader)))
return E_INVALIDARG;
if (ppDomainShader == nullptr)
return S_FALSE;
*ppDomainShader = ref(new D3D11DomainShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateComputeShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11ComputeShader** ppComputeShader) {
InitReturnPtr(ppComputeShader);
D3D11CommonShader module;
DxbcModuleInfo moduleInfo;
moduleInfo.options = m_dxbcOptions;
moduleInfo.tess = nullptr;
if (FAILED(this->CreateShaderModule(&module,
pShaderBytecode, BytecodeLength, pClassLinkage,
&moduleInfo, DxbcProgramType::ComputeShader)))
return E_INVALIDARG;
if (ppComputeShader == nullptr)
return S_FALSE;
*ppComputeShader = ref(new D3D11ComputeShader(this, module));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateClassLinkage(ID3D11ClassLinkage** ppLinkage) {
*ppLinkage = ref(new D3D11ClassLinkage(this));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState(
const D3D11_BLEND_DESC* pBlendStateDesc,
ID3D11BlendState** ppBlendState) {
InitReturnPtr(ppBlendState);
D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr
? D3D11BlendState::PromoteDesc(pBlendStateDesc)
: D3D11BlendState::DefaultDesc();
if (FAILED(D3D11BlendState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppBlendState != nullptr) {
*ppBlendState = m_bsStateObjects.Create(this, desc);
return S_OK;
} return S_FALSE;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState1(
const D3D11_BLEND_DESC1* pBlendStateDesc,
ID3D11BlendState1** ppBlendState) {
InitReturnPtr(ppBlendState);
D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr
? *pBlendStateDesc
: D3D11BlendState::DefaultDesc();
if (FAILED(D3D11BlendState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppBlendState != nullptr) {
*ppBlendState = m_bsStateObjects.Create(this, desc);
return S_OK;
} return S_FALSE;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDepthStencilState(
const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,
ID3D11DepthStencilState** ppDepthStencilState) {
InitReturnPtr(ppDepthStencilState);
D3D11_DEPTH_STENCIL_DESC desc = pDepthStencilDesc != nullptr
? *pDepthStencilDesc
: D3D11DepthStencilState::DefaultDesc();
if (FAILED(D3D11DepthStencilState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppDepthStencilState != nullptr) {
*ppDepthStencilState = m_dsStateObjects.Create(this, desc);
return S_OK;
} return S_FALSE;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateRasterizerState(
const D3D11_RASTERIZER_DESC* pRasterizerDesc,
ID3D11RasterizerState** ppRasterizerState) {
InitReturnPtr(ppRasterizerState);
D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
? D3D11RasterizerState::PromoteDesc(pRasterizerDesc)
: D3D11RasterizerState::DefaultDesc();
if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppRasterizerState != nullptr) {
*ppRasterizerState = m_rsStateObjects.Create(this, desc);
return S_OK;
} return S_FALSE;
}
HRESULT D3D11Device::CreateRasterizerState1(
const D3D11_RASTERIZER_DESC1* pRasterizerDesc,
ID3D11RasterizerState1** ppRasterizerState) {
InitReturnPtr(ppRasterizerState);
D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
? *pRasterizerDesc
: D3D11RasterizerState::DefaultDesc();
if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppRasterizerState != nullptr) {
*ppRasterizerState = m_rsStateObjects.Create(this, desc);
return S_OK;
} return S_FALSE;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateSamplerState(
const D3D11_SAMPLER_DESC* pSamplerDesc,
ID3D11SamplerState** ppSamplerState) {
InitReturnPtr(ppSamplerState);
D3D11_SAMPLER_DESC desc = *pSamplerDesc;
if (FAILED(D3D11SamplerState::NormalizeDesc(&desc)))
return E_INVALIDARG;
if (ppSamplerState == nullptr)
return S_FALSE;
try {
*ppSamplerState = m_samplerObjects.Create(this, desc);
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateQuery(
const D3D11_QUERY_DESC* pQueryDesc,
ID3D11Query** ppQuery) {
InitReturnPtr(ppQuery);
if (pQueryDesc->Query != D3D11_QUERY_EVENT
&& pQueryDesc->Query != D3D11_QUERY_OCCLUSION
&& pQueryDesc->Query != D3D11_QUERY_TIMESTAMP
&& pQueryDesc->Query != D3D11_QUERY_TIMESTAMP_DISJOINT
&& pQueryDesc->Query != D3D11_QUERY_PIPELINE_STATISTICS
&& pQueryDesc->Query != D3D11_QUERY_OCCLUSION_PREDICATE) {
Logger::warn(str::format("D3D11Query: Unsupported query type ", pQueryDesc->Query));
return E_INVALIDARG;
}
if (ppQuery == nullptr)
return S_FALSE;
try {
*ppQuery = ref(new D3D11Query(this, *pQueryDesc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreatePredicate(
const D3D11_QUERY_DESC* pPredicateDesc,
ID3D11Predicate** ppPredicate) {
InitReturnPtr(ppPredicate);
if (pPredicateDesc->Query != D3D11_QUERY_OCCLUSION_PREDICATE)
return E_INVALIDARG;
if (ppPredicate == nullptr)
return S_FALSE;
try {
*ppPredicate = ref(new D3D11Query(this, *pPredicateDesc));
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateCounter(
const D3D11_COUNTER_DESC* pCounterDesc,
ID3D11Counter** ppCounter) {
InitReturnPtr(ppCounter);
Logger::err(str::format("D3D11: Unsupported counter: ", pCounterDesc->Counter));
return E_INVALIDARG;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeferredContext(
UINT ContextFlags,
ID3D11DeviceContext** ppDeferredContext) {
*ppDeferredContext = ref(new D3D11DeferredContext(this, m_dxvkDevice, ContextFlags));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeferredContext1(
UINT ContextFlags,
ID3D11DeviceContext1** ppDeferredContext) {
*ppDeferredContext = ref(new D3D11DeferredContext(this, m_dxvkDevice, ContextFlags));
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeviceContextState(
UINT Flags,
const D3D_FEATURE_LEVEL* pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
REFIID EmulatedInterface,
D3D_FEATURE_LEVEL* pChosenFeatureLevel,
ID3DDeviceContextState** ppContextState) {
InitReturnPtr(ppContextState);
Logger::err("D3D11Device::CreateDeviceContextState: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResource(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource) {
InitReturnPtr(ppResource);
Logger::err("D3D11Device::OpenSharedResource: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResource1(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource) {
InitReturnPtr(ppResource);
Logger::err("D3D11Device::OpenSharedResource1: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResourceByName(
LPCWSTR lpName,
DWORD dwDesiredAccess,
REFIID returnedInterface,
void** ppResource) {
InitReturnPtr(ppResource);
Logger::err("D3D11Device::OpenSharedResourceByName: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CheckFormatSupport(
DXGI_FORMAT Format,
UINT* pFormatSupport) {
return GetFormatSupportFlags(Format, pFormatSupport, nullptr);
}
HRESULT STDMETHODCALLTYPE D3D11Device::CheckMultisampleQualityLevels(
DXGI_FORMAT Format,
UINT SampleCount,
UINT* pNumQualityLevels) {
// There are many error conditions, so we'll just assume
// that we will fail and return a non-zero value in case
// the device does actually support the format.
*pNumQualityLevels = 0;
// We need to check whether the format is
VkFormat format = m_dxgiAdapter->LookupFormat(
Format, DXGI_VK_FORMAT_MODE_ANY).Format;
if (format == VK_FORMAT_UNDEFINED) {
Logger::err(str::format("D3D11: Unsupported format: ", Format));
return E_INVALIDARG;
}
// D3D may legally query non-power-of-two sample counts as well
VkSampleCountFlagBits sampleCountFlag = VK_SAMPLE_COUNT_1_BIT;
if (FAILED(DecodeSampleCount(SampleCount, &sampleCountFlag)))
return E_INVALIDARG;
// Check if the device supports the given combination of format
// and sample count. D3D exposes the opaque concept of quality
// levels to the application, we'll just define one such level.
VkImageFormatProperties formatProps;
VkResult status = m_dxvkAdapter->imageFormatProperties(
format, VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_SAMPLED_BIT, 0, formatProps);
if ((status == VK_SUCCESS) && (formatProps.sampleCounts & sampleCountFlag))
*pNumQualityLevels = 1;
return S_OK;
}
void STDMETHODCALLTYPE D3D11Device::CheckCounterInfo(D3D11_COUNTER_INFO* pCounterInfo) {
// We basically don't support counters
pCounterInfo->LastDeviceDependentCounter = D3D11_COUNTER(0);
pCounterInfo->NumSimultaneousCounters = 0;
pCounterInfo->NumDetectableParallelUnits = 0;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CheckCounter(
const D3D11_COUNTER_DESC* pDesc,
D3D11_COUNTER_TYPE* pType,
UINT* pActiveCounters,
LPSTR szName,
UINT* pNameLength,
LPSTR szUnits,
UINT* pUnitsLength,
LPSTR szDescription,
UINT* pDescriptionLength) {
Logger::err("D3D11: Counters not supported");
return E_INVALIDARG;
}
HRESULT STDMETHODCALLTYPE D3D11Device::CheckFeatureSupport(
D3D11_FEATURE Feature,
void* pFeatureSupportData,
UINT FeatureSupportDataSize) {
switch (Feature) {
case D3D11_FEATURE_THREADING: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_THREADING))
return E_INVALIDARG;
// We report native support for command lists here so that we do not actually
// have to re-implement the UpdateSubresource bug from the D3D11 runtime, see
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476486(v=vs.85).aspx)
auto info = static_cast<D3D11_FEATURE_DATA_THREADING*>(pFeatureSupportData);
info->DriverConcurrentCreates = TRUE;
info->DriverCommandLists = TRUE;
} return S_OK;
case D3D11_FEATURE_DOUBLES: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_DOUBLES))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_DOUBLES*>(pFeatureSupportData);
info->DoublePrecisionFloatShaderOps = m_dxvkDevice->features().core.features.shaderFloat64
&& m_dxvkDevice->features().core.features.shaderInt64;
} return S_OK;
case D3D11_FEATURE_FORMAT_SUPPORT: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_FORMAT_SUPPORT))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_FORMAT_SUPPORT*>(pFeatureSupportData);
return GetFormatSupportFlags(info->InFormat, &info->OutFormatSupport, nullptr);
} return S_OK;
case D3D11_FEATURE_FORMAT_SUPPORT2: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_FORMAT_SUPPORT2))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_FORMAT_SUPPORT2*>(pFeatureSupportData);
return GetFormatSupportFlags(info->InFormat, nullptr, &info->OutFormatSupport2);
} return S_OK;
case D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS*>(pFeatureSupportData);
info->ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x = TRUE;
} return S_OK;
case D3D11_FEATURE_D3D11_OPTIONS: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS))
return E_INVALIDARG;
// TODO implement, most of these are required for FL 11.1
// https://msdn.microsoft.com/en-us/library/windows/desktop/hh404457(v=vs.85).aspx
const DxvkDeviceFeatures& features = m_dxvkDevice->features();
auto info = static_cast<D3D11_FEATURE_DATA_D3D11_OPTIONS*>(pFeatureSupportData);
info->OutputMergerLogicOp = features.core.features.logicOp;
info->UAVOnlyRenderingForcedSampleCount = FALSE;
info->DiscardAPIsSeenByDriver = TRUE;
info->FlagsForUpdateAndCopySeenByDriver = TRUE;
info->ClearView = TRUE;
info->CopyWithOverlap = FALSE;
info->ConstantBufferPartialUpdate = TRUE;
info->ConstantBufferOffsetting = TRUE;
info->MapNoOverwriteOnDynamicConstantBuffer = TRUE;
info->MapNoOverwriteOnDynamicBufferSRV = TRUE;
info->MultisampleRTVWithForcedSampleCountOne = FALSE;
info->SAD4ShaderInstructions = FALSE;
info->ExtendedDoublesShaderInstructions = TRUE;
info->ExtendedResourceSharing = FALSE;
} return S_OK;
case D3D11_FEATURE_ARCHITECTURE_INFO: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_ARCHITECTURE_INFO))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_ARCHITECTURE_INFO*>(pFeatureSupportData);
info->TileBasedDeferredRenderer = FALSE;
} return S_OK;
case D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT))
return E_INVALIDARG;
// Report that we only support full 32-bit operations
auto info = static_cast<D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT*>(pFeatureSupportData);
info->PixelShaderMinPrecision = 0;
info->AllOtherShaderStagesMinPrecision = 0;
} return S_OK;
case D3D11_FEATURE_D3D9_SHADOW_SUPPORT: {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT))
return E_INVALIDARG;
auto info = static_cast<D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT*>(pFeatureSupportData);
info->SupportsDepthAsTextureWithLessEqualComparisonFilter = TRUE;
return S_OK;
} break;
default:
Logger::err(str::format(
"D3D11Device: CheckFeatureSupport: Unknown feature: ",
Feature));
return E_NOTIMPL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Device::GetPrivateData(
REFGUID guid, UINT* pDataSize, void* pData) {
return m_container->GetPrivateData(guid, pDataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D11Device::SetPrivateData(
REFGUID guid, UINT DataSize, const void* pData) {
return m_container->SetPrivateData(guid, DataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D11Device::SetPrivateDataInterface(
REFGUID guid, const IUnknown* pData) {
return m_container->SetPrivateDataInterface(guid, pData);
}
D3D_FEATURE_LEVEL STDMETHODCALLTYPE D3D11Device::GetFeatureLevel() {
return m_featureLevel;
}
UINT STDMETHODCALLTYPE D3D11Device::GetCreationFlags() {
return m_featureFlags;
}
HRESULT STDMETHODCALLTYPE D3D11Device::GetDeviceRemovedReason() {
static std::atomic<bool> s_errorShown = { false };
if (!s_errorShown.exchange(true))
Logger::warn("D3D11Device::GetDeviceRemovedReason: Stub");
return S_OK;
}
void STDMETHODCALLTYPE D3D11Device::GetImmediateContext(ID3D11DeviceContext** ppImmediateContext) {
*ppImmediateContext = ref(m_context);
}
void STDMETHODCALLTYPE D3D11Device::GetImmediateContext1(ID3D11DeviceContext1 ** ppImmediateContext) {
*ppImmediateContext = ref(m_context);
}
HRESULT STDMETHODCALLTYPE D3D11Device::SetExceptionMode(UINT RaiseFlags) {
Logger::err("D3D11Device::SetExceptionMode: Not implemented");
return E_NOTIMPL;
}
UINT STDMETHODCALLTYPE D3D11Device::GetExceptionMode() {
Logger::err("D3D11Device::GetExceptionMode: Not implemented");
return 0;
}
DXGI_VK_FORMAT_INFO D3D11Device::LookupFormat(
DXGI_FORMAT Format,
DXGI_VK_FORMAT_MODE Mode) const {
return m_dxgiAdapter->LookupFormat(Format, Mode);
}
DXGI_VK_FORMAT_FAMILY D3D11Device::LookupFamily(
DXGI_FORMAT Format,
DXGI_VK_FORMAT_MODE Mode) const {
return m_dxgiAdapter->LookupFormatFamily(Format, Mode);
}
void D3D11Device::FlushInitContext() {
m_initializer->Flush();
}
VkPipelineStageFlags D3D11Device::GetEnabledShaderStages() const {
VkPipelineStageFlags enabledShaderPipelineStages
= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
if (m_dxvkDevice->features().core.features.geometryShader)
enabledShaderPipelineStages |= VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT;
if (m_dxvkDevice->features().core.features.tessellationShader) {
enabledShaderPipelineStages |= VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT;
}
return enabledShaderPipelineStages;
}
bool D3D11Device::CheckFeatureLevelSupport(
const Rc<DxvkAdapter>& adapter,
D3D_FEATURE_LEVEL featureLevel) {
// We currently only support 11_0 interfaces
if (featureLevel > GetMaxFeatureLevel(adapter))
return false;
// Check whether all features are supported
const DxvkDeviceFeatures features
= GetDeviceFeatures(adapter, featureLevel);
if (!adapter->checkFeatureSupport(features))
return false;
// TODO also check for required limits
return true;
}
DxvkDeviceFeatures D3D11Device::GetDeviceFeatures(
const Rc<DxvkAdapter>& adapter,
D3D_FEATURE_LEVEL featureLevel) {
DxvkDeviceFeatures supported = adapter->features();
DxvkDeviceFeatures enabled = {};
enabled.core.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR;
enabled.core.pNext = nullptr;
if (featureLevel >= D3D_FEATURE_LEVEL_9_1) {
enabled.core.features.depthClamp = VK_TRUE;
enabled.core.features.depthBiasClamp = VK_TRUE;
enabled.core.features.fillModeNonSolid = VK_TRUE;
enabled.core.features.pipelineStatisticsQuery = supported.core.features.pipelineStatisticsQuery;
enabled.core.features.sampleRateShading = VK_TRUE;
enabled.core.features.samplerAnisotropy = VK_TRUE;
enabled.core.features.shaderClipDistance = VK_TRUE;
enabled.core.features.shaderCullDistance = VK_TRUE;
enabled.core.features.robustBufferAccess = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_9_2) {
enabled.core.features.occlusionQueryPrecise = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_9_3) {
enabled.core.features.multiViewport = VK_TRUE;
enabled.core.features.independentBlend = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_10_0) {
enabled.core.features.fullDrawIndexUint32 = VK_TRUE;
enabled.core.features.fragmentStoresAndAtomics = VK_TRUE;
enabled.core.features.geometryShader = VK_TRUE;
enabled.core.features.logicOp = supported.core.features.logicOp;
enabled.core.features.shaderImageGatherExtended = VK_TRUE;
enabled.core.features.textureCompressionBC = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_10_1) {
enabled.core.features.dualSrcBlend = VK_TRUE;
enabled.core.features.imageCubeArray = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_11_0) {
enabled.core.features.drawIndirectFirstInstance = VK_TRUE;
enabled.core.features.shaderFloat64 = supported.core.features.shaderFloat64;
enabled.core.features.shaderInt64 = supported.core.features.shaderInt64;
enabled.core.features.tessellationShader = VK_TRUE;
// TODO enable unconditionally once RADV gains support
enabled.core.features.shaderStorageImageMultisample = supported.core.features.shaderStorageImageMultisample;
enabled.core.features.shaderStorageImageReadWithoutFormat = supported.core.features.shaderStorageImageReadWithoutFormat;
enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
}
if (featureLevel >= D3D_FEATURE_LEVEL_11_1) {
enabled.core.features.logicOp = VK_TRUE;
enabled.core.features.vertexPipelineStoresAndAtomics = VK_TRUE;
}
return enabled;
}
Rc<D3D11CounterBuffer> D3D11Device::CreateUAVCounterBuffer() {
// UAV counters are going to be used as raw storage buffers, so
// we need to align them to the minimum SSBO offset alignment
const auto& devInfo = m_dxvkAdapter->deviceProperties();
VkDeviceSize uavCounterSliceLength = align<VkDeviceSize>(
sizeof(D3D11UavCounter), devInfo.limits.minStorageBufferOffsetAlignment);
DxvkBufferCreateInfo uavCounterInfo;
uavCounterInfo.size = 4096 * uavCounterSliceLength;
uavCounterInfo.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT
| VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
uavCounterInfo.stages = VK_PIPELINE_STAGE_TRANSFER_BIT
| GetEnabledShaderStages();
uavCounterInfo.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT
| VK_ACCESS_SHADER_READ_BIT
| VK_ACCESS_SHADER_WRITE_BIT;
return new D3D11CounterBuffer(m_dxvkDevice,
uavCounterInfo, uavCounterSliceLength);
}
HRESULT D3D11Device::CreateShaderModule(
D3D11CommonShader* pShaderModule,
const void* pShaderBytecode,
size_t BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
const DxbcModuleInfo* pModuleInfo,
DxbcProgramType ProgramType) {
if (pClassLinkage != nullptr)
Logger::warn("D3D11Device::CreateShaderModule: Class linkage not supported");
try {
*pShaderModule = m_shaderModules.GetShaderModule(this,
pModuleInfo, pShaderBytecode, BytecodeLength, ProgramType);
return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT D3D11Device::GetFormatSupportFlags(DXGI_FORMAT Format, UINT* pFlags1, UINT* pFlags2) const {
// Query some general information from DXGI, DXVK and Vulkan about the format
const DXGI_VK_FORMAT_INFO fmtMapping = m_dxgiAdapter->LookupFormat(Format, DXGI_VK_FORMAT_MODE_ANY);
const VkFormatProperties fmtSupport = m_dxvkAdapter->formatProperties(fmtMapping.Format);
const DxvkFormatInfo* fmtProperties = imageFormatInfo(fmtMapping.Format);
// Reset output flags preemptively
if (pFlags1 != nullptr) *pFlags1 = 0;
if (pFlags2 != nullptr) *pFlags2 = 0;
// Unsupported or invalid format
if (fmtMapping.Format == VK_FORMAT_UNDEFINED)
return E_INVALIDARG;
UINT flags1 = 0;
UINT flags2 = 0;
// Format can be used for shader resource views with buffers
if (fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT)
flags1 |= D3D11_FORMAT_SUPPORT_BUFFER;
// Format can be used for vertex data
if (fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT)
flags1 |= D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER;
// Format can be used for index data. Only
// these two formats are supported by D3D11.
if (Format == DXGI_FORMAT_R16_UINT
|| Format == DXGI_FORMAT_R32_UINT)
flags1 |= D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER;
// TODO implement stream output
// D3D11_FORMAT_SUPPORT_SO_BUFFER
if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
|| fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) {
const VkFormat depthFormat = m_dxgiAdapter->LookupFormat(Format, DXGI_VK_FORMAT_MODE_DEPTH).Format;
if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_1D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE1D;
if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_2D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE2D;
if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_3D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
flags1 |= D3D11_FORMAT_SUPPORT_MIP
| D3D11_FORMAT_SUPPORT_CPU_LOCKABLE
| D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT;
// Format can be read
if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) {
flags1 |= D3D11_FORMAT_SUPPORT_TEXTURECUBE
| D3D11_FORMAT_SUPPORT_SHADER_LOAD
| D3D11_FORMAT_SUPPORT_SHADER_GATHER
| D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
if (depthFormat != VK_FORMAT_UNDEFINED) {
flags1 |= D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON
| D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON;
}
}
// Format is a color format that can be used for rendering
if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) {
flags1 |= D3D11_FORMAT_SUPPORT_RENDER_TARGET
| D3D11_FORMAT_SUPPORT_MIP_AUTOGEN;
if (m_dxvkDevice->features().core.features.logicOp)
flags2 |= D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP;
}
// Format supports blending when used for rendering
if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT)
flags1 |= D3D11_FORMAT_SUPPORT_BLENDABLE;
// Format is a depth-stencil format that can be used for rendering
if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
flags1 |= D3D11_FORMAT_SUPPORT_DEPTH_STENCIL;
// FIXME implement properly. This would require a VkSurface.
if (Format == DXGI_FORMAT_R8G8B8A8_UNORM
|| Format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
|| Format == DXGI_FORMAT_B8G8R8A8_UNORM
|| Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB
|| Format == DXGI_FORMAT_R16G16B16A16_FLOAT
|| Format == DXGI_FORMAT_R10G10B10A2_UNORM
|| Format == DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM)
flags1 |= D3D11_FORMAT_SUPPORT_DISPLAY;
// Query multisample support for this format
VkImageFormatProperties imgFmtProperties;
VkResult status = m_dxvkAdapter->imageFormatProperties(fmtMapping.Format,
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
(fmtProperties->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT)
? VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
: VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
0, imgFmtProperties);
if (status == VK_SUCCESS && imgFmtProperties.sampleCounts > VK_SAMPLE_COUNT_1_BIT) {
flags1 |= D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
| D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE
| D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD;
}
}
// Format can be used for storage images or storage texel buffers
if ((fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT)
&& (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)) {
flags1 |= D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW;
flags2 |= D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE;
if (m_dxvkDevice->features().core.features.shaderStorageImageReadWithoutFormat
|| Format == DXGI_FORMAT_R32_UINT
|| Format == DXGI_FORMAT_R32_SINT
|| Format == DXGI_FORMAT_R32_FLOAT)
flags2 |= D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD;
if (Format == DXGI_FORMAT_R32_UINT
|| Format == DXGI_FORMAT_R32_SINT) {
flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD
| D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS
| D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE
| D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE;
}
if (Format == DXGI_FORMAT_R32_SINT)
flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX;
if (Format == DXGI_FORMAT_R32_UINT)
flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX;
}
// Write back format support flags
if (pFlags1 != nullptr) *pFlags1 = flags1;
if (pFlags2 != nullptr) *pFlags2 = flags2;
return S_OK;
}
BOOL D3D11Device::GetImageTypeSupport(VkFormat Format, VkImageType Type) const {
VkImageFormatProperties props;
VkResult status = m_dxvkAdapter->imageFormatProperties(
Format, Type, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_SAMPLED_BIT, 0, props);
return status == VK_SUCCESS;
}
D3D_FEATURE_LEVEL D3D11Device::GetMaxFeatureLevel(const Rc<DxvkAdapter>& Adapter) {
static const std::array<std::pair<std::string, D3D_FEATURE_LEVEL>, 7> s_featureLevels = {{
{ "11_1", D3D_FEATURE_LEVEL_11_1 },
{ "11_0", D3D_FEATURE_LEVEL_11_0 },
{ "10_1", D3D_FEATURE_LEVEL_10_1 },
{ "10_0", D3D_FEATURE_LEVEL_10_0 },
{ "9_3", D3D_FEATURE_LEVEL_9_3 },
{ "9_2", D3D_FEATURE_LEVEL_9_2 },
{ "9_1", D3D_FEATURE_LEVEL_9_1 },
}};
const std::string maxLevel = Adapter->instance()->config()
.getOption<std::string>("d3d11.maxFeatureLevel");
auto entry = std::find_if(s_featureLevels.begin(), s_featureLevels.end(),
[&] (const std::pair<std::string, D3D_FEATURE_LEVEL>& pair) {
return pair.first == maxLevel;
});
return entry != s_featureLevels.end()
? entry->second
: D3D_FEATURE_LEVEL_11_0;
}
}